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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Hits 1 to 20 of 559

_id sigradi2006_c086a
id sigradi2006_c086a
authors Bustos Lopez, Gabriela Ilusion and Vélez Jahn, Gonzalo
year 2006
title Alternativas de Diseño: Sede virtual interactiva para el Taller Virtual de las Américas [Alternatives of Design: 3D Interactive Virtual Site to "Las Americas Virtual Design Studio"]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 47-51
summary Alternatives of Design is a course that aims to prepare architects from the Master Studies Department of Computing in Architecture (LUZ), in two ways: first, by expanding their perspective about potentialities of using new virtual reality technologies in architecture, and second, by qualifying them to apply this acquired theoretical knowledge in their professional environment, The goal of this research is to describe the products of the course Alternatives of Design 2005, which include: a methodology of designing to the cyberspace by using VRML and Java Script, in order to achieve a proposal of a Site to "Las Americas Virtual Design Studio". This site is projected as a digital manager to interactive simulation in multiuser virtual worlds, specifically to virtual architectonical workshops, With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2005_700
id sigradi2005_700
authors Espina, Jane J. B.
year 2005
title VISION OR RETROSPECTION INTO THE PAST: SCIENTIFIC VISUALIZATION IN THE RECOVERY OF PATRIMONIAL URBAN SPACES
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 700-706
summary This paper shows the use of digital means in the presentation and relation between the perception of those who have walked by in the past and circulate at present through the Baralt Square space, at specific historic periods, with the purpose of reconstructing the different urban scenarios, and foresee their future, through the use of scientific visualization. The digital reconstruction of the square, of colonial origin, is a complex process. This multifunctional space represented forms and types of societies, as the various actors participated with perceptions and perspectives which were apart from reality, imposing their vision and interests, defining themselves in the materialization of the space-site. This research originates the urban analysis and the interpretation of the public space with the help of input devices and real-time visualizers. Interaction, virtual surroundings and mixed reality technologies may contribute in designing tools for the recovery of patrimonial surroundings. [Full paper in Spanish]
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:51

_id 2006_566
id 2006_566
authors Rafi, Ahmad; Mohamad Izani Zainal Abidin; Avijit Paul and Aishah Abdul Razak
year 2006
title Simulation of architectural lighting in a virtual environment - A case study on real and fake High Dynamic Range Images (HDRI)
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 566-572
doi https://doi.org/10.52842/conf.ecaade.2006.566
summary The early findings of this research were presented in eCAADe 2005 International Conference, Lisbon primarily to highlight the concept of High Dynamic Range Images (HDRI) when representing architectural spaces in the form of still images. An experiment had been carried out to compare the results between HDRI rendering and ‘conventional’ lighting simulation algorithms namely ray tracing and radiosity. The results were based on static and using the same exposure factors, when capturing HDRI. This project, funded by Intensification Research Priority Area (IRPA) grant continues to present and report HDRI results in a simulation environment. In this paper, we first briefly explain on the concept of real and fake HDRI. Then a comparison experiment is conducted to compare these two methods and discuss the impact and effectiveness of the illumination computation in architectural simulation environment. In order to carry out the experiment, a few models of the architectural scenes were developed. These models were then textured with real photos and manipulated with ‘shaders’, and further rendered using fake and real HDRI techniques. As for the fake HDRI, two methods were developed. The first was using an image as the ambient map and different exposures were created by increasing the value of Hue, V of HSV and saturation. The second involved a series of digital photos with the selection of the brightest and darkest area using Adobe Photoshop to establish the scale of luminosity. A few camera movements were triggered and position for ‘real-time’ rendering simulation. The result of the experiment has shown a significant improvement on the rendering time and quality of the rendering. Finally this paper suggests the selection criteria for choosing real and fake HDRI, and how each technique can be best utilized for architectural representations in a simulation environment.
keywords HDRI; simulation; Real HDRI;Fake HDRI; illumination computation
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2005_689
id sigradi2005_689
authors Ruiz-Rodarte, Rocio; José Larios, Fernando García Cuspinera
year 2005
title Real Time Visualizing Tools: Description of an experience where game engines and Internet browsers are used as means of exhibition at an archaeological site
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 689-694
summary This paper presents the use of Virtual Reality (VR) environments as didactic means of exhibition. It approaches VR field by non traditional tools of visualization -as game engines- and describes the process and particular issues faced during its development. The examples shown in this document are part of an archaeological project under current development which faced budget solutions for equipment and its maintenance. The lack of experience outside the traditional VR field (SGI), lead the research team to try different game engines and VRML format in explore solutions to issues as performance, complexity, appearance, visualization, different needs of programming skills, file format compatibility, archiving and promotion applications. The experience delivered to replicate the process for other cultural projects can be useful also to architects and designers that are willing to experiment with VR as means of visualization during different stages of their projects.
series SIGRADI
email
last changed 2016/03/10 09:59

