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 2004_495
id 2004_495
authors Lonsing, Werner
year 2004
title Augmented Reality as Tool in Architecture
doi https://doi.org/10.52842/conf.ecaade.2004.495
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 495-499
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 2004_586
id 2004_586
authors Voigt, A., Martens, B. and Linzer, H.
year 2004
title City Simulator - A Multi-dimensional VR-Simulation Environment
doi https://doi.org/10.52842/conf.ecaade.2004.586
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 586-592
summary Whether in splendid rural isolation or in an urban area, settlement and building structures always are exposed to the public. Questions as to the future design of our vital space basically always concern the public and thus call for a great deal of discussion. Launching a well-balanced debate between all those involved in the planning and design process requires clear exemplification of urban-spatial visions by means of simulation. A simulation device - called “City Simulator” - suited to conveying the multitude of spatial relations within the urban configuration and for developing urban-spatial ideas would fulfil such expectations. The complexity of the information required in this context can be coped with effectively by means of computer-aided simulation techniques focusing on digital city models. Thus the implementation of a “City Simulator” may be regarded as a decisive tool for the purpose. As those involved in the process normally consider themselves absolute novices within the context of complex planning processes, the simulator will to some extent act as a “translation machine”. This paper is based on a project proposal which has been submitted by the authors aimed at the acquisition of a “City Simulator” at Vienna University of Technology in the near future.
keywords 3D City Models; Simulation; Virtual Reality; Visualization; Communication
series eCAADe
email
last changed 2022/06/07 07:58

_id 2004_148
id 2004_148
authors Fatah gen. Schieck, A., Penn, A., Mottram, C., Strothmann, C., Ohlenburg, J., Broll, W. and Aish, F.
year 2004
title Interactive Space Generation through Play - Exploring Form Creation and the Role of Simulation on the Design Table
doi https://doi.org/10.52842/conf.ecaade.2004.148
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 148-158
summary In this paper we report on recent developments in ARTHUR: an approach to support complex design and planning decisions for architects together with the simulation of pedestrian movement and the integration of existing CAD tools on the design table. Following a brief introduction, past and current work that has taken a similar approach will be reviewed. Next we describe a scenario that integrates agent-based simulations of pedestrian movement with space creation, and then give an overview of the system before finally discussing findings related to recent user evaluation studies of the system. This paper suggests that the integration of simulated pedestrian movement on the design table, while going through a cycle of reflection-in-action, plays a vital role in exploring possible design solutions and encourages new and different ways of thinking about design problems.
keywords Tangible User Interface, Pedestrian Simulation, Collaboration, Augmented Reality (AR), CAD Integration
series eCAADe
last changed 2022/06/07 07:55

_id 2004_159
id 2004_159
authors Seichter, Hartmut and Kvan, Thomas
year 2004
title Tangible Interfaces in Design Computing
doi https://doi.org/10.52842/conf.ecaade.2004.159
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 159-166
summary Sensorial richness is essential in the design process, yet digital design tools do not respond to this need. Tangible interfaces offer an opportunity for interaction with design computing systems to explore means of supporting a wider range of experiences. In this paper we look at implementations of tangible interfaces through a framework based on the concept of affordance. We conclude with a brief introduction to experimental tangible interfaces that have been developed in order to carry out collaborative user evaluations in a design studio setting and evaluate these in the same framework.
keywords Augmented Reality; Tangible Interfaces; HCI; Design Computing
series eCAADe
last changed 2022/06/07 07:59

_id 2004_066
id 2004_066
authors Woessner, Uwe, Kieferle, Joachim and Drosdol, Johannes
year 2004
title Interaction Methods for Architecture in Virtual Environments
doi https://doi.org/10.52842/conf.ecaade.2004.066
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 66-73
summary Virtual and Augmented Reality have become common tools in the architectural design process. This technology assists all participants in gaining planning certainty. To interact with the digital models, different input methods are used and adapted by the authors like keyboard, on screen menu, tangible interface, tablet PC and PDA. While every input method has certain advantages and disadvantages, currently tablet PC and PDA best cover the users’ general needs. A usability test shows that reviews with tablet PC are faster compared to other interfaces.
keywords Human-Computer Interaction, Interface, Virtual Reality, Augmented Reality
series eCAADe
email
last changed 2022/06/07 07:57

