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 ecaade2018_213
id ecaade2018_213
authors Lohse, Theresa, Fujii, Ryuta and Werner, Liss C.
year 2018
title Multi-Dimensional Interface Based Spatial Adaption - A Prototype For A Multi-Sensory User Interface Employing Elastic Materials
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 169-176
doi https://doi.org/10.52842/conf.ecaade.2018.2.169
summary Patten and Ishii (2000) discovered that people are employing more versatile strategies for spatial distribution when using a tangible user interface (TUI) as opposed to a graphics user interface (GUI) (Patten & Ishii, 2000). Besides, the generated information outputs of conventional two-dimensional interacting screens are currently almost entirely addressing the visual and acoustic senses but lacking in other sensory stimuli - such as haptic, body equilibrium and sense of gravity. With the experiment described here, the multi-dimensionality of both the input on the interface and the output of the human interaction will be challenged. This paper aims to introduce a method to a real world versatile three-dimensional interface actuating a simulated spatial environment that substantiates the more unconventional sensory perception mentioned above. A physical prototype using an Arduino will be assembled to test the feasibility of the structure.
keywords spatial formation; virtual reality; tangible user interface; body equilibrium; physical computing
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2022_361
id caadria2022_361
authors Lok, Leslie and Bae, Jiyoon
year 2022
title Timber De-Standardized 2.0 : Mixed Reality Visualizations and User Interface for Processing Irregular Timber
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 121-130
doi https://doi.org/10.52842/conf.caadria.2022.2.121
summary Timber De-Standardized 2.0†is a mixed reality (MR) user interface (UI) that utilizes timber waste produced by manufacturing dimensional lumber, suggesting an expanded notion for "material usability‚ in timber construction. The expanded notion of designing with discarded logs not only requires new tools and technologies for cataloguing, structuring, and fabricating. It also relies on new methods and platforms for the visualization and design of these structures. As a†MR†UI,†Timber De-Standardized†enables professionals and non-professionals alike to seamlessly design with irregular logs and to create viable structural systems using an intuitive†MR†environment. In order to develop a†MR†environment with this level of competency, the research aims to finesse the visualization techniques in the immersive full-scale†3D†environment and to minimize the use of alternative 2D UI(s). The research methodology†focuses on†(1) cataloguing and extracting basic properties of various tree logs, (2)†refining mesh visualization for better user interaction, and†(3)†developing†the†MR†UI to increase user design agency with custom menu lists and operations.†This methodology will extend the usability of†MR†UI protocols to a broader audience while democratizing design and enabling the user as co-creator.
keywords Irregular Tree Logs, Wood Construction, Augmented and Mixed Realities, Mixed Reality User Interface, Co-Creative Design, Digital representation and visualization, SDG 9, SDG 12, SDG 13
series CAADRIA
email
last changed 2022/07/22 07:34

_id acadia22_432
id acadia22_432
authors Lok, Leslie; Bae, Jiyoon
year 2022
title HoloWall
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 432-443.
summary HoloWall is a wall assembly that integrates mixed reality (MR) protocols with nonuniformly sized lumber to develop a customized hollow-core cross-laminated timber (HCCLT). The performance-driven design workflow leverages the MR technology and tiling automation of nonuniform wood boards to guide material processing and fabrication of a customized HCCLT prototype. This paper proposes to expand the usage and the viability of customized HCCLT as a structural component. Upcycling locally salvaged wood elements, the prototype develops a material language of lamination that peels away in calibrated gradients to generate structural and visual porosity. By engaging with the computational environment and the physical making process through the MR workflow, users are able to explore an accessible design streamline.
series ACADIA
type paper
email
last changed 2024/02/06 14:04

_id acadia21_222
id acadia21_222
authors Lok, Leslie; Samaniego, Asbiel; Spencer, Lawson
year 2021
title Timber De-Standardized
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 222-231.
doi https://doi.org/10.52842/conf.acadia.2021.222
summary Timber De-Standardized is a framework that salvages irregular and regular shaped tree logs by utilizing a mixed reality (MR) interface for the design, fabrication, and assembly of a structurally viable tree log assembly. The process engages users through a direct, hands-on design approach to iteratively modify and design irregular geometry at full scale within an immersive MR environment without altering the original material.

