Syed Muhammad Adil Bokhari


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Last Name

Bokhari

First Name

Syed Muhammad Adil

Organisational unit

03563 - Hovestadt, Ludger / Hovestadt, Ludger

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Publications 1 - 9 of 9
  • Nickl, Agostino; Bokhari, Syed Muhammad Adil (2024)
    Responsive Cities: Collective Intelligence Design Symposium Proceedings 2023
    Amid the accelerating use of Large Language Models (LLMs) in the domain of architectural and urban design visualizations, the nuanced potential of embedding them into larger design methodologies is yet to be comprehensively examined. This investigation offers an innovative method for implementing LLMs in the urban design context by embracing their potential as roleplaying characters, bridging programming and natural language realms. Integrating Wolfram Mathematica with OpenAI's ChatGPT API, we propose a logistic framework that assigns design tasks via role-play to LLM-based AI like the GPT-4 and Midjourney V5. A hypothetical superblock in Barcelona serves as the site of speculation for the framework, suggesting the cohabitation of diverse intelligences within urban design processes.
  • Studio Meteora
    Item type: Other Conference Item
    Studio Meteora; Bokhari, Syed Muhammad Adil; Roman, Miro; et al. (2023)
  • Bokhari, Syed Muhammad Adil; Nickl, Agostino (2024)
    Synthetic Realities
    Despite the rapid adoption of Artificial Intelligence, especially Large Language Models (LLMs) in the realm of architectural renderings, their implications for architectural thought and practice remain largely unexplored. Posited at the interplay of technology and technics, this essay proposes an architectonic framework to put today's most powerful machine learning models at play beyond the domain of the visual. Automata as cosmotechnical devices, manifesting across cultures and histories, can help challenge the generic and overarching sensibility of LLMs and the eschatological narratives surrounding them. Transferring the motif of the Automaton to LLMs, the authors theoretically frame and conduct an experiment incorporating programming and natural languages. Establishing connections between the two allows the outsourcing of design roles to LLMs role-playing as characteristic automata. The proposed framework, pairing the genericity of this technology with the culturally charged specificity of the automaton, can incorporate multiple intelligences in the context of an architectural project, point towards a plurality of possible LLM-based technics, and raise questions beyond ontological distinctions of human and machine, nature and artifice, technology and culture.
  • Staging Versailles - Intelligences at Play
    Item type: Other Conference Item
    Nickl, Agostino; Bokhari, Syed Muhammad Adil (2023)
  • Bokhari, Syed Muhammad Adil (2023)
    An observatory, a theatre, a spectacle; the Diorama posits an act of seeing through images that cannot be fixed. Marcel Duchamp’s installation: “Étant donnés: 1° la chute d'eau / 2° le gaz d’éclairage” builds on the diorama as a staging of gaze; playing out the idea of perspective and the observer through a demountable approximation consisting of multiple media. Genres of architectural representations, styles, techniques, tools, and constructions, are all available now in the fertile, electric grounds of today. Partly documented, partly simulated, partly generated, and always fully digital, images are being produced ad nauseam, however the mechanics of architectural design and rendering remain as they were during the Renaissance; digital tools merely simulating a practice based on the conception of space of about 500 years ago. What is needed though, is not the construction of more or the optimisation of the existing, but the possibility of an abstraction; a way to stage and proportion the data-rich albeit noise-ridden world. This lecture will explore how the diorama can introduce a theatricality that goes beyond the ontological retreats offered by photography and physically-based-rendering. The illusionism of the Baroque, Alchemical automata, Tomography and AI based computer graphics and Vfx will be discussed not only as visual constructions but as characters on the stage of the Digital Diorama.
  • Nickl, Agostino; Bokhari, Syed Muhammad Adil; Roman, Miro (2024)
    Trans ~ Lore
  • Nickl, Agostino; Bokhari, Syed Muhammad Adil (2023)
  • Bokhari, Syed Muhammad Adil (2025)
    The thesis presented here is disctinctly architectural in nature and aims to directly address questions and invent new ones related to architectural rendering and imaging through surveys, experiments, and applications. The dissertation is divided into five parts, envisioned as a traversal through a palace of stories. At each point in this traversal, new questions, objects, figures, experiments, and methods come into play and become conversational partners. It establishes three sensibilities that form the core of the thesis: The Wunderkammer, the Garden, and the Theatre; each one focusing, like a lens into a particular mode associated with the construction of the architectural image. Each part is composed of multiple essays that deal with each sensibility. As spatial metaphors they are all localities; particular locations in our palace, however they are always connected to the world at large, albeit in a different light. One through precious objects, one through ways of connecting things, and one through schematic performances. Together as a tripod of rendering, they are