_id 2004_090
id 2004_090
authors Abdelhameed, Wael
year 2004
title Visual Design Thinking in the Design Process as Impacted by Digital Media
doi https://doi.org/10.52842/conf.ecaade.2004.090
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 90-94
summary Exploring design ideas, through two dimensional and three dimensional forms, is the basis of design exploration and visual design thinking during the design process. Imagining how drawings and models (be it manual or digital) will be presented in reality is the essence of visual design thinking. By the beginning of the 20th Century, architecture has become more three dimensional in design exploration and in representation. This transition to three dimensions makes the processes of visual design thinking more related to digital media. The nature of media, utilized by architects, affects design-exploration processes. The research investigates both the processes of visual design thinking and the interrelation between visual design thinking and digital media, in order to shed more light on how digital media should be introduced to students of architecture.
keywords Visual Design Thinking: Digital Media; Architectural Education; Design Process
series eCAADe
last changed 2022/06/07 07:54

_id 2004_374
id 2004_374
authors Hannibal, C., Brown, A. and Knight, M.
year 2004
title How Useful is the Digital Sketch?
doi https://doi.org/10.52842/conf.ecaade.2004.374
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 374-379
summary This paper presents an experimental approach that examines human response to three virtual representations (sketchy line, non-photorealistic and near-photorealistic) of three similar architectural schemes (in terms of concept, context and scale) within a non-immersive large-screen projected virtual environment. Participant response is recorded utilising the factors of detail, spatial understanding, character and presence. By comparing data it should be possible to draw conclusions about aspects particular to non-immersive Virtual Reality (VR) activity as a means of architectural representation.
keywords Non-Immersive Virtual Environments, Digital Sketching, Non-Photorealism
series eCAADe
last changed 2022/06/07 07:50

_id 2004_238
id 2004_238
authors Mohammad Arefeen Ibrahim, M. Saleh Uddin, So-Yeon Yoon
year 2004
title Mass and Wall: The Representation of Ongoing Change in Relationship
doi https://doi.org/10.52842/conf.ecaade.2004.238
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 238-247
summary Architecture in reality is perceived mainly through the display of space enclosures of different degrees, ranging from complete enclosure to openness. These degrees of enclosure are characterized either by subtle or often exuberant display of interplay between solids and voids. Mass and wall are the key features that play an important role in the formation of any specific relationship that develops between solids and voids. The level of relationship between wall and mass therefore is critical in shaping the overall appearance of the work. As we look back in time, walls were simply used as means of enclosing the space that was to hold specific functions. Here the obvious priority is assigned to the space and the walls are simply enslaved in order of hierarchy. But, as the history of the built environment progressed with time, this pattern of relationship was challenged and being experimented by various architects. The experiments ranged from subtle variations in the thickness of wall with regard to the associated mass, or by emphasizing its existence by the use of varying height, color, texture, etc., or even by separating it from the mass that was believed to be the mother form in earlier days. Instead of being secondary to the space it enclosed, walls started taking the primary role in terms of announcing its existence. This of course is not the only path taken by architects. As always, design concept and approaches vary from one person to the other and so does the ultimate result. This change in the pattern of relationship plays a major role in developing the formal language of contemporary architecture which needs to be acknowledged. The aim of this paper is to identify the distinct deviations in the pattern of relationship between mass and wall by depicting some of the significant works of 20th century. The role of 3D computer modeling and various animation techniques to illustrate these analytical ideas is a highlight of the presentation.
keywords Mass And Wall, 3D Computer Modeling, Animation, Representation
series eCAADe
last changed 2022/06/07 07:58

_id 2004_471
id 2004_471
authors Roberts, Andrew
year 2004
title From Pin-up to Slideshow: Effects of Changing Media on ‘crit’ Assessment Cardiff University
doi https://doi.org/10.52842/conf.ecaade.2004.471
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 471-478
summary The assessment of architectural design project work, which forms the majority of the work produced by students in schools of architecture, is usually assessed through the process of critical review (otherwise known as a ‚crit‘ or jury). The traditional method of critical review usually involves the student describing work displayed on a wall directly in front of a panel of critics. Difficulties emerge when students wish to incorporate dynamic, computer generated content into their presentations. Architectural practice is increasingly turning to the ‘PowerPoint’ slide show as a means to communicate their work to clients, and this technology is often better able to incorporate dynamic content. This paper describes a comparative study, whereby students work is presented in both slideshow and pin-up formats to a panel of reviewers. The reviewers were able to evaluate the value of the two forms of presentation in terms of their ability to conduct critical reviews. Results suggest that whilst the slideshow method allows the reviewers to gain a reasonable understanding of the student’s project work, they found it more difficult to provide useful feedback to the student on their design project work.
keywords Critical Review; Formative Assessment; Virtual Reality; Slide Show; Presentation
series eCAADe
last changed 2022/06/07 07:56

