CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id caadria2019_196
id caadria2019_196
authors Bekele, Mafkereseb Kassahun and Champion, Erik
year 2019
title Redefining Mixed Reality: User-Reality-Virtuality and Virtual Heritage Perspectives
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 675-684
summary The primary objective of this paper is to present a redefinition of Mixed Reality from a perspective emphasizing the relationship between users, virtuality and reality as a fundamental component. The redefinition is motivated by three primary reasons. Firstly, current literature in which Augmented Reality is the focus appears to approach Augmented Reality as an alternative to Mixed Reality. Secondly, Mixed Reality is often considered to encompass Augmented Reality and Virtual Reality rather than specifying it as a segment along the reality-virtuality continuum. Thirdly, most common definitions of Augmented Reality (AR), Augmented Virtuality (AV), Virtual Reality (VR) and Mixed Reality (MxR) in current literature are based on outdated display technologies, and a relationship between virtuality and reality, neglecting the importance of the users necessarily complicit sense of immersion from the relationship. The focus of existing definitions is thus currently technological, rather than experiential. We resolve this by redefining the continuum and MxR, taking into consideration the experiential symbiotic relationship and interaction between users, reality, and current immersive reality technologies. In addition, the paper will suggest some high-level overview of the redefinition's contextual applicability to the Virtual Heritage (VH) domain.
keywords Mixed Reality; Reality-Virtuality Continuum; Virtual Heritage
series CAADRIA
last changed 2019/04/16 08:22

_id c207
authors Branzell, Arne
year 1993
title The Studio CTH-A and the Searching Picture
source Endoscopy as a Tool in Architecture [Proceedings of the 1st European Architectural Endoscopy Association Conference / ISBN 951-722-069-3] Tampere (Finland), 25-28 August 1993, pp. 129-140
summary What happens during an architect’s search for the best solution? How does he (or she) begin, which tools are chosen, what happens when he comes to a standstill? The activities – sketching, discussions with other people, making models, taking walks to think, visits to the library, etc? What is an ordinary procedure and what is more specific? Do the tools have an impact on the final solution chosen? What happens during periods of no activity? Are they important? In which fields of activities are signs of the searching process to be found? In other words — what is the process of creative thinking for architects? Mikael Hedin and myself at Design Methods, Chalmers University of Technology, have started research into architects’ problem-solving. We have finished a pilot study on a very experienced architect working traditionally, without Cad (”The Bo Cederlöf Case”). We have started preliminary discussions with our second ”Case”, an architect in another situation, who has been working for many years with Cad equipment (Gert Wingårdh). For our next case, we will study a third situation – two or more architects who share the responsibility for the solution and where the searching is a consequence of a dialogue between equal partners. At present, we are preparing a report on theories in and methods for Searching and Creativity. I will give you some results of our work up till now, in the form of ten hypotheses on the searching process. Finally, I would like to present those fields of activity where we have so far found signs of searching. Our approach, in comparison with earlier investigations into searching (the most respected being Arnheim’s study on Picasso’s completion of the Guernica) is to collect and observe signs of searching during the process, not afterwards. We are, to use a metaphor, following in the footsteps of the hunter, recording the path he chooses, what marks he makes, what tools, implements and equipment he uses. For practising architects: a better understanding of what is going on and encouragement to try new ways of searching, for architectural students: better preparation and training for problem solving. It all began while we compared the different objects in our collection of sketches at the Chalmers STUDIO for Visualisation and Communication. (For some years, we have been gathering sketches by Alvar Aalto, Jorn Utzon, Ralph Erskine, Erik and Tore Ahlsén, Lewerenz, Nyrén, Lindroos, Wingårdh and others in a permanent exhibition). We observed similarities in these sketches which allowed us to frame ten hypotheses about the searching process.

