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 3386
authors Gavin, L., Keuppers, S., Mottram, C. and Penn, A.
year 2001
title Awareness Space in Distributed Social Networks
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 615-628
summary In the real work environment we are constantly aware of the presence and activity of others. We know when people are away from their desks, whether they are doing concentrated work, or whether they are available for interaction. We use this peripheral awareness of others to guide our interactions and social behaviour. However, when teams of workers are spatially separated we lose 'awareness' information and this severely inhibits interaction and information flow. The Theatre of Work (TOWER) aims to develop a virtual space to help create a sense of social awareness and presence to support distributed working. Presence, status and activity of other people are made visible in the theatre of work and allow one to build peripheral awareness of the current activity patterns of those who we do not share space with in reality. TOWER is developing a construction set to augment the workplace with synchronous as well as asynchronous awareness. Current, synchronous activity patterns and statuses are played out in a 3D virtual space through the use of symbolic acting. The environment itself however is automatically constructed on the basis of the organisation's information resources and is in effect an information space. Location of the symbolic actor in the environment can therefore represent the focus of that person's current activity. The environment itself evolves to reflect historic patterns of information use and exchange, and becomes an asynchronous representation of the past history of the organisation. A module that records specific episodes from the synchronous event cycle as a Docudrama forms an asynchronous information resource to give a history of team work and decision taking. The TOWER environment is displayed using a number of screen based and ambient display devices. Current status and activity events are supplied to the system using a range of sensors both in the real environment and in the information systems. The methodology has been established as a two-stage process. The 3D spatial environment will be automatically constructed or generated from some aspect of the pre-existing organisational structure or its information resources or usage patterns. The methodology must be extended to provide means for that structure to grow and evolve in the light of patterns of actual user behaviour in the TOWER space. We have developed a generative algorithm that uses a cell aggregation process to transcribe the information space into a 3d space. In stage 2 that space was analysed using space syntax methods (Hillier & Hanson, 1984; Hillier 1996) to allow the properties of permeability and intelligibility to be measured, and then these fed back into the generative algorithm. Finally, these same measures have been used to evaluate the spatialised behaviour that users of the TOWER space show, and will used to feed this back into the evolution of the space. The stage of transcription from information structure to 3d space through a generative algorithm is critical since it is this stage that allows neighbourhood relations to be created that are not present in the original information structure. It is these relations that could be expected to help increase social density.
keywords Algorithmic Form Generation, Distributed Workgroups, Space Syntax
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 51a0
authors Conti, G., Ucelli, G. and Maver, T.
year 2001
title JCAD-VR: Java Collaborative Architectural Design Tool in Virtual Reality - A Java3D based scalable framework for real-time, multiplatform VR environments
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 454-459
doi https://doi.org/10.52842/conf.ecaade.2001.454
summary This paper proposes a framework that provides the architect with a tool that uses Virtual Reality (VR) as part of the design path. It offers the possibility to deploy a system capable of assisting the design profession during the early stages of the design process. This way VR becomes the means for a new experience where the architect can, free from constraints of the 2D world, create and manipulate the space she/he is designing. The idea upon which JCAD-VR is being built is that all the users present in the virtual world have to be able to share the same virtual environment in a “transparent fashion” where the user interface, instead of the traditional menu/windows based layout, it is part of the virtual world itself. The aim is to provide the designer with a tool for creating 3D-shapes in a shared VR environment, thus allowing the design to be shared as it evolves.
keywords Collaborative Design, Virtual Reality, Java 3D, Distributed Environment
series eCAADe
email
last changed 2022/06/07 07:56