_id 2004_082
id 2004_082
authors Rona, Cagri and M. Saleh Uddin
year 2004
title Surround Digital Audio in Architectural Animation and VR Environment
doi https://doi.org/10.52842/conf.ecaade.2004.082
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 82-88
summary To stimulate all five senses through a realistic representation, audio plays a significant role. Architectural representation in digital media primarily falls in the area of visualization. Recent developments in simulation of 3d animation, lighting effect, material options and texture quality demonstrate that technology has come to a satisfactory level for representing realistic environments. But, at the same time, designers may not have paid due attention in regards to simulation of quality audio in architectural representation, particularly in 3D animation. “Surround Sound” or technically, the Dolby Digital and DTS technology has been used for entertainment purposes in film and movie production for a long time. As realistic materials and lighting increases the value of reality, sounds and sound effects too can add value to represented virtual reality architectural environments. Surround Sound technology simply delivers different signals from a 360-degree range. The reason beneath this is to break the sense of looking towards a single direction. Ideally, the audio should come from the direction of the visuals on the scene. Synchronization of both visual and Dolby Digital audio can enhance the experiential quality of an audio-visual representation. At the same time, it can break the notion of audio coming from a single direction. This paper suggests and demonstrates the technique of combining surround sound in digital 3D architectural animation for the purpose of enhancing its visual and sensory quality.
keywords Architecture, Animations, 3D Surround Audio
series eCAADe
last changed 2022/06/07 07:56

_id 2004_350
id 2004_350
authors Asanowicz, Alexander
year 2004
title Computer, Creativity and Unpredictability
doi https://doi.org/10.52842/conf.ecaade.2004.350
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 350-357
summary Computers in designing are usually considered as a tool for preparing technical documentation, storage and managing information, coordinating of flow of design process, modelling and all kind of visualisations (renderings, animation, VR models). At the early design stages, when an idea of the form is created, computer is not used very often. The reason for this is that traditional computer drawing is too completed to be used at this stage. In new methods of supporting creativity, computer should be used for creation of less precise, unpredictable but more inspiring images. This method are based on the thesis that emotional elements have a great affect on the decision making process in designing. Intuition, unpredictability and no logic are the essence of creativity in the selection of associations. Confirmation of this statement we may find in many theories of creativity (theory of incubation elaborated by Wallas, genploration (Finke, Ward and Smith), redundant generation (Lem), synectics (Gordon)). All these theories emphasize the role of unpredictable associations and metaphors in creativity. Process of metaphorisation is characteristic for our era and plays important role in creative process. That’s why we need the new methods of graphic computer and non-computer transformation, which allows us a fuller exploration of design metaphors. The final conclusion is built on the thesis that too precise tools promote cause to decrease differences.
keywords Creativity; Design Theory; Metaphors
series eCAADe
email
last changed 2022/06/07 07:54

_id 2004_459
id 2004_459
authors Cinelis, Gintaris and Scevinskas, Kestutis
year 2004
title Education of Professional Computing Competence in University
doi https://doi.org/10.52842/conf.ecaade.2004.459
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 459-465
summary Developments in the field of computer science and architecture are leading to the new relationships between these two areas, which influence architectural education, and practice. The contemporary architectural design process in its individuality and uncertainty is characterized by the integration of different media and design instruments. There is an urgent need for architecture schools to recognize the value and use of the computer as an essential tool in the teaching and practicing architects’ activities. This paper describes the results of experiment, which concerns new policy and objectives for teaching CAAD. The experiment also outlines relationship between the lecturing in CAAD and the use of CAAD in architectural projects. We discuss the problems and opportunities in teaching architecture students the CAAD and with the CAAD.
keywords Computer Aided Architectural Design, Architectural Education, Professional Computing Competence
series eCAADe
last changed 2022/06/07 07:52