A digital archive of 3D scanned logs are the building elements from which users, designing in the MR environment, can digitally harvest (though slicing) and place the elements into a digitally constructed whole. The constructed whole is structurally analyzed and optimized through recursive feedback loops to preserve the user’s predetermined design. This iterative toggling between the physical and virtual emancipates the use of irregular tree log structures while informing and prioritizing the user’s design intent. To test this approach, a scaled prototype was developed and fabricated in MR.

By creating a framework that links a holographic digital design to a physical catalog of material, the interactive workflow provides greater design agency to users as co-creators in processing material parts. This participation enables users to have a direct impact on the design of discretized tree logs that would otherwise have been discarded in standardized manufacturing. This paper presents an approach in which complex tree log structures can be made without the use of robotic fabrication tools. This workflow opens new opportunities for design in which users can freely configure structures with non-standardized elements within an intuitive MR environment.

series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia22pr_154
id acadia22pr_154
authors Lok, Leslie; Zivkovic, Sasa
year 2022
title UNLOG: A Deployable and Lightweight Timber Frame
source ACADIA 2022: Hybrids and Haecceities [Projects Catalog of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-7-4]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 154-159.
summary Easily deployed and assembled, UNLOG unfolds several logs into an undulating and lightweight timber A-frame structure through robotic kerfing and bending-active kinematics. The installation provokes new methods of framing for timber construction.
series ACADIA
type project
email
last changed 2024/02/06 14:06

_id sigradi2023_281
id sigradi2023_281
authors Lolas Ahumada, Carolina Denise and Ulloa Aguayo, Paula Ignacia
year 2023
title Parameterization of Ancestral Andean Graphic Codes For 3D Printing in Geo-Bio Polymers. Translucent Artificial Poetry Project (PAT), First Stage.
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1361–1372
summary The parameterisation of Andean ancestral graphic codes for 3D printing in geo-polymers and the development of the PAT (Translucent Artificial Poetics) project focuses on the ontological-political extension of the Sumak Kawsay or Buen Vivir/Vivir Bien (5 principles) concept in the context of the Global South and the epistemologies of the South. From this perspective, PAT presents a project architecture based on a transitional design methodology that operates from a transdisciplinary perspective. It seeks to integrate Andean ancestral knowledge (the vernacular) and new technologies, together with diverse strategies of collaborative, participatory design and new pedagogies that involve the new generations in the whole process of the first stage. This opens up opportunities for active social transformation through the construction of modules adapted to the needs of the inhabitants of the Andes.
keywords Parameterisation-Andean codes-Sumak Kawsay-3d Print-Southern epistemologies-Transition design-active social transformation.
series SIGraDi
email
last changed 2024/03/08 14:08

_id sigradi2020_406
id sigradi2020_406
authors Lombardi, Davide; Dounas, Theodoros; Cheung, Lok Hang; Jabi, Wassim
year 2020
title Blockchain Grammars for Validating the Design Process
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 406-411
summary This paper presents and develops the concept of Decentralised Autonomous Organisation (DAO) as a platform for collaboration, via a design scenario in which Blockchain (BC) technology is implemented for validation purposes. The envisioned scenario simulates designers proposing multiple solutions for a given task and adopting shape grammars and environmental analysis and regulations as design drivers. Proposed solutions are uploaded, stored, presented, and evaluated in a DAO in which the decision process gets validated via the reputation of the participants and its governance system. This study lays the foundation and ignites the development of a larger framework in which design collaboration and competition are fostered and results secured, impacting design value and financial transactions.
keywords Shape grammar, Blockchain, Decentralised autonomous organisation, Design validation
series SIGraDi
email
last changed 2021/07/16 11:49