_id 8652
authors Han, Seung-Hoon and Turner, James A.
year 2001
title An Architectural Approach to Virtual Reality Support of Multi-user Environments
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 439-452
summary The Internet and its multimedia component, the World Wide Web (WWW), are the essential technological foundations, and the tools to construct cyberspace on these foundations are beginning to be created. Two of those tools are the network programming language, Java, and the 3D graphics standard for the Internet, the Virtual Reality Modelling Language (VRML) which has the ability to support programmable behavior. This paper documents at experiment with the use of networks with Java-VRML connectivity, applying it to a collaborative system which will make it possible for multiple users to navigate and dynamically update an architectural VR environment.
keywords Collaborative Design, Distributed Virtual Environments, Multi-User, Internet
series CAAD Futures
email
last changed 2006/11/07 07:22

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ascaad2007_026
id ascaad2007_026
authors Sarji, E.A.; A. Rafi and R. Mat Rani
year 2007
title Preparing a multimedia-based gallery for institute of higher learning: A case study of Malaysian experience
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 305-316
summary While the majority of medium and small sized institutions still rely on their physical or traditional content, it has been observed a pre-disposition usually by major, recently founded or contemporary art institutions to display net-based projects (Buiani, 2001) and to some extent established as a permanent display. This changing of exhibitions has penetrated in many Asian galleries and as a result many schools trying to re-position and present in such a way that it can be easily changed and adapted to host multimedia, Internet, interactive and computer-based content. This funded research project investigates the functions of gallery in IHL in Malaysia. A triangulated study was conducted to understand the potentials and issues faced by galleries in public and private universities focusing on design schools that include art and design, and architecture. This research starts with the understanding of gallery design theories. It is then followed by a qualitative method survey to all galleries in the IHL. This research continues with an in depth study and a survey on Electronic Gallery (e-Gallery), Faculty of Creative Multimedia (FCM), Multimedia University (MMU) to understand between the theories and design ideas. A set of questionnaires was developed based on Mathews (1991) and Stewart’s (2002) principles and guidelines on research methods and distributed to visitors throughout a period of time consisting of open-ended, close-ended, Likert Summated Rating Scale and Multiple-choice. This involved a controlled group of visitors comprises students and staff of the faculty. The results of these studies will be used as a reference to further conduct a wider scope of galleries worldwide towards designing a multimedia-based gallery framework for Institute of Higher Learning.
series ASCAAD
email
last changed 2008/01/21 22:00

_id 7897
authors Achten, Henri and De Vries, Bauke
year 2001
title Multiple Sketch Users in DDDoolz
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 153-162 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper presents DDDoolz, a desktop-VR three-dimensional voxel sketchtool. DDDoolz is developed in the Design Systems Group to explore the use of Virtual Reality technology in the early design stage. The aim is to offer a sketch-like environment in VR with an unobtrusive interface. The paper presents DDDoolz, how it is used in education and with partners in architectural practice, and some future developments. As an extension to current functionality, the possibility of multiple users at the same time will be developed in the system for the {ACCOLADE} workshop.
series other
email
last changed 2001/09/14 21:30

_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)
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 449-453
doi https://doi.org/10.52842/conf.ecaade.2001.449
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 7b69
authors Borkowski, A., Branki, C., Grabska, E. and Palacz, W.
year 2001
title Towards collaborative creative design
source Automation in Construction 10 (5) (2001) pp. 607-616
summary The paper presents a design support system for collaborative work based upon the composite knowledge representation. It addresses the main challenges of distributed environment: ensuring a convenient access to the common data by multiple users and maintaining consistency of such data. The main idea is to couple the design support system implemented in C/C++ with the knowledge database using the ODBC library developed by the Microsoft. The ability of the proposed system is demonstrated on several examples.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 9a04
authors Bouza Rodríguez, J.B., Valcarce, J.D., Baltar, X.L. and Vázquez, M.P.
year 2001
title SISTEMA WEB INTERACTIVO CON CATÁLOGO PSEUDO-TRIDIMENSIONAL DE RODUCTOS Y VÍDEO EN TIEMPO REAL (Interactive Web System with Pseudo-Three-Dimensional Catalogue of Places and Video in Real Time)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 104-106
summary It has been designed and developed a system Web that has video in real time and an interactive product catalogue based on pseudo-three-dimensional models, that is to say, models that they pretend to be three-dimensional, but that in fact do not have geometry 3D properly in the memory, but of an appropriate composition according to the case of geometry 2D (image or any graph), that allows to see the model from several points of view and to consult additional information (weight, material, dimensions, etc.). They have been analyzed and proven the different formats from transmission of video and audio by Internet, studying all its parameters, until finding the optimal ones for this server. In comparison with the use of format VRML (Virtual Reality Modeling Language) used commonly to put models 3D in the Web, this system that we have devised presents like advantages the low time of load, the high precision of the views of the object and the low cost of maintenance of the Web. On the other hand, one does not have the infinity of views and facility of manipulation of the VRML.
series SIGRADI
email
last changed 2016/03/10 09:47