keywords Architectural Endoscopy
series EAEA
last changed 2005/09/09 08:43

_id 705f
authors Champion, Erik and Dave, Bharat
year 2002
title Where is this place?
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 85-95
summary ‘Place’ is arguably an essential component of most successful virtual environments, yet the concept ofwhat is ‘place’, and what sort of ‘placeness’ is required for digital environments, are seldom discussed.A reflexive argument such as here is a place because it was designed to be a place does not stimulatedesign guidelines for virtual places, and it certainly does not help us create and evaluate virtual placessuitable for audiences who vary in intention or in available technology. To articulate useful distinctionsbetween virtual places, this paper extends design guidelines proposed by Kalay and Marx, reshapesthem with the help of Relph’s definitions, into spatial visualisation and activity-based environments, andadds a further category, the hermeneutic. The paper also proposes a graduated matrix for selection ofplacemaking elements and for selecting a mode of representation appropriate to the design objective ofthe virtual environment, be it spatial, activity-based, or hermeneutic.
series ACADIA
last changed 2002/10/26 23:25

_id caadria2011_023
id caadria2011_023
authors Champion, Erik M. and Andrew Dekker
year 2011
title Indirect biofed architecture: Strategies to best utilise biofeedback tools and interaction metaphors within digital architectural environment
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 241-250
summary This paper explains potential benefits of indirect biofeedback used within interactive virtual environments, and reflects on an earlier study that allowed for the dynamic modification of a virtual environment’s graphic shaders, music and artificial intelligence (of Non Playing Characters) based on the biofeedback of the player. It then examines both the potential and the issues in applying biofeedback (already effective for games) to digital architectural environments, and suggests potential uses such as personalization, object creation, atmospheric augmentation, filtering, and tracking.
keywords Virtual worlds; biofeedback; sensors; empathy theory
series CAADRIA
last changed 2012/05/30 19:29

_id caadria2008_81_session7b_662
id caadria2008_81_session7b_662
authors Champion, Erik; Andrew Dekker, Petra Thomas
year 2008
title Lazy Panorama Monopoly Table: Take Your City for a Spin
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 662-669
summary While conventional information displays are still effective, a lack of integration between descriptive and contextual information means they cannot be used independently of additional external information. New digital systems such as Google Maps are increasing in popularity. Unfortunately these present some limitations in terms of understanding both route and survey information, and in particular navigation and orientation, such as intuitively understanding a plan view no matter which way one is facing, so visitors can quickly and intuitively learn how to get to specific buildings or to specific facilities. Digital systems may also alienate older and non computer literate users; and they display contextual information inside an interface which limits the possible range of interaction methods offered by physical interaction. Our solution was to create a 3D physical model that one could spin, which would in turn display digital panoramas that spun in rotational alignment with the physical city model. Further, the user could place category tokens in intersections of the city model, which would bring up digital panoramas on the screen and highlight facilities linked to the category chosen. Rotating the token would also rotate the digital panorama.
keywords Urban visualization, panorama, tangible user interface, phidgets
series CAADRIA
type normal paper
last changed 2012/05/30 19:29

_id ijac20119404
id ijac20119404
authors Champion, Erik; Andrew Dekker
year 2011
title Biofeedback and Virtual Environments
source International Journal of Architectural Computing vol. 9 - no. 4, 377-395
summary This paper explains potential benefits of indirect biofeedback used within interactive virtual environments, and reflects on an earlier study that allowed for the dynamic modification of a virtual environment’s graphic shaders, music and artificial intelligence, based on the biofeedback of the player. The aim was to determine which augmented effects aided or discouraged engagement in the game. Conversely, biofeedback can help calm down rather than stress participants, and attune them to different ways of interacting within a virtual environment. Other advantages of indirect biofeedback might include increased personalization, thematic object creation, atmospheric augmentation, filtering of information, and tracking of participants’ understanding and engagement. Such features may help designers create more intuitive virtual environments with more thematically appropriate interaction while reducing cognitive loading on the participants. Another benefit would be more engaged clients with a better understanding of the richness and complexity of a digital environment.
series journal
last changed 2019/07/30 08:55

_id acadia09_284
id acadia09_284
authors Cheng, Nancy Yen-wen; Hegre, Erik
year 2009
title Serendipity and Discovery in a Machine Age: Craft and a CNC Router
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 284-286
summary Our digital carving experiments reveal ways to invite discovery into the design process. Working with sketched lines, handcrafted finishing, geometric overlay, and tool path coding can lead a designer to unexpected results. Concentrating on forming processes moving through material over time encourages open-ended play. Iteratively examining how computer operations generate carved results provides a craftsman’s understanding of tools and materials.
series ACADIA
type Short paper
last changed 2009/11/26 16:44

_id cdc2008_377
id cdc2008_377
authors Conrad, Erik
year 2008
title Rethinking the Space of Intelligent Environments
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 377-382
summary Technologies are not mere exterior aids but interior changes of consciousness that shape the way the world is experienced. As we enter the age of ubiquitous computing, where computers are worn, carried or embedded into the environment, we must be careful that the ideology the technology embodies is not blindly incorporated into the environment as well. As disciplines, engineering and computer science make implicit assumptions about the world that conflict with traditional modes of cultural production. Space is commonly understood to be the void left behind when no objects are present. Unfortunately, once we see space in this way, we are unable to understand the role it plays in our everyday experience. In this paper, I argue that with the realization of the vision of ubiquitous computing, the fields of computer science and engineering reify the dominance of abstract space in real space. A new approach to the design of computing systems is necessary to reembody space. The social nature of the interface allows us to situate it within Henrí Lefebvre’s notions of space, providing new tools for thinking about how computing practice engages space as well as opening avenues to rematerialize the environment through embodied interaction.
last changed 2009/01/07 07:05

_id ecaade2014_198
id ecaade2014_198
authors Erik Kjems
year 2014
title Data Fusion Using Geographic Managed Objects
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 495-504
summary The way we design our buildings and cities has not really changed a lot for decades. Drawing boards have been exchanged with relatively small 30” inch monitors, pens and rulers have been exchanged with advanced digital tools mostly though disturbing, making the creative process of design merely a frustrating one. So what have we gained from CAD. Certainly a lot, but mostly the possibility to combine and fuse projects. Simulating future use and behaviour, revealing design issues and failures before actually built. Still data fusion is a relatively new challenge albeit quite obvious trying to assemble models coming from different systems and vendors representing different professional domains. This paper discusses data exchange and data fusion in general and presents a new development, which gives the possibility to enhance data as intelligent objects opening a whole new paradigm for both data exchange and data fusion.
wos WOS:000361385100052
keywords Data fusion; cad; managed object; data exchange; virtual machine
series eCAADe
last changed 2016/05/16 09:08

_id ecaadesigradi2019_311
id ecaadesigradi2019_311
authors Hansen, Lasse Hedegaard and Kjems, Erik
year 2019
title Augmented Reality for Infrastructure Information - Challenges with information flow and interactions in outdoor environments especially on construction sites
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 473-482
summary This paper discusses Augmented Reality (AR) as means to interact with information regarding infrastructure projects before, under and after construction. For that purpose, two different prototypes were developed using Apples ARKit and Unity's game design platform and tested on two use cases. However, the main focus of this paper is interacting with infrastructure information through AR rather than researching core AR technology. We learned that using AR under the constructing phase with subsurface utilities is still facing several difficulties. Especially when it comes to accessing and interacting with information in a changing construction environment. These difficulties will be discussed and also the challenges regarding information flow between civil engineering and AR software.
keywords Augmented Reality; ARKit; Information flow; Subsurface utilities ; Highway construction project; Construction site
series eCAADeSIGraDi
last changed 2019/08/26 20:27