_id caadria2023_27
id caadria2023_27
authors Lombardia, Alba, Schroepfer, Thomas, Silva, Arlindo and Banon, Carlos
year 2023
title Crop-Centric Agricultural Potential of Urban Surfaces: A Sunlight-Based Computational Approach for Food Security
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 573–582
doi https://doi.org/10.52842/conf.caadria.2023.2.573
summary Urban agricultural systems will be configured over the following years to respond to increasing climate change, urbanisation, and population growth. Controlled environment agriculture (CEA) is an increasing trend since it can be easily integrated into the built environment. However, this food production system requires intensive capital and energy resources, with artificial lighting as the primary contributor to its high operational impacts. New methods and tools for planning and design can provide innovative solutions for shifting urban agriculture toward sustainability. This paper addresses the food security challenge in cities by introducing a sunlight-based computational approach for indicating the agricultural possibilities of three-dimensional urban surfaces according to crop-centric environmental suitability. The procedure aims to improve CEA efficiency through a passive natural lighting optimisation strategy, indicating the sunlight thresholds for various crop species. The methodology interconnects solar radiation values measured through sunlight simulations with crops’ daily light integrals, using Singapore and Chennai (India) as case studies. The results suggest that urban areas with high solar radiation levels possess large degrees of year-round harvesting potential. This methodology can assist designers (architects, urban planners, and engineers) and local governments in strategizing urban agriculture developments and provide decision-making support for crop harvesting initiatives in cities.
keywords Food Security, Urban Agriculture, Solar Radiation, Daily Light Integral, Sunlight Simulation
series CAADRIA
email
last changed 2023/06/15 23:14

_id sigradi2010_240
id sigradi2010_240
authors Lombera, Rodríguez Hassán; Trujillo Rivero Andy
year 2010
title Real - time Minor Deformations that Result from Collisions Using Bump and Normal Mapping
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 240-243
summary This paper presents a method for simulating minor deformations that result from collisions on objects’ surfaces. The method alters only bump maps and leaves mesh geometry unchanged; it is suited to real - time applications where the primary concern is computational efficiency. The paper provides a representative model for deformable objects. Texture mapping and computer graphics techniques based on lighting are referenced as well. Finally, results are provided, along with the most noteworthy findings obtained with the use of this method.
keywords bump mapping, normal mapping, minor deformations, real - time.
series SIGRADI
email
last changed 2016/03/10 09:55

_id diss_long
id diss_long
authors Long, A.
year 2001
title Quill A Gesture Design Tool for Pen-based User Interfaces
source U.C. Berkeley
summary This dissertation describes the motivation, design, and development of a tool for designing gestures for pen-based user interfaces. Pens and other styli have been ubiquitous for recording information for centuries. Recently, pen-based computers have recently become common, especially small devices such as the Palm Pilot. One benefit pens provide in computer interfaces is the ability to draw gestures—marks that invoke commands. Gestures can be intuitive and faster than other methods of invoking commands. However, our research shows that gestures are sometimes misrecognized and hard to remember. We believe these problems are due in part to the difficulty of designing “good” gestures—that is, gestures that are easy to remember and are recognized well—and the lack of tools for helping designers create good gestures. We believe that an improved gesture design tool can help interface designers create good gestures for their applications. Since people confuse similar objects and misremember them, we performed experiments to measure why people perceived gestures as similar. We derived computational metrics for predicting human perception of gesture similarity. Based on the results of our experiments, we developed a gesture design tool, quill. The tool warns designers about gestures that may be hard to remember or recognize, and provides advice about how to improve the gestures. It also provides a convenient way to test recognition of gestures. To evaluate quill, a user study was performed with 10 professional user interface designers and one professional web designer. All designers were able to create gesture sets using quill, but not all designers benefited from quill’s suggestions. More work is needed to make suggestions useful for most designers. The primary contributions of this work are: • Improved understanding of the gesture design process, including the types of problems people encounter when designing gestures. • Computational models for predicting human-perceived gesture similarity. • Confirmation of the importance of good naming for gesture memorability. • An intelligent gesture design tool, quill, which automatically warns designers about potential problems with their gestures and advises them about how to fix these problems. This work also suggests several areas for future work in the areas of gesture design tools and gesture similarity and memorability.
series thesis:PhD
email
more http://www-2.cs.cmu.edu/~chrisl/work/pubs/
last changed 2003/09/24 14:54