_id a4a1
authors Bukowski, Richard W. 
year 2001
title Interactive Walkthrough Environments for Simulation
source University of California at Berkeley
summary This thesis describes a second-generation walkthrough framework that provides extensive facilities for integrating many types of third-party simulation codes into a large-scale virtual environment model, and puts it in perspective with first-generation systems built during the last two decades. The framework provides an advanced model database that supports multiple simultaneous users with full consistency semantics, system independent storage and retrieval, and efficient prefetching and object reconstruction techniques to support second and third-generation walkthrough systems. Furthermore, our framework integrates support for scalable, distributed, interactive models with plug-in physical simulation to provide a large and rich environment suitable for architectural evaluation and training applications. A number of third-party simulations have been integrated into the framework, including dynamic physical interactions, fire simulation, multiple distributed users, radiosity, and online tapestry generation. All of these simulators interact with each other and with the user via a data distribution network that provides efficient, optimized use of bandwidth to transport simulation results to clients as they need them for visualization. These diverse simulators provide proof of concept for the generality of the framework, and show how quickly third-party simulations can be integrated into our system. The result is a highly interactive distributed architectural model with applications in research, training, and real-time data visualization. Finally, an outlook is given to a possible third generation of virtual environment architectures that are capable of integrating different heterogeneous walkthrough models.
series thesis:PhD
email
more http://www.cs.berkeley.edu/~bukowski/resume.html
last changed 2003/02/12 22:37

_id e693
authors Caneparo, Luca
year 2001
title Shared virtual reality for design and management: the Porta Susa project
source Automation in Construction 10 (2) (2001) pp. 217-228
summary The paper presents the implementation of a system of Shared Virtual Reality (SVR) in Internet applied to a large-scale project. The applications of SVR to architectural and urban design are presented in the context of a real project, the new railway junction of Porta Susa and the surrounding urban area in the city centre of Turin, Italy. SVR differs from Virtual Reality (VR) in that the experience of virtual spaces is no longer individual, but rather shared across the Internet with other users simultaneously connected. SVR offers an effective approach to Construction Data Model and Computer Supported Collaborative Work, because it integrates both the communicative tools to improve collaboration and the distributed environment to process information across the networks.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id adaa
authors Cheng, Nancy Yen-wen and Pat-Yak Lee, Edwin
year 2001
title Depicting Daylighting: Types of Multiple Image Display
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 282-291
doi https://doi.org/10.52842/conf.acadia.2001.282
summary This study looks at how interior daylighting can be understood through Web page representations. It examines how image size, sequence vs. simultaneity and interaction mode affect legibility. We formatted a set of daylighting images into different presentations using still images, animations and Quicktime Virtual Reality (QTVR). Querying architectural designers about the formats allowed us to identify usability issues, refine the alternatives, and characterize their attributes. Viewers generally preferred interactive selection of a single large image from multiple thumbnails over two or more smaller still, animated or interactive views. Smaller multiple images allow perusal of the range of lighting conditions and identification of situations for more detailed study. By rating and graphing interface, image and usability characteristics, we illustrate how photorealistic, symbolic and analytical images complement each other. We found that combining complementary representations in simultaneously or in sequence provides greatest legibility.
keywords Digital Media, Representation, Daylighting
series ACADIA
email
last changed 2022/06/07 07:55