_id ecaade2007_098
id ecaade2007_098
authors Heylighen, Ann; Neuckermans, Herman; Wolpers, Martin; Casaer, Mathias; Duval, Erik
year 2007
title Sharing and Enriching Metadata in Architectural Repositories
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 401-408
summary All over the world, students and teachers in architecture have been developing learning materials in various digital formats. Unfortunately, the material is not shared across school boundaries, and thus not exploited to its full extent. Mostly, technical and organisational limitations hamper the sharing and exchange of learning material, although this would benefit the global community of students and teachers in architecture. This paper presents a recently launched EU-initiative called MACE—Metadata for Architectural Contents in Europe—which aims at creating a European-wide space for the electronic descriptions of architectural information to be used in architectural education. The idea is to exchange and enhance the metadata of as many as possible digital repositories in order to allow searches by distant partners. Real access conditions to the data still remain those specific for each repository. By describing and discussing this initiative in its early stage, the paper aims to benefit from the exchange of ideas and experiences with similar initiatives, and to trigger the interest of new repository owners to join MACE.
keywords Digital repositories, metadata, architecture
series eCAADe
last changed 2007/09/16 15:55

_id ecaade2007_100
id ecaade2007_100
authors Houtkamp, Joske M.; Spek, Erik D. van der; Toet, Alexander
year 2007
title The influence of Lighting on the Affective Qualities of a Virtual Theater
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 77-84
summary In the development of 3D models of buildings, much time and effort is spent on enhancing lighting effects, to improve the perceived realism and quality of the models, and to create ambience. In an experimental setup, two versions of a 3D model of the Royal Carré Theater with different lighting conditions were presented to viewers, to assess the influence of lighting effects on their affective appraisals. A small group visited the real theater. The differences between the affective qualities of the models are smaller than expected, and participants seem to infer affective qualities and dimensions of an environment without paying attention to the specific lighting information. The affective qualities of the real theater show a correspondence to both versions.
keywords 3D models, virtual environments, affective appraisal, lighting
series eCAADe
last changed 2007/09/16 15:55

_id 2e3b
authors Kvan, Thomas and Kvan, Erik
year 1997
title Is Design Really Social
source Creative Collaboration in Virtual Communities 1997, ed. A. Cicognani. VC'97. Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, 8 p.
summary There are many who will readily agree with Mitchell’s assertion that “the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process.” [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants; that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided; therefore; must permit the best communication and the best social interaction. We think it essential to examine the foundations and assumptions on which software and environments are designed to support collaborative design communication. Of particular interest to us in this paper is the assumption about the “social” nature of design. Early research in computer-assisted design collaborations has jumped immediately into conclusions about communicative models which lead to high-bandwidth video connections as the preferred channel of collaboration. The unstated assumption is that computer-supported design environments are not adequate until they replicate in full the sensation of being physically present in the same space as the other participants (you are not there until you are really there). It is assumed that the real social process of design must include all the signals used to establish and facilitate face-to-face communication; including gestures; body language and all outputs of drawing (e.g. Tang [1991]). In our specification of systems for virtual design communities; are we about to fall into the same traps as drafting systems did?
keywords CSCW; Virtual Community; Architectural Design; Computer-Aided Design
series other
last changed 2002/11/15 17:29

_id ab9c
authors Kvan, Thomas and Kvan, Erik
year 1999
title Is Design Really Social
source International Journal of Virtual Reality, 4:1
summary There are many who will readily agree with Mitchell's assertion that "the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process." [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants, that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided, therefore, must permit the best communication and the best social interaction. We see a danger here, a pattern being repeated which may lead us into less than useful activities. As with several (popular) architectural design or modelling systems already available, however, computer system implementations all too often are poor imitations manual systems. For example, few in the field will argue with the statement that the storage of data in layers in a computer-aided drafting system is an dispensable approach. Layers derive from manual overlay drafting technology [Stitt 1984] which was regarded as an advanced (manual) production concept at the time many software engineers were specifying CAD software designs. Early implementations of CAD systems (such as RUCAPS, GDS, Computervision) avoided such data organisation, the software engineers recognising that object-based structures are more flexible, permitting greater control of data editing and display. Layer-based systems, however, are easier to implement in software, more familiar to the user and hence easier to explain, initially easier to use but more limiting for an experienced and thoughtful user, leading in the end to a lesser quality in resultant drawings and significant problems in output control (see Richens [1990], pp. 31-40 for a detailed analysis of such features and constraints). Here then we see the design for architectural software faithfully but inappropriately following manual methods. So too is there a danger of assuming that the best social interaction is that done face-to-face, therefore all collaborative design communications environments must mimic face-to-face.
series journal paper
last changed 2003/05/15 08:29