_id 2004_500
id 2004_500
authors Hanzl, Malgorzata and Wrona, Stefan
year 2004
title Visual Simulation as a Tool for Planning Education - Computer Aided Participation Support
doi https://doi.org/10.52842/conf.ecaade.2004.500
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 500-507
summary Contemporary computer techniques offer many new opportunities to engage citizens into the planning process. There are new possibilities of interaction, introducing an observer into the “game”. The research project presented in the paper assumes the use of a visual 3D language which consists of a series of schematic types of buildings. They form a language which is easy to understand both by professionals and by laymen. Understanding is the very first step towards getting convinced by the ideas presented. The next step is interaction - the user’s action induces the response of the system. The solution proposed by the user meets an evaluation from the part of the system which evokes the user’s interest - in the case presented here the evaluation introduces the simulation of future state of the site. The problem posed is to find out the best way to convince people that some places are less or more suitable for settlement, depending on the media present there, distance from the urban areas and the environment protection. The attempt to create a tool which could be helpful in an educational process is described in the paper. The idea is to prepare a form of a master plan record which uses the visual 3D language and may be accessed via World Wide Web pages. The paper formulates the assessments for the software described above and examines the possibility to create an application. The trial to prepare a web based service using the flash and shockwave technology is presented.
series eCAADe
email
last changed 2022/06/07 07:49

_id 2004_435
id 2004_435
authors Jemtrud, Michael
year 2004
title Between Mediation and Making CIMSp: A Technoètic Modus Operandi
doi https://doi.org/10.52842/conf.ecaade.2004.435
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 435-442
summary The following paper describes an ongoing research project whose goal is to define a scalable, hybrid production and deployment protocol (CIMSp) for the creation of virtual environments (VE). Ultimately, the aim is to establish a creative workflow and infrastructure that embodies architectural and urban design activity as practiced by the research unit. The objective of the present paper is to schematically outline the current state of the research and its practical and theoretical context for further development. A theoretical position will be stated which assumes that the content, tool, epistemological, and speculative realms are consubstantial (technoèsis). The practical endeavour is to create the informational and embodied temporal--spatial condition of possibility for the imaginative production of cultural artifacts. It must accommodate varying individual and collaborative forms and styles of making and no presumption of a self-enclosed and referential system is made. A critical position is particularly compelling when this production is immersed in technological modalities of making where information and embodiment are inextricably intertwined. CIMSp is based on the workflow from acquisition and creation to output and storage. The work environment is comprised of a select set of software applications and visualization technologies. Secondly, an XML-based content and information management system is under construction to ensure project quality control, rigorous documentation practices, and bi-directional knowledge feedback procedures to enable an effective and resource-full workflow. Lastly, scalability of output modalities for use in the design process and for final presentation from WWW deployment to a high-resolution collaborative work environment (CWE) is being developed. The protocol is a multiuser mode of creation and production that aims to transform the technologies and their interrelation, thus dramatically impacting the creative process and intended content. It is a digital production workflow that embodies intensive visualization criteria demanded by the end users. The theoretical and practical intention of CIMSp is to provisionally structure the collaborative creative process and enable a choreographed movement between the realms of the technologically mediated and made in the pursuit of significant digital content creation.
series eCAADe
last changed 2022/06/07 07:52

_id 2004_195
id 2004_195
authors Ozel, Filiz
year 2004
title Modulation and Mathematics in Generative Building Design
doi https://doi.org/10.52842/conf.ecaade.2004.195
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 195-200
summary The rise of design computation as a paradigm in design process has certainly brought increased attention to the mathematical basis of form giving in architectural design. Numerous types of generative systems ranging from shape grammars to parametric design have been developed in the past, where computers are used as a tool to generate building form automatically. This paper focuses on the role of number sequences and mathematical methods of controlling and introducing systematic change (modulation) to generative systems. In a graduate level class, VBA programming through a CAD system was used to develop software that can parametrically generate 2-d and 3-d forms. As a conclusion, the paper argues that forms generated as such are not monotonous, and that being particularly attentive to the mathematical basis of variation and change in parametric generators allows one to explore change in a more systematic fashion.
keywords Generative System, Mathematics, Modulation, CAD
series eCAADe
last changed 2022/06/07 08:00