_id 3dcd
authors Ennis, Gary and Maver, Tom
year 2001
title Visit VR Glasgow - Welcoming multiple visitors to the Virtual City
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 423-429
doi https://doi.org/10.52842/conf.ecaade.2001.423
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximately 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper describes the background to this VR space, and suggests a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria take into account lessons learned by ‘observing’ and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
keywords Virtual, City, 3-D, Databases, Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id d4de
authors Fukuda, T., Nagahama, R., Kaga, A., Oh, S. and Sasada, T.
year 2001
title Collaboration support system for nightscape design based on VR technology
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 103-111
doi https://doi.org/10.52842/conf.caadria.2001.103
summary This paper reports the collaboration support system for nightscape design based on virtual reality (VR) technology. 3D-CAD is converted into lighting simulation software. The schematic design and detail design of the Tokushima Shinmachi riverside promenade have been done using this system.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2006_613
id caadria2006_613
authors JAEHO RYU, NAOKI HASHIMOTO, MAKOTO SATO, MASASHI SOEDA, RYUZO OHNO
year 2006
title A GAME ENGINE BASED ARCHITECTURAL SIMULATOR ON MULTI-PROJECTOR DISPLAYS
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 613-615
doi https://doi.org/10.52842/conf.caadria.2006.x.m1v
summary To make whole one image on screens that is generated by many computers and synchronization among computers, there is a need for a network software environment for multi-projector display system. Although the development costs increase for parallel programming for multi-projector display system, there is a possibility that the program cannot be executed at an enough speed since the network bandwidth might become a bottleneck. There are some software environments for that kind of multi-projector display system like Chromium that is latest version of WireGL (Humphreys, 2001&2002). WireGL is a kind of Client-Server Model, which one rendering server sends the data of rendering to many computers. While it can use the application without modification of source, it requires heavy network traffics. The other type of operating software is VR Juggler (Cruz-Neira, 2002), and CAVE Library that is a kind of Master-Slave Model. In the Master-Slave Model, every computer has same application programs to render the image that only keep the synchronization of rendering and events. But, these programs require a specialized skill and knowledge to modify the source of program for the certain rendering PC-Cluster system.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 9de9
authors Laakso, Mikko
year 2001
title Practical Navigation in Virtual Architectural Environments
source Helsinki University of Technology, Espoo, Finland
summary The interest towards virtual reality (VR) and virtual environments (VE) is growing all the time. The applications being developed for VE run a wide spectrum, from games to business planning. This thesis concentrates on navigation in virtual architectural environments, movement in worlds that are very similar to our own. Navigation in a virtual world should be practical, intuitive and simple. Unfortunately, it is very often far from that - for some reason the usability issues in VEs have been usually left with little attention. Currently it is easy for a user to get lost and disoriented when traveling in a VE. This situation must change, navigating through virtual environments can no longer be considered a task reserved for the experts only. 3D-worlds and architectural applications for the common user require new, intuitive interface techniques. This thesis addresses issues related to both physical and cognitive aspects of navigation as well as theoretical models that bind them together. In the technology survey of this thesis, the virtual environment technology is presented. Different visual display systems, new input devices and some 3D user interface design aspects are described. The literature survey section discusses the main issues concerning navigation theory. The two parts of navigation, travel and wayfinding, are described in detail. The major challenges are discussed and some solutions and various research results are presented. A major part of the thesis consists of the description of HCNav, a new navigation system developed by the author. The system was constructed for use in the virtual room at Helsinki University of Technology. The purpose of HCNav is to provide a very intuitive and practical navigation interface. Three new experimental input devices, namely custom wand, data glove and speech recognition system, were tested. Another important part of the work is to evaluate the effectiveness of the HCNav system. A usability test was conducted to determine if the use of HCNav was actually improving navigation performance. Twelve subjects participated in a test where HCNav was compared with a traditional navigation software used previously in the virtual room. The experiment setup has been described and the results analyzed. The results are promising and show that the navigation methods adopted in HCNav are clearly better.
keywords Virtual Environments, Navigation, Usability
series thesis:MSc
last changed 2003/02/12 22:37

_id 728a
authors Mantere, Markku
year 2001
title Visualization of Flow Data in Photo-realistic Virtual Environment
source Helsinki University of Technology, Espoo, Finland
summary Virtual reality technology has been adopted in many different fields and new application areas are searched continuously. At the moment virtual reality has been applied separately for instance to scientific visualization and illustration of architectural spaces. In this work, a photo-realistic room model and a visualization of an air flow inside the room has been combined. The integrated illustrative three-dimensional model is presented within an immersive virtual environment. The first part of the work covers scientific visualization and virtual reality implementation techniques. The visualization review begins with a discussion about human percepion of visual information and proceeds with an introduction to three-dimensional visualization. The focus is on illustration of a flow data produced as a result of a computational simulation. The flow visualization techniques utilizing all three dimensions are discussed and many examples of different graphical elements are presented. Virtual reality is examined from technical solutions point of view. The features having effect on the quality of a virtual experience are discussed and three different commonly used display techniques are introduced. The hardware of Experimental Virtual Environment -facility at Helsinki University of Technology is given as a detailed example. The implementation of a visualization software is described in the applied part of this thesis. Discussion covers the evaluation of different software tools, the tool selection process, and a detailed description of the design principles and implementation of the software. The different visualization solutions are also justified in this part. In the implementation, the real-time system requirements and utilization of all three dimensions have been taken into account. Finally, the results and their meaning are discussed and the performance of the implementation is evaluated. The applied part successfully integrated the room model and the flow visualization in an interactive virtual environment.
keywords Virtual Environments, Virtual Reality, Flow Visualization, CFD, 3D, Computer Graphics
series thesis:MSc
last changed 2003/02/12 22:37

_id ec42
authors Rosenman, Mike and Wang, Fujun
year 2001
title A component agent based open CAD system for collaborative design
source Automation in Construction 10 (4) (2001) pp. 383-397
summary The competitive market requires rapid product development. Virtual product development is a new development mode in this network times. It is featured by its dynamic development alliance, i.e., those partners are distributed in the world. This paper presents an open-system architecture for a collaborative CAD system supporting virtual product development. The software component technology is adopted to build the system. A component is a reusable application whose data and methods are exposed, and can be accessed and operated by other applications. In this system, each building element or assembly is designed as an independent component. The component agent (CA) method is used as the basic system modules. To manage these distributed CAs, a web-based interface manager is provided. The assembly shop is a product design space based on those CAs and the interface manager. To manage the collaborative session, a web-based design session manager is proposed. This paper describes such a system architecture.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 6a02
id 6a02
authors Tan, Beng-Kiang
year 2001
title Visualizing Building Occupancy Pattern on Campus
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 398-404
doi https://doi.org/10.52842/conf.acadia.2001.398
summary This paper addresses the problem of information opacity that planners and university administrators have when they have multiple sets of data that are not interconnected and how these data can be visualized. The visualization of building occupancy pattern on campus is used as an example to illustrate how this general problem can be addressed through a database driven effective visualization that supports decision-making. This paper proposes a solution using web-based 3D Virtual Reality Modeling Language (VRML) animation dynamically generated from a database and describes a prototype in progress. The prototype displays a broad overview of building occupancy patterns across campus through 3D animation of occupancy over time. From the overview, users can navigate further to find out the details of occupancy throughout the day for specific buildings on campus.
keywords Visualization, VRML, Animation, Campus Population, Information Visualization
series ACADIA
email
last changed 2022/06/07 07:56

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