_id acadia05_104
id acadia05_104
authors Anders, Peter and Lonsing, Werner
year 2005
title AmbiViewer: A Tool for Creating Architectural Mixed Reality
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 104-113
doi https://doi.org/10.52842/conf.acadia.2005.104
summary This paper presents a new mixed reality system for architecture, AmbiViewer. The system employs digital video, onboard modeler and global positioning to merge physical and simulated entities on the screen. The system can be used to model projects on-site, and in view of the project environs. The paper also discusses the use of AmbiViewer in creating cybrids, compositions of virtual and material reality. The paper concludes with a description of a small project undertaken with AmbiViewer and its implications for cybrid architecture.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2005_344
id sigradi2005_344
authors Bustos, Gabriela I. L.; Iván V. Burgos P., Javier Oliva
year 2005
title Multi-user virtual worlds: 3D interactive visualization in synthetic environments for design workshops
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 344-349
summary The goal of this research is to describe a methodology of architectural design by using digital technology with three-dimensional interactive simulation in multi-user virtual worlds. In addition, this study will focus on the application of this method in the workshops at the School of Architecture in the University of Zulia. With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet. In the same way, each visitor is able to interact and modify the virtual world using virtual menus while sharing ideas or modifications regarding the design of the project. This strategy allows modeling, visualizing, developing and evaluating the designed projects during the conceptual and parametric phase in the process of design. This application is a powerful tool to develop creativity and skills of spatial perception among the students. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2005_1_34_180
id cf2005_1_34_180
authors CALDERON Carlos, WORLEY Nicholas and NYMAN Karl
year 2005
title Architectural Cinematographer: An Initial Approach to Experiential Design in Virtual Worlds
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 135-144
summary This paper presents a paradigm for the generation of camera placements for architectural virtual environments as a method of enhancing the user's experience and as a way of facilitating the understanding of architectural designs. This paper reports on an initial prototype of a real-time cinematic control camera engine which enables the creation of architectural walkthroughs with a narrative structure. Currently, there is neither software nor a structured approach which facilitates this in architectural visualisations. The paper discusses the potential of our approach; analyses the technical and application domain challenges; examines its current limitations using well known architectural design concepts such as rhythm.
keywords virtual environments, navigation, camera engine, cinematography, experiential design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2005_b_3c_a
id caadria2005_b_3c_a
authors Christopher Lowry
year 2005
title Making Understanding: Research in the application of virtual environments in the teaching of architectural design and technology
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 93-101
doi https://doi.org/10.52842/conf.caadria.2005.093
summary This paper describes how the application of interactive three dimensional computer modelling enables students of architecture to gain a comprehensive insight into how buildings are made. An intimate exploration of what can be, in the student’s perception, a lacklustre subject area is revitalized through the use of virtual building models and introduces the student to the potentials of this medium in communicating their own design work. In addition the published case studies are navigated as one would a web site which is a familiar and comfortable format for the student. Original working drawings and specification provided by architects are utilised in generating detailed three dimensional virtual models of the complete building along with larger scale detail studies of particular building components. The models are then animated or transferred to VRML format for publication within interactive case studies. The case studies may be accessed via the department server for use by staff during lectures and seminars or informally by the individual student.
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2006_545
id caadria2006_545
authors DIETRICH ELGER, ANDREAS DIECKMANN, PETER RUSSELL, THOMAS STACHELHAUS
year 2006
title THE INTEGRATED DESIGN STUDIO: A VIