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 ecaade2012_290
id ecaade2012_290
authors Barakat, Merate
year 2012
title Urban Acoustic Simulation: Analysis of Urban Public Spaces through Auditory senses
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 587-592
wos WOS:000330322400060
summary This paper explores the sonic characteristics of urban spaces, with the application of apprehending acoustic space and form theory. The theory defines auditory spaces as acoustical arenas, which are spaces defi ned and delineated by sonic events. Historically, cities were built around a soundmark, for example, the resonance of a church bell or propagation of a calling for prayer, or a factory horn. Anyone living beyond the horizon of this soundmark was not considered citizens of that town. Furthermore, the volume of urban sonic arenas depends on natural. Digital simulation is necessary to visualize the ephemeral and temporal nature of sound, within a dynamic immersive environment like urban spaces. This paper digitally analyses the different morphologies of old cities and forms of growth in relation to the sound propagation and ecological effects. An experiment is conducted with the aid of an ancient North-African city model, exposed to a point cloud agent system. By analysing how the sound propagates from the known soundmark through the urban fabric, with the wind pressure interference; the paper compares the theoretical concept of soundmarks and the known perimeter of the ancient city
keywords Urban Public Spaces; Aural Design; Auditory Arena Simulation; Soundmark
series eCAADe
last changed 2014/04/14 11:07

_id 7d6c
authors Chapin, William L., Lacey, T. and Leifer, Larry
year 1994
title DesignSpace: A Manual Interaction Environment for Computer Aided Design DEMONSTRATIONS: Virtual Reality Multimedia
source Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems 1994 v.2 pp. 33-34
summary DesignSpace is a computer-aided-design (CAD) system that facilitates dexterous manipulation of mechanical design representations. The system consists of an interactive simulation programmed with a seamless extended model of the designer's physical environment and driven with continuous instrumentation of the designer's physical actions. The simulation displays consistent visual and aural images of the virtual environment without occluding the designer's sensation of the physical surroundings. Developed at Stanford University's Center for Design Research (CDR), DesignSpace serves as an experimental testbed for design theory and methodology research. DesignSpace includes significant contributions from recent CDR development projects: TalkingGlove, CutPlane, VirtualHand, TeleSign, and VirtualGrasp. The current DesignSpace prototype provides modeling facility for only crude conceptual design and assembly, but can network multiple systems to share a common virtual space and arbitrate the collaborative interaction. The DesignSpace prototype employs three head-tracked rear projection images, head-coupled binaural audio, hand instrumentation, and electromagnetic position tracking.
keywords Virtual Environment; Dexterous Manipulation; Interactive Simulation; Presence; Spatial Acoustics; Manual and Gestural Communication; Teleconference; Collaboration
series other
last changed 2002/07/07 14:01

_id b81d
authors Davies, C. and Harrison, J.
year 1996
title Osmose: Towards Broadening the Aesthetics of Virtual Reality
source ACM Computer Graphics: Virtual Reality Volume 30, Number 4
summary Osmose is an immersive virtual environment, produced by Softimage in 1994/95. One of the primary goals of Osmose was to push the expressive capabilities of existing 3D tools, to demonstrate that an alternative aesthetic and interactive sensibility is possible for real-time, interactive, 3D computer graphics. Osmose was created under the direction of Char Davies, the Director of Visual Research at Softimage. A former painter, as well as a creator of 3D computer graphic stills, Davies has a particular artistic vision which has driven the project. Davies has been striving for years to represent space as a luminous enveloping medium. This has led her from painting to 3D computer graphics, and finally into creating immersive virtual spaces. One of Davies' intentions for Osmose was to create a space that is "psychically innovating," one in which, to quote Bachelard, participants do not change "place," but change their own nature. Osmose was therefore designed to explore the potential of immersive virtual space to allow participants to shed their habitual ways of looking at (and behaving in) the world. By doing this, we hoped they would then emerge from the virtual world to experience the real world in a fresh way, reawakening a fundamental sense of their own "being-in-the-world." We hoped that this could be accomplished through the visual, aural and interactive aesthetic of the work.
series journal paper
last changed 2003/04/23 13:50

_id caadria2019_211
id caadria2019_211
authors Globa, Anastasia, Wang, Rui and Beza, Beau B.
year 2019
title Sensory Urbanism and Placemaking - Exploring Virtual Reality and the Creation of Place
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. 737-746
summary Sensory Urbanism is an experimental prototyping project exploring the potential of immersive Virtual Reality (VR) environments to support the incorporation of sensory and intangible aspects of place. The study investigates how sensory exploration of urban places can be integrated into decision making regarding the future of cities. In the past, numerous studies reported various sophisticated 'livability' measures, deeming to determine what makes a city a great place to live in. While a part of these measures can be quantified and be represented as text, graphs or images, most of the qualitative aspects of place are inherently abstract and sensory. These aspects have to be experienced to be understood and therefore they are extremely difficult to communicate using conventional representation means. The proposition explored in this study is that the increasing ubiquity of VR and Augmented Reality (AR) technologies can provide new opportunities to engage with the multi-sensory and temporal aspects of urban place. A mixed media approach was adopted, tapping into a temporal dimension as well as visual, aural and kinesthetic range of human senses. The paper reports on the development of the VR sensory urbanism prototype and the initial pilot study that demonstrated the proof-of-concept.
keywords Sensory Urbanism; Immersive Environments; Virtual Reality; Design Evaluation; Placemaking
series CAADRIA
last changed 2019/04/16 08:22

_id 64b8
authors Grabowski, M. and Barner, K.
year 1998
title Data Visualization Methods for the Blind using Force Feedback and Sonification
source Stein, M. (Ed.). Telemanipulator and Telepresence Technologies V. Vol. 3524
summary Research in the field of scientific visualization has begun to articulate systematic methods for mapping data to a perceivable form. Most work in this area has focused on the visual sense. For blind people in particular, systematic visualization methods which utilize other sense need further development. In this work we develop methods for adding aural feedback to an existing haptic force feedback interface to create a multimodal visualization system. We examine some fundamental components of a visualization system which include the following: characterization of the data, definition of user directives and interpretation aims, cataloging of sensual representations of information, and finally, matching the data and user interpretation aims with the appropriate sensual representations. We focus on the last two components as they relate to the aural and haptic sensor. Cataloging of sensual representations is drawn form current research in sonification and haptics. The matching procedure can be thought of as a type of encoding which should be the inverse of the decoding mechanism of our aural and haptic systems. Topics in human perception are discussed, and issues related to the interaction between the two sensor are addressed. We have implemented a visualization system in the from of a Windows NT application using a sound card and a 3 DOF point interaction haptic interface. The system present a 2D data set primarily as a polygonal haptic surface although other capabilities of the haptic sensor are utilized such as texture discernment. In addition, real time aural feedback is presented as the user explores the surface. Parameters of sound such as pitch and spectral content are used to convey information. Evaluation of the system's effectiveness as an assistive technology for the blind reveals that combining aural and haptic feedback improves visualization over using either of the two senses alone.
series other
last changed 2003/04/23 13:14

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment Interaction
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 741-758
summary This paper examines three key areas of responsive sound interaction in 3D Digital Environments: designing generative sound that derives its composition and relevance from social and physical human interaction within a digital environment; the relation of sonic structure to the digital visual and spatial experience; and responsive, reactive real time sound generation activated by environmental conditions and human behaviours. The primary purposes for responsive sound design are: (1) to provide navigational cues supporting way-finding and spatial orientation; and (2) to provide realtime generative environmental sound that reflects social behaviour in a way that is meaningful and recognisable. The applied contexts for navigational cues and environmental generative sound include online (multi-user), synchronous Virtual Environments and Digital Installation Spaces (e.g. intelligent rooms, virtual reality and immersive environments). Outcomes of responsive sound design include: a trigger system of aural alerts, warnings and guidance; a computational system for generating sound in real time activated by spatial location and social interaction; and an audio (non-visual) tool aiding spatial orientation and way-finding interaction in 3D immersive Digital Environments.
series CAADRIA
last changed 2004/05/20 17:43