_id ce2c
id ce2c
authors McCall, Raymond and Johnson, Erik
year 1996
title Argumentative Agents as Catalysts of Collaboration in Design
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 155-163
summary Since the 1970s we have created hypertext systems supporting Rittel's argumentative approach to design. Our efforts aim at improving design by encouraging argumentative—i.e., reasoned—discourse during projects. Despite the intrinsically group-oriented character of the argumentative approach, all of our past prototypes were single-user systems. The project reported on here is the first in which we aim at supporting argumentation in group projects. To do this, we augmented our PHIDIAS hyperCAD system to shows how argumentative agents can initiate and sustain productive collaboration in design. These agents catalyze collaboration among designers working at different times and/or places by 1) detecting overlaps in the concerns of different participants in a design process, including conflict and support relationships, 2) notifying these people of these overlapping concerns, and 3) enabling asynchronous communication among these people to deal collaboratively with the overlaps. We call these agents argumentative because they represent different personal and professional viewpoints in design and because they promote argumentative discourse among designers about various issues. In addition to identifying and dealing with crucial problems of coordination and collaboration, argumentative agents enable the capture of important design rationale in the form of communication among project participants about these crucial problems.
series ACADIA
last changed 2004/03/18 08:37

_id 8fb2
id 8fb2
authors McCall, Raymond, Bennett, Patrick and Johnson, Erik
year 1994
title An Overview of the PHIDIAS II HyperCAD System
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 63-74
summary The PHIDIAS II HyperCAD system combines the functionality of CAD graphics, hypermedia, database management and knowledge-based computation in a single, highly integrated design environment. The CAD functionality includes both 3-D and 2-D vector graphics. The hypermedia includes support for text, raster images, video and sound. The database management enables persistent storage and interlinking of large collections of text, images, video, sound and vector graphics, i.e., thousands of vector graphic objects and drawings in a single database. Retrieval is provided both through use of "associative indexing" based on hyperlinks and through use of an advanced query language. The knowledge- based computation includes both inference and knowledgebased critiquing.

A highly unusual feature of PHIDIAS II is that it implements all of its functions using only hypermedia mechanisms. Complex vector graphic drawings and objects are represented as composite hypermedia nodes. Inference and critiquing are implemented through use of what are known as virtual structures [Halasz 1988], including virtual links and virtual nodes. These nodes and links are dynamic (computed) rather than static (constant). They are defined as expressions in the same language used for queries and are computed at display time. The implementation of different kinds of functions using a common set of mechanisms makes it easy to use them in combination, thus further augmenting the system's functionality.

PHIDIAS supports design by informing architects as they develop a solution's form. The idea is thus not to make the design process faster or cheaper but rather to improve the quality of the things designed. We believe that architects can create better buildings for their users if they have better information. This includes information about buildings of given types, user populations, historical and modern precedents, local site and climate conditions, the urban and natural context and its historical development, as well as local, state and federal regulations.

series ACADIA
last changed 2004/03/18 08:34

_id ecaade2008_137
id ecaade2008_137
authors Palmquist, Erik; Shaw, Jonathan
year 2008
title Collaborative City Modeling
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 249-256
summary This paper presents an approach to creating an online real time rendering environment, upon which a large-scale, urban 3D model can be produced as a collaborative effort between initial content creators and outside parties with an interest in simulation and visualization. In 2007, the City of Atlanta, Georgia organized a taskforce to provide recommendations on the future development and mobility along the city’s signature street, Peachtree Street. To aid in the visualization of this area, datasets were converted into low polygon textured 3D models for the entire study area. This content will serve as the foundation of a collaborative effort to complete a high quality real time environment. The process for this project will be described and the means to extend the boundaries, maintain, and collaborate with this content will be proposed.
keywords 3D model, collaborative design, real time, visualization, training
series eCAADe
last changed 2008/09/09 13:55

_id ecaade2017_189
id ecaade2017_189
authors Parigi, Dario, Svidt, Kjeld, Molin, Erik and Bard, Delphine
year 2017
title Parametric Room Acoustic workflows - Review and future perspectives
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 603-610
summary The paper investigates and assesses different room acoustics software and the opportunities they offer to engage in parametric acoustics workflow and to influence architectural designs. The first step consists in the testing and benchmarking of different tools on the basis of accuracy, speed and interoperability with Grasshopper 3d. The focus will be placed to the benchmarking of three different acoustic analysis tools based on raytracing. To compare the accuracy and speed of the acoustic evaluation across different tools, a homogeneous set of acoustic parameters is chosen. The room acoustics parameters included in the set are reverberation time (EDT, RT30), clarity (C50), loudness (G), and definition (D50). Scenarios are discussed for determining at different design stages the most suitable acoustic tool. Those scenarios are characterized, by the use of less accurate but fast evaluation tools to be used in early design stages, or by more accurate but slower tools for later-stage design stage detailing and delivery phases.
keywords Geometrical Acoustics; Parametric design; Real-time acoustic analysis; Virtual reality
series eCAADe
last changed 2017/09/13 13:30

_id caadria2019_305
id caadria2019_305
authors Rahaman, Hafizur and Champion, Erik
year 2019
title The Scholarly Rewards and Tragic Irony of 3D Models in Virtual Heritage Discourse
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 695-704
summary To validate the hypothesis that virtual heritage papers are reliant on providing scholarly argumentation based on 3D models, and convenient access is provided to these models where relevant, this study reviewed 264 articles from the last three available proceedings of major digital heritage events and conferences (14 in total). The findings revealed this was not the case, few contain references to accessible 3D models. We discuss why this may be so, and we outline recommendations for ensuring that virtual heritage 3D models can be preserved and accessed.
keywords Virtual heritage; 3D model; repositories; publications; preservation
series CAADRIA
last changed 2019/04/16 08:22

_id caadria2017_028
id caadria2017_028
authors Sharah, Lachlan, Escalante, Erik, Fabbri, Alessandra, Guillot, Romain and Haeusler, M. Hank
year 2017
title Streamlining the Modelling to Virtual Reality Process - Semi-Automating Mesh Quadrangulation and UV Unwrapping for Grasshopper.
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 53-62
summary Visualisation in architecture often involves a transition between different modelling programs. This is done in order to be able to manually prepare and repair three-dimensional models for visualisations such as renders and VR simulations. In this paper the development of a direct link between a three-dimensional modelling platform and a Virtual Reality (VR) Engine is investigated. This is researched through the generation and manipulation of clean quad mesh topology, UV mapping and UV texture map creation. Through a reiterative process, all possible solutions for improved quad mesh topology for doubly curved surfaces are explored. The resulting clean quad mesh improves the usability of the model and application of textures to accurately simulate a real material. In parallel, the development of a UV unwrapping and UV map creation process was investigated to enhance the texturing process inside the same architectural modelling platform. The overall system was developed as an advanced tool for semi-automating and streamlining the process between modelling and VR simulation. The paper concludes with the limitations of the process and points out to future research to improve speed and quality as well guides to where future testing and experiments should be further investigated and applied.
keywords Virtual Reality; Quadrangulation; UV unwrapping; Physics Simulation
series CAADRIA
last changed 2017/05/09 08:05

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