_id ecaade2015_82
id ecaade2015_82
authors Long, Nels; Greenstein, and Dane Clemenson
year 2015
title Buoyant Memory - Neuroscience for a Virtual Architecture
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 55-60
doi https://doi.org/10.52842/conf.ecaade.2015.1.055
wos WOS:000372317300006
summary Gravity prescribes a very specific maxim for the built environment represented by the horizontal layer cake we are all so familiar with. This is contrasted by designs such as the International Space Station where no floor is present and every surface provides some function whether storage, data display and instrumentation or biological support infrastructure. Because of the homogeneity of approach to each surface an astronaut requires literal markers to orient oneself within the vessel. Very seldom within the natural, earth-bound environment does one find oneself in a situation where “up” is a questionable vector. What happens when architecture is translated to the virtual. What is the role of the architect or of his or her architecture in a virtual universe. Would a virtual architecture itself not become a social engine, its social context being that of online gaming, crowdfunding and social media? This engine's main role being the creation of architecturally inspiring gathering spaces for learning, playing and community building.
series eCAADe
email
last changed 2022/06/07 07:59

_id 6152
authors Longhi, Domenico
year 1989
title A System for Building Design Information Management
source CAAD: Education - Research and Practice [eCAADe Conference Proceedings / ISBN 87-982875-2-4] Aarhus (Denmark) 21-23 September 1989, pp. 9.11.1-9.11.8
doi https://doi.org/10.52842/conf.ecaade.1989.x.b7n
summary Computer assistants to building process management are not able nowadays to efficiently work out the problems generated by the increased complexity of designing. Actual difficulties depend, on one hand, on the fact D.B.M.S. that have been developed on other environments than CAAD, and on the other hand, on the fact that architectural design process is scarcely formalized. At the Department of T.E.C.A., at the University of Rome, a PhD research program is aimed to overcome difficulties, working out techniques of information management based on Knowledge Engineering and particularly on Knowledge Base Management Systems and Expert Database Systems. At present a prototype system is being developed, that can manage existing technical information, connected with buiIding process.
keywords Information Management, Data Base, Computer Assistants, BuiIding Process
series eCAADe
last changed 2022/06/07 07:50

_id sigradi2023_71
id sigradi2023_71
authors Longue Martins, Iago and Engel de Alvarez, Cristina
year 2023
title Parametric Analysis of Flood Mitigation Policies in Brazilian Climate Action Plans
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1229–1240
summary Climate change has been increasing the vulnerability of cities to extreme weather events, especially those related to environmental dynamics already observed in each area. Considering that South America is one of the subcontinents that suffer the most from flooding, it is important to analyze how its cities have been preparing to face such extreme conditions. This paper aims to investigate the strategies indicated in climate action plans for mitigation and adaptation to flooding through the application of a parametric tool. To achieve this end, the methodology comprises five steps – from data collection to digital simulation. The results attained demonstrate that the strategies indicated in the plans are still very generic and incipient, so that the application of parametric methodologies of analysis and simulation can contribute to the searching for more effective and relevant actions.
keywords Design Based on Nature, Climate Change, Rainfall Flood, Parametric Tools
series SIGraDi
email
last changed 2024/03/08 14:08

_id sigradi2021_19
id sigradi2021_19
authors Longue Martins, Iago and Rabello Lyra, Ana Paula
year 2021
title PARAMETREE: An Algorithmic-Parametric Tool for Evaluating the Contribution of the Trees on Rainwater Management
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 1447–1461
summary This paper explores the application of an algorithmic-parametric tool that uses urban forestry as a design strategy to reduce the occurrence of flooding. The study was carried out following three main stages: (1) a literature review on the capacity of rainwater retention in tree species with dense canopies; (2) the creation of an algorithmic-parametric tool using C# scripting in Grasshopper to calculate the influence of the trees in reducing the runoff coefficient; and (3) a simulation using Rhinoceros and Grasshopper to verify the performance of such tool. The results show a new method of calculation to estimate the runoff formation in urbanized areas as well as it confirms the contribution of the trees in mitigating flooding.
keywords Parametric analysis, Biophilic urbanism, Urban planning, Drainage, Urban afforestation.
series SIGraDi
email
last changed 2022/05/23 12:11

_id ecaade03_053_108_lonsing
id ecaade03_053_108_lonsing
authors Lonsing, Werner
year 2003
title Collaboration in the independent architectural office
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 53-65
doi https://doi.org/10.52842/conf.ecaade.2003.053
summary Collaborative work in architecture is commonly concentrated on the design process. Design teams and their members are working together on multiple virtual model from different, mostly remote locations. Internet- based collaboration software offers a project management platform for comprehensive networking. Complex projects can bebetter coordinated and documented,and executed even faster. So in the building process at least two different kinds of collaboration can be noticed, collaboration in the design process where the architects are maintaining their modeling informations, and the construction process where the data is maintained be external software companies. Here another model is suggested. Hosting project data in their own building and so maintaining the physical representations of all project informations is the only way retaining control.
keywords Collaborative Design, Communication, Database Systems
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2011_151
id ecaade2011_151
authors Lonsing, Werner
year 2011
title Virtual Spaces in Urban Landscapes: Locative Exhibitions on Mobile Devices
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.615-618
doi https://doi.org/10.52842/conf.ecaade.2011.615
wos WOS:000335665500071
summary A concept of POIs renders the physical space in urban landscape as subject, which is being explored with a wide spectrum of digital media functionality as virtual spaces, hereby becoming accessible. The usage of mobile devices for locative exhibition spaces and location-based gaming is a new method to present information bound to physical locations.
keywords Virtual Spaces; Urban Landscape; Locative Exhibition; Mobile Device; Interactive Maps;
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2012_189
id ecaade2012_189
authors Lonsing, Werner
year 2012
title The Infliction of Reality Upon Virtual Architectural Models
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 385-389
doi https://doi.org/10.52842/conf.ecaade.2012.2.385
wos WOS:000330320600040
summary The inevitable and obvious distinction between virtual and real worlds is a result of an assumption, that objects in computation are either digital or not. With new concepts like Mixed- or Augmented-Realities this simple standardized differentiation has become questionable. The infl iction of real objects upon virtual models can not be ignored.
keywords Augmented Reality; Mixed Reality, Post Desktop Era; Human User Interface
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2011_020
id caadria2011_020
authors Lonsing, Werner and Peter Anders
year 2011
title Three-dimensional computational structures and the real world
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. 209-218
doi https://doi.org/10.52842/conf.caadria.2011.209
summary In this paper, we describe a system of composite images to design virtual three-dimensional structures in an outdoor environment. The system, called AmbiViewer, consists of a modeler for three-dimensional on-site sketching, and overlapping locative technologies to orient virtual objects in a real-space, real-time setting. The system employs both GPS orientation and a visual marker system to provide a realistic and interactive augmented reality interface. While it is still under development, the authors believe it can bridge the gap between sketching on site, and creating virtual models in the office.
keywords Augmented reality; mixed reality, locative design; interactive mModeler; visualisation; GPS; cybrids
series CAADRIA
email
last changed 2022/06/07 07:59

_id 2004_495
id 2004_495
authors Lonsing, Werner
year 2004
title Augmented Reality as Tool in Architecture
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 495-499
doi https://doi.org/10.52842/conf.ecaade.2004.495
summary This project describes a way to combine real-world images with graphical representations of three-dimensional objects.In architecture the combination of physical and virtual spaces is a traditional approach to propose the design of a building. Presenting a virtual design as it appears in relity requires either an unsatisfying level of abstraction while being on-site, as with sketches, or the performing of several ardous tasks. While in this case the quality is appropiate, it is now unlikely to get immediate results.Combining an interactive modeler as the primary designing instrument with a augmented reality system as mixture of cameras, GPS-devices and fiduciary features the system can demonstrate how augmentation as tool in architecture might work.
keywords Augmentation: Augmented Reality; Interactive Modeler; Opengl; GPS
series eCAADe
last changed 2022/06/07 07:59

_id 2005_477
id 2005_477
authors Lonsing, Werner
year 2005
title Viewing Ambispace
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 477-482
doi https://doi.org/10.52842/conf.ecaade.2005.477
summary AmbiSpace is introduced to describe the dual nature of composite image as perceived reception rather than claiming it as reality. AmbiViewer is the tool to create architectural composite images and is technically described as prototype.
keywords Ambispace, Design Methodology, 3D-Modeling, Animation, Visualization
series eCAADe
email
last changed 2022/06/07 07:59

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