_id ecaaderis2018_113
id ecaaderis2018_113
authors Kotnour, Karolína and Florian, Miloš
year 2018
title Aural Virtual Worlds - Noises, Signals, Human Brain Interface and Audio-Visual Programming
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 5-14
keywords The symbiosis of architecture and sound in connection with the human mind and body. This project explores possible connections and interactions between sound, imagination and visualisation of space through experimental work with Brain-Computer Interfaces, BCI technology, EEG headsets, and visual programming in audio-visual studio MAX MSP. The architecture reflects the sensory experience of space and sound while transforming its own structures. Space is changing under the influence of sound waves and vice versa.
series eCAADe
last changed 2018/05/29 12:33

_id 7032
authors More, G., Harvey, L. and Burry, M.
year 2002
title Understanding Spatial Information with Integrated 3D Visual and Aural Design Applications
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. 333-338
summary The ability to arrange information graphically in digitally represented Cartesian space offers obviousadvantages over two-dimensional graphical reductions. Adding time to the spatial palette provides adynamic dimension. Cartesian space used for these purposes, however, reinforces an ocular-centricapproach to information delivery. We can include sound in order to seek a sensory balance, therebyimproving cognition and enhancing dimensionality within an ‘information space’, especially for complexmaterial requiring greater interactivity or ‘audience’ participation. Combined visual and audio synthesisoffers multidimensional and multi-sensorial environments that challenge existing linear and twodimensionalpresentation orthodoxies – ‘audience’, for instance, presupposes a lecture to be listened to.This paper presents work in progress investigating the use of sonification as both a thematic andnavigational vehicle in dynamic presentation environments.
series ACADIA
last changed 2002/10/26 23:25

_id ecaade2008_195
id ecaade2008_195
authors Rafi , Ahmad; Hanif , Radzi; Mustaffa, Fauzan
year 2008
title Interpreting Traditional Malay Shadow Play Spaces in a Multimedia Environment
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 921-926
summary This paper presents a research on the techniques of traditional Malay ‘shadow play’ used in developing new concepts for representing interactive media. This funded research by the Selangor State Library is developed based on a book collection on the aural history of Sabak Bernam, one of the counties in Selangor located in the West Peninsular of Malaysia. It considers the domain of conceptual spaces within the shadow play setting and spaces by addressing the typology of the design. Representation of different character and environmental styles related to the Malay cultures were developed as multimedia content involving more than fifty local villages. It suggests form for background consideration of possible metaphors, the space arrangement of the elementary and actors, spatial relationships, audiences and the techniques of puppetry in the design for multimedia environments.
keywords Shadow play, multimedia environment, Malay
series eCAADe
last changed 2008/09/09 13:55

_id caadria2020_435
id caadria2020_435
authors Yeow, Michael, Tracy, Kenneth and Yogiaman, Christine
year 2020
title Immersive Simulations of Acoustics for Building Analysis - An Alternative Application of Unreal Engine as a Design Tool for Acoustic Environments
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 619-628
summary This paper presents the exploration and analysis of alternative workflows in studying acoustics in architectural models, utilized in the development of the author's thesis project. Acoustic simulation software allows professionals to better understand the effects of different acoustic strategies on the overall aural experience of the space. These results are often presented as quantitative data, and auralisation programs cut back on visual representation for acoustic accuracy. The objective of this investigation is to explore the possibility of utilizing Unreal Engine as an acoustic simulation software that provides both quantitative data and an immersive understanding of the audio-visual experience of a space designed.
keywords Architectural Acoustics; Immersive Simulation; Unreal Engine
series CAADRIA
last changed 2020/08/14 18:40

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