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 54d5
authors Forsberg, Van Dam (et. al.)
year 2000
title Immersive VR for Scientific Visualization: A Progress Report
source IEEE Computer Graphics and Applications, Vol. 19, no. 6, Nov/Dec, 26-52
summary Immersive virtual reality (IVR) has the potential to be a powerful tool for the visualization of burgeoning scientific data sets and models. In this article we sketch a research agenda for the hardware and software technology underlying IVR for scientific visualization. In contrast to Brooks' excellent survey last year, which reported on the state of IVR and provided concrete examples of its production use, this article is somewhat speculative. We don't present solutions but rather a progress report, a hope, and a call to action, to help scientists cope with a major crisis that threatens to impede their progress.
series journal paper
last changed 2003/04/23 15:50

_id d24b
authors Van Dam, A., Forsberg, A., Laidlaw, D., La Viola, J. and Simpson, R.
year 2000
title Immersive VR for scientific visualization
source IEEE Computer Graphics and Applications, 20(6), pp. 26-52
summary Immersive virtual reality (IVR) has the potential to be a powerful tool for the visualization of burgeoning scientific datasets and models. While IVR has been available for well over a decade, its use in scientific visualization is relatively new and many challenges remain before IVR can become a standard tool for the working scientist. In this presentation we provide a progress report and sketch a research agenda for the technology underlying IVR for scientific visualization. Among the interesting problem areas are how to do computational steering for exploration, how to use art-inspired visualization techniques for multi-valued data, and how to construct interaction techniques and metaphors for pleasant and efficient control of the environment. To illustrate our approaches to some of these issues, we will present specific examples of work from our lab, including immersive visualizations of arterial blood flow and of medical imaging.
series journal paper
last changed 2003/04/23 15:50

_id aa7f
authors Bollinger, Elizabeth and Hill, Pamela
year 1993
title Virtual Reality: Technology of the Future or Playground of the Cyberpunk?
doi https://doi.org/10.52842/conf.acadia.1993.121
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 121-129
summary Jaron Lanier is a major spokesperson of our society's hottest new technology: VR or virtual reality. He expressed his faith in the VR movement in this quote which appears in The User's Guide to the New Edge published by Mondo 2000. In its most technical sense, VR has attracted the attention of politicians in Washington who wonder if yet another technology developed in the United States will find its application across the globe in Asia. In its most human element, an entire "cyberpunk movement" has appealed to young minds everywhere as a seemingly safe form of hallucination. As architecture students, educators, and practitioners around the world are becoming attracted to the possibilities of VR technology as an extension of 3D modeling, visualization, and animation, it is appropriate to consider an overview of virtual reality.

In virtual reality a user encounters a computersimulated environment through the use of a physical interface. The user can interact with the environment to the point of becoming a part of the experience, and the experience becomes reality. Natural and

instinctive body movements are translated by the interface into computer commands. The quest for perfection in this human-computer relationship seems to be the essence of virtual reality technology.

To begin to capture the essence of virtual reality without first-hand experience, it is helpful to understand two important terms: presence and immersion. The sense of presence can be defined as the degree to which the user feels a part of the actual environment. The more reality the experience provides, the more presence it has. Immersion can be defined as the degree of other simulation a virtual reality interface provides for the viewer. A highly immersive system might provide more than just visual stimuli; for example, it may additionally provide simulated sound and motion, and simultaneously prevent distractions from being present.

series ACADIA
email
last changed 2022/06/07 07:52

_id 28f3
authors Alvarado, R.G., Vildósola, G.V., Parra, J.C. and Jara, M.R.
year 2000
title Creacion/Creatividad: Evaluando Diseños Arquitectónicos con Realidad Virtual (Creation/Creativity: Evaluating Architectural Designs by means of Virtual Reality)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 243-246
summary ¿Can the computer improves the architectural creativity? This question is explored through a Virtual-Reality system developed for the modeling of timber structures, based on parametric elements, constructive programming and immersive visualization on real-time. Making experiences of evaluation with advanced students of architecture, whose use the system in the beginning of projects, compared with other group use not the system. This research faces the possibilities to rationalizate part of the creative process in architecture, broading the role of computer and its contribution to quality of design, and extending the possibilities to teach and share the creation of project. It is argue that major potential in this field is the swiftness, formal variety and spatial living of design, challenging the differences between objective and subjective.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 63b9
authors Jabi, Wassim
year 2000
title Visualizing and Investigating Architectural Space Using Spherical Panoramic Imaging
source Emerging Technologies and Design: The Intersection of Design and Technology, Proceedings of the 2000 ACSA Technology Conference, Massachusetts Institute of Technology, Cambridge, Massachusetts, July 14-17, 2000
summary This paper reports on the use of immersive spherical imaging techniques to document, visualize and investigate architectural space. This technology can be used in the classrooms and design studios to augment traditional instructional and design investigation tools. As opposed to cylindrical imaging found in the popular QuickTime VR format, spherical imaging provides a 360-degree view in all directions – horizontally and vertically. The ability to capture and display a full sphere can be crucial for many interior architectural spaces. Spherical panoramas can originate from real, synthetic or hybrid source images. In addition to the ability to embed links to web pages or other panoramas, a unique feature of this technology allows the viewer to navigate through a scene as well as pause at any point and view the space in all directions. In addition, the technology allows the user to sketch over the scene in an intelligent manner such that the sketched artifacts rotate correctly when the target view shifts. The software also integrates with collaborative tools to allow synchronous viewing of shared panoramas over the Internet. These features allow for a truly immersive and interactive experience of the space that can be quite useful in a design studio setting. Finally, this paper describes ongoing efforts to integrate this technology with an interactive web-based, databasedriven virtual slide tray system for the storage, sorting, and display of multimedia content.
keywords Spherical Panoramic Imaging
series other
email
last changed 2002/03/05 19:55

_id 9d16
authors Chan, Chiu-Shui
year 2000
title A Virtual Reality Tool to Implement City Building Codes on Capitol View Preservation
doi https://doi.org/10.52842/conf.acadia.2000.203
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 203-209
summary In urban planning, the urban environment is a very complicated system with many layers of building codes cross-referenced and interacting together to guide urban growth. Especially, if a new urban design is located in a historical area, additional restrictions will be imposed upon regular zoning regulations to maintain the area’s historical characteristics. Often, urban regulations read as text are difficult to understand. A tool that generates adequate urban information and a quick visualization of the design will ease decision-making and enhance urban design processes. The goal of this research project is to develop a virtual reality (VR) tool with high resolution, speedy computation, and a userfriendly environment. This project initiates an interactive visualization tool to enforce city-planning regulations on viewing access to the state capitol building in Des Moines, Iowa. The capitol building houses the Iowa Legislature and is a symbol of state power. Maintaining the view from surrounding areas will preserve the building’s monumental and symbolic meaning. To accomplish this, the City Community Development Department and the Capitol Planning Committee developed a Capitol View Corridor Project, which sets up seven visual corridors to prevent the view toward the capitol from being blocked by any future designs. Because city regulations are not easy for the public and designers to interpret and comprehend, this project intends to develop a VR tool to create a transparent environment for visualizing the city ordinances.
series ACADIA
last changed 2022/06/07 07:56

_id ddssar0021
id ddssar0021
authors Orzechowski, M.A., Timmermans, H.J.P. and Vries, B. de
year 2000
title Measuring user satisfaction for design variations through virtual reality
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary This paper describes Virtual Reality as an environment to collect information about user satisfaction. Because Virtual Reality (VR) allows visualization with added interactivity, this form of representation has particular advantages when presenting new designs. The paper reports on the development of a VR system that supports architects to collect opinions about their design alternatives in terms of user preferences. An alternative to conjoint analysis, that uses statistical choice variations to estimate user preference functions, is developed. Artificial Intelligence (AI) Agent technology will be implemented to build a model for data collection, prediction, and learning processes.
series DDSS
last changed 2003/08/07 16:36

_id cd17
authors Bermudez, J., Agutter, J., Westenskow, D., Foresti, S., Zhang, Y., Gondeck-Becker, D., Syroid, N., Lilly, B., Strayer, .D. and Drews, F.
year 2000
title Data Representation Architecture: Visualization Design Methods, Theory and Technology Applied to Anesthesiology
doi https://doi.org/10.52842/conf.acadia.2000.091
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 91-102
summary The explosive growth of scientific visualization in the past 10 years demonstrate a consistent and tacit agreement among scientists that visualization offers a better representation system for displaying complex data than traditional charting methods. However, most visualization works have not been unable to exploit the full potential of visualization techniques. The reason may be that these attempts have been largely executed by scientists. While they have the technical skills for conducting research, they do not have the design background that would allow them to display data in easy to understand formats. This paper presents the architectural methodology, theory, technology and products that are being employed in an ongoing multidisciplinary research in anesthesiology. The project’s main goal is to develop a new data representation technology to visualize physiologic information in real time. Using physiologic data, 3-D objects are generated in digital space that represent physiologic changes within the body and show functional relationships that aid in the detection, diagnosis, and treatment of critical events. Preliminary testing results show statistically significant reduction in detection times. The research outcome, potential, and recently received NIH grant supporting the team’s scientific methods all point to the contributions that architecture may offer to the growing field of data visualization.
series ACADIA
email
last changed 2022/06/07 07:52

_id 3e01
authors Linnert, C., Encarnacao, M., Storck, A. and Koch, V.
year 2000
title Virtual Building Lifecycle - Giving architects access to the future of buildings by visualizing lifecycle data
source ICCCBE8, Stanford, August 2000
summary Today’s software for architects and civil engineers is lacking support for the evaluation and improvement of building lifecycles. Facility Management Systems and 4D-CAD try to integrate lifecycle data and make them better accessible, but miss the investigation of the development of the structure itself. Much money is inappropriately spent when materials with different life expectancies are combined in the wrong way and building parts are repaired or replaced too early or too late. With the methods of scientific visualization and real-time 3Dgraphics these deficiencies can be eliminated. The project “Virtual Building Lifecycle” (short VBLC, [W-VBLC]) connects 3D geometrical information to research data such as life expectancy and emissions and to standard database information like prices. The automated visualization of critical points of the structure in the past, presence and future is a huge advantage and helps engineers to improve the duration of the lifecycle and reduce the costs.
keywords Visualization; lifecycle; virtual building; realtime 3D graphics; architectural database; 4D-CAD; Facility Management
series other
email
last changed 2003/02/26 18:58

_id bb5f
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title Creating a City Administration System (CAS) using Virtual Reality in an Immersive Collaborative Environment (ICE)
doi https://doi.org/10.52842/conf.ecaade.2001.449
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 449-453
summary Current problems in administration of a city are found to be decentralized and noninteractive for an effective city management. This usually will result in inconsistencies of decision-making, inefficient services and slow response to a particular action. City administration often spends more money, time and human resource because of these problems. This research demonstrates our research and development of creating a City Administration System (CAS) to solve the problems stated above. The task of the system is to use information, multimedia and graphical technologies to form a database in which the city administrators can monitor, understand and manage an entire city from a central location. The key technology behind the success of the overall system uses virtual reality and immersive collaborative environment (ICE). This system employs emerging computer based real-time interactive technologies that are expected to ensure effective decisionmaking process, improved communication, and collaboration, error reduction, (Rafi and Karboulonis, 2000) between multi disciplinary users and approaches. This multi perspective approach allows planners, engineers, urban designers, architects, local authorities, environmentalists and general public to search, understand, process and anticipate the impact of a particular situation in the new city. It is hoped that the CAS will benefit city administrators to give them a tool that gives them the ability to understand, plan, and manage the business of running the city.
keywords City Administration System (CAS), Virtual Reality, Immersive Collaborative Environment (ICE), Database
series eCAADe
email
last changed 2022/06/07 07:54

_id 3cd1
authors Friedman, Asaf
year 2000
title Language and Movement in CAD Application
doi https://doi.org/10.52842/conf.caadria.2000.423
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 423-432
summary The paper attempts to explain some of the fundamental concepts as they relate to the experience of movement in space and the representation of walking-through or fly-over in architectural space. My goal is towards improving existing movement-in-architectural-space representation tolls. This study involves current research in cognitive science, in the domain of vision and spatial reasoning, in which we attempt to built a rudimentary model of the apparatus through which people experience space, and, in particular, architectural space. These conceptions necessitated the analysis of language. From the studies we can draw up a small number of critical qualities that have to be present in an improved version of a new movement-in-space representation tool. As opposed to existing computational tools representing movement in space navigation, the tool we build can offer a more immersive interactive experience for evaluating design solution alternatives and predicting moving-in-space experience.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 1eac
authors Garner, S.
year 2000
title Is Sketching Still Relevant in Virtual Design Studios?
source Proceedings of DCNet, Sydney
summary Sketching, as a particular subset of drawing, has for a long time, been valued within design activity. Although they can appear rough, inaccurate or incomplete, sketches have been presented as both valuable output from, and evidence of, essential activity in designing by individuals and groups. This paper reflects on this value and asks whether sketching is relevant today, given the advances in computing and communications technology seen in modern virtual design environments. Is it time to let go of the metaphor of drawing or can this ancient human capability still tell us something relevant for the improvement of the virtual design studio? While freehand line drawings may not have the same importance in current virtual design studios the support of incompleteness, ambiguity and shared meaning in solution-focused and problem-focused thinking remains essential. The paper proposes that attention to 'graphic acts' has improved our understanding of sketching within collaborative designing. A particular type of fast, transitory 'thumbnail' sketch would appear to be important. If this is so then attention to its modern counterpart in the latest 3D, multi-user, immersive virtual design studios is overdue if they are to support the cognitive processes of creativity vital to design.
series other
last changed 2003/04/23 15:50

_id 600e
authors Gavin, Lesley
year 1999
title Architecture of the Virtual Place
doi https://doi.org/10.52842/conf.ecaade.1999.418
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 418-423
summary The Bartlett School of Graduate Studies, University College London (UCL), set up the first MSc in Virtual Environments in the UK in 1995. The course aims to synthesise and build on research work undertaken in the arts, architecture, computing and biological sciences in exploring the realms of the creation of digital and virtual immersive spaces. The MSc is concerned primarily with equipping students from design backgrounds with the skills, techniques and theories necessary in the production of virtual environments. The course examines both virtual worlds as prototypes for real urban or built form and, over the last few years, has also developed an increasing interest in the the practice of architecture in purely virtual contexts. The MSc course is embedded in the UK government sponsored Virtual Reality Centre for the Built Environment which is hosted by the Bartlett School of Architecture. This centre involves the UCL departments of architecture, computer science and geography and includes industrial partners from a number of areas concerned with the built environment including architectural practice, surveying and estate management as well as some software companies and the telecoms industry. The first cohort of students graduated in 1997 and predominantly found work in companies working in the new market area of digital media. This paper aims to outline the nature of the course as it stands, examines the new and ever increasing market for designers within digital media and proposes possible future directions for the course.
keywords Virtual Reality, Immersive Spaces, Digital Media, Education
series eCAADe
email
more http://www.bartlett.ucl.ac.uk/ve/
last changed 2022/06/07 07:51

_id b18b
authors Hnat, B. and Chapman, S.C.
year 2000
title Visualisation of multiscale datasets in numerical models of complex systems
source CIDAC, Volume 2 Issue 4 November 2000, pp. 236-241
summary Recently advanced visualisation techniques receive increasing attention among scientists and engineers. These techniques should not only allow a direct analysis of multidimensional structures to provide intiutive and quick comparison of experimental data with model results, but also yield quantitative measures to support or negate the model itself. A key phenomenology of complex systems is that they are multiscale, i.e. the structures of interest in the data are on the wide range of spatiotemporal scale. Here we examine a simple, yet generic, example, a sandpile (avalance model), the threshold coupled map lattice (CML). The emergent phenomenology is broadband, but is represented on a (finite) grid. To study the 3-dimensional evolution of the threshold CML model of a sandpile as a function of control parameters, a semi-immersive virtual reality (VR) environment has been used. Sandpile profiles are calculated in real time and are superimposed over the colour grid respresenting one of the control parameters. This represents a generic problem of visualising multiscale structures in datasets derived from non-linear systems. The software models were developed in OpenGL and Glut library and will ultimately be implemented in semi-immersive VR on ImmersaDesk. To achieve sufficient speed in real-time display and to ultimately facilitate computational steering, the full data set must be represented geographically in a compact form without loss of information.
keywords Semi-Immersive Virtual Reality, 3-Dimensional Visualisation, OpenGL, CML
series journal paper
last changed 2003/05/15 21:23

_id fda4
authors Jalkanen, Janne
year 2000
title Building a spatially immersive display - HUTCAVE
source Helsinki University of Technology, Espoo, Finland
summary A spatially immersive display is a display that surrounds the user, thus removing or alleviating many disadvantages the common virtual reality systems, such as head-mounted displays have. The most common example of these spatially immersive displays is the CAVE, "CAVE Automatic Virtual Environment", first built at University of Illinois, in 1993. It combines a large field-of-view with high-resolution images and a high frame refresh rate. In this work, the current Virtual Reality (VR) and Virtual Environment (VE) systems are examined, and then the CAVE construction is presented. Principles of stereo vision are explained and current methods of obtaining both autostereoscopic and stereopsis-based vision are reviewed. Aspects of different projection methods, screens, mirrors, projectors, tracking equipment, and computing systems are examined. Also, recent work in CAVE audio, so far neglected in research, is presented. Some of the mathematics is also explained, since in most CAVE-systems some sort of optical folding is necessary. Two cases of CAVE construction are presented, both at the Helsinki University of Technology. The first is a single-wall installation built as a temporary system, and the second is a four-sided CAVE at a new location, superseding the temporary installation. Finally the conclusions are presented, both from the process management point of view, and from the technical point of view, examining the good and bad points of the chosen solutions.
series thesis:MSc
last changed 2003/02/12 22:37

_id d7af
authors Jung, Thomas and Do, Ellen Yi-Luen
year 2000
title Immersive Redliner: Collaborative Design in Cyberspace
doi https://doi.org/10.52842/conf.acadia.2000.185
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 185-194
summary The Immersive Redliner supports annotation of three-dimensional artifacts in collaborative design. It enables team members to drop annotation markers in a VRML world that are linked to comment text stored on a server. Visitors to the world later can review the design annotations in the locations where they were made. We report on two phases of the Redliner project: the first involves a hypothetical design scenario, the second a real application on a rehabilitation in a residence building in Strasbourg.
keywords Annotation, Collaboration, Design, Virtual Worlds, Redlining.
series ACADIA
email
last changed 2022/06/07 07:52

_id 97fc
authors Lonsway, Brian
year 2000
title Testing the Space of the Virtual
doi https://doi.org/10.52842/conf.acadia.2000.051
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 51-61
summary Various modes of electronically mediated communication, perception, and immersive bodily engagement, generally categorized as “virtual experiences,” have offered the designer of space a new array of spatial conditions to address. Each of these modes of virtual experience, from text-based discussion forums to immersive virtual reality environments, presents challenges to traditional assumptions about space and its inhabitation. These challenges require design theorization which extends beyond the notions of design within the electronic space (the textual description of the chat forum, the appearance of the computer generated imagery, etc.), and require a reconsideration of the entire electronic and physical apparatus of the mediating devices (the physical spaces which facilitate the interaction, the manner of their connection to the virtual spaces, etc.). In light of the lack of spatial theorization in this area, this paper presents both an experimental framework for understanding this complete space of the virtual and outlines a current research project addressing these theoretical challenges through the spatial implementation of a synthetic environment.
series ACADIA
last changed 2022/06/07 07:52

_id fdb8
authors Montagu, A., Rodriguez Barros, D. and Chernobilsky, L.
year 2000
title The New Reality through Virtuality
doi https://doi.org/10.52842/conf.ecaade.2000.225
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 225-229
summary In this paper we want to develop some conceptual reflections of the processes of virtualization procedures with the aim to indicate a series of misfits and mutations as byproducts of the “digital-graphic culture” (DGC) when we are dealing with the perception of the “digital space”. Considering the present situation, a bit chaotic from a pedagogical point of view, we also want to propose a set of “virtual space parameters” in order to organize in a systemic way the teaching procedures of architectural design when using digital technology. Nowadays there is a great variety of computer graphics applications comprising practically all the fields of “science & technology”, “architecture, design & urbanism”, “video & film”, “sound” and the massive amount of information technology protocols. This fact obliges us to have an overall view about the meaning of “the new reality through virtuality”. The paper is divided in two sections and one appendix. In the first section we recognise the relationships among the sensory apparatus, the cognitive structures of perception and the cultural models involved in the process of understanding the reality. In the second section, as architects, we use to have “a global set of social and technical responsabilities” to organize the physical space, but now we must also be able to organize the “virtual space” obtained from a multidimensional set of computer simulations. There are certain features that can be used as “sensory parameters” when we are dealing with architectural design in the “virtual world”, taking into consideration the differences between “immersive virtual reality” and “non inmersive virtual reality”. In the appendix we present a summary of some conclusions based on a set of pedagogical applications analysing the positive and the negative consequences of working exclusively in a “virtual world”.
keywords Virtualisation Processes, Simulation, Philosophy, Space, Design, Cyberspace
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:58

_id 790a
authors Noble, D., Kensek, K. and Keating, G.
year 2000
title Stereoscopic Imaging in Architectural Design: A Communications Experiment
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 216-216
summary Stereoscopic imagery is finding new uses with the growth of computer applications in design and entertainment endeavors. This can be demonstrated in part by the substantial interest in immersive virtual reality systems. Since visual communication is an important tool for describing projects and stereoscopic imagery is receiving considerable attention in software development , an experiment was conducted to examine some of the characteristics of architectural communication using stereoscopic methods.
series SIGRADI
email
last changed 2016/03/10 09:56

_id ddss2004_ra-213
id ddss2004_ra-213
authors Penn, A., C. Mottram, A. Fatah gen. Schieck, M. Wittkämper, M. Störring, O. Romell, A. Strothmann, and F. Aish
year 2004
title AUGMENTED REALITY MEETING TABLE: A NOVEL MULTI-USER INTERFACE FOR ARCHITECTURAL DESIGN
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 213-231
summary Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559).
keywords Design Collaboration, Tangible Interface, Gesture, Agent Simulation, Augmented Reality
series DDSS
type normal paper
last changed 2004/07/03 23:11

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