interwoven together in a contingent manner, cyclically involved in the creation of the architectural image. Each of these spatial metaphors also behave as vestibules to the others, with the experiments providing points of inversion where two sensibilities meet. The Wunderkammer opens and leads, the garden talks and flows, the theatre hosts and returns. Each opens into the others, each talks to the others, each hosts the others. Part 1: Enter through the Looking Glass is an invitation. It lays out the theoretical basis for the dissertation. This invitation works as an expansion breadthwise of the idea of the architectural rendering by bringing in discussions from computer graphics and vision, optics, photography, and artificial intelligence to unfold the idea of architectural media into modalities of thought. It examines computational methods and examines the many histories and cultures that shape the matter of the thesis. The experiment: “Tomographies” culminates this section. From this world, we enter the first location inside the palace: Wunderkammer. Part 2: Toward the Wunderkammer is an intimation; the first point of entry into our palace. It discusses the act of surveying, collecting, and sensing the many objects, characters, and instruments that we cherish and work with; It is a microcosm. It delves into the cabinets and their contents; acts of building databases, collecting, archiving, storing, surveying. It houses the models of the world. It culminates with the two experiments: “3D Archaeology”, and “Architectonic Embeddings”. The Wunderkammer, a private space, works as a vestibule through which we enter the garden. Part 3: Across the Garden is a procession; through the flourishing grounds of the palace. Here, all the elements collected in the wunderkammer come to life and talk to each other while being immersed in the changing of the weather; a search engine. The weathers here connect, mobilize connections. This is the world of models. Connections are forged and conversations are rehearsed as we move onto the theatre. This is the space of the familiar, of mimics, and simulations, where streams of information organize and compose the artefacts that we collected and are imbued with life. The section ends with the application: “Sjstr” which connects the modeling space of CAD software to the realm of indexes and precedents. This Garden is a familiar space through which we move to the theater. Part 4: Into the Theatre is a performance; A play with and through the many connected objects, connections, and instruments that we have carried with us; a rendering machine. Now we direct our attention to the deployment of the architectural project on multiple scales. It is public. This is the life of models. Through the idea of the theatre three architectural projects are deployed as a scehma. Its delves into the relationships and continuities of theatricality and architecture and builds experiments that not just think about the theatre as space but the theatrical device of the rendering and the theatre of the archirtectural project. This section is rendered through 3 key experiments: “Automata at Court”, “LLMs in the City” and “1001 in 1” that deploy foundation models in the service of the theatre of an architectural project, each delving into multiple scales along with their histories of architectural projects. Part 5: Exit through the Bazaar is a circulation. The stepping out into the marketplace, where models, thoughts, figures, truths, and fabulations are traded as currencies. This is the final act, where we return to the city and look at it anew.
  • Playing Dimensions: Images / Models / Maps
    Item type: Conference Paper
    Saldaña Ochoa, Karla; Huang, Lee-Su; Guo, Zifeng; et al. (2023)
    Proceedings of the 43rd Annual Conference of the Association for Computer Aided Design in Architecture
    This article presents a novel architecture design workflow that explores the intersection of Big Data, Artificial Intelligence (AI), and storytelling by scraping, encoding, and mapping data, which can then be implemented through Virtual Reality (VR) and Augmented Reality (AR) technologies. In contrast to conventional approaches that consider AI solely as an optimization tool, this workflow embraces AI as an instrument for critical thinking and idea generation. Rather than creating new AI models, this workflow encourages architects to experiment with existing ones as part of their practice. The workflow revolves around the concept of "Canonical architecture," where data-driven techniques serve to traverse dimensions and representations, encompassing text, images, and 3D objects. The data utilized consists of information specific to the project, gathered from social media posts, including both images and text, which provide insights into user needs and site characteristics. Additionally, roughly 9,000 3D models of architectural details extracted from 38 different architectural projects were used. The primary objective is to assist architects in developing a workflow that does not suggest starting from scratch or a tabula rasa, but to work with already hyper-connected objects, be it text, images, 3D models, et cetera. These conceptualizations can then be enacted in game engines and/or experimented with in AR/ VR platforms, while keeping their connections alive. Through this process, the framework aims to develop a sensibility of working with large amounts of data without losing focus, and letting the electric grounds of the internet help us in articulating projects.
Publications 1 - 9 of 9