_id 2004_012
id 2004_012
authors O’ Coill, Carl and Doughty, Mark
year 2004
title Computer Game Technology as a Tool for Participatory Design
doi https://doi.org/10.52842/conf.ecaade.2004.012
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 12-23
summary This paper reviews existing research into real-time visualization in architecture, urban design and landscape architecture and describes a University of Lincoln project exploring the application of this technology to participatory design. Staff at the School of Architecture have used 'Virtools Development', a computer game prototyping package, to help residents in Hull, UK, to visualize and interact with a design proposal for a 'home zone' in their neighbourhood, arrived at as part of a wider participatory process. This paper evaluates computer game technology in relation to more conventional participatory tools. It is difficult to justify using the technology to create simple 'walk-through' simulations of design proposals, it argues. In such cases, the benefits real-time visualization offers over non-interactive video are largely outweighed by the technical difficulties involved in the production and use of real-time environments.
keywords Computer Games; Real-Time Visualization; Landscape Architecture; Public Participation
series eCAADe
last changed 2022/06/07 08:00

_id 2004_593
id 2004_593
authors Stellingwerff, Martijn and Kuhk, Annette
year 2004
title 3D/4D Communication Tools for Facilitators in Public Participation
doi https://doi.org/10.52842/conf.ecaade.2004.593
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 593-600
summary The international research project, Planning Inclusion of Clients through e-Training, (PICT) aims at developing various computerised tools and training programmes to enhance public participation in local urban projects. This article presents a communication strategy and two tools, which were applied in a pilot study in Brussels Capital Region. The communication strategy involves the use of multiple channels to introduce, inform and involve people to the urban planning debates. The first tool, called ‘3D-projection’, combines an urban scale-model of the neighbourhood with an interactive projection. Thus, parts of the model are related to photographic and computer-graphic impressions of the existing or future streetscape. The end-user can develop a thorough understanding of the presented changes in the built environment. Getting involved and being informed are made easier. The second tool, called ‘4D-viewer’, combines planning and design software into evaluative 3D-renderings which visualise the change of a site over time. This tool is supposed to be helpful at meetings of planners, architects and local actors and residents. The paper introduces the PICT project and the specific planning-approach of Neighbourhood Contracts in Brussels Capital Region. Then, we will describe the communication strategy and present the general concept of the two systems as well as their application in the pilot study for the ‘Brabant Groen’ Neighbourhood Contract. Finally, we will discuss our experiences with the system and plans for the future.
keywords Public Participation, Design & Decision Support Systems, Digital City Modelling, Interface-Design
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2021_297
id ecaade2021_297
authors Guida, George, Tian, Runjia and Dong, Yuebin
year 2021
title Multimodal Virtual Experience for Design Schools in the Immersive Web
doi https://doi.org/10.52842/conf.ecaade.2021.1.415
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 415-424
summary The COVID-19 pandemic has made most schools, universities, and gathering spaces fully virtual. Commonly used communication platforms such as Zoom, Skype, and Microsoft Teams are limited in recreating physical interactions and offer mostly static interfaces with limited occasions for spontaneous encounters. This project creates a space that seeks to address this issue, first through the digitization of familiar physical spaces, and then through their augmentation via WebXR technologies[1]. A gamification strategy is adopted, where users can virtually learn, collaborate and socialize through personalized avatars within a dynamic and multi-sensorial digital environment. In this paper, we present a completed prototype that is currently being tested at the Harvard Graduate School of Design. The school of architecture has been digitized and experientially augmented thanks to an asymmetrical system that offers rich modalities of interaction through different platforms. The project builds upon the wide experiential potential of digital platforms, otherwise not possible in reality, and implements a customized multi-modal user interface (Reeves et al. 2004).
keywords WebXR; Virtual Reality; Human Computer Interaction; Gamification; User Interface
series eCAADe
email
last changed 2022/06/07 07:51

_id 516caadria2004
id 516caadria2004
authors Hartmut Seichter
year 2004
title Benchworks - Augmented Reality Urban Design
doi https://doi.org/10.52842/conf.caadria.2004.937
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 937-946
summary The problems of inspecting urban design proposals are different to that of architecture. The larger context is a crucial aspect in urban design. Generally the issues are not of detailed design but rather understanding space and spatial features. Discussions about proposals use plans and large urban design models. The models are cumbersome and access difficult for collaborative consultation. This paper introduces a prototype for an Augmented Reality system for analyzing and representational design in an urban design scale. The system is designed as a workbench for collaboratively and dynamically exploring in an urban design model.
series CAADRIA
email
last changed 2022/06/07 07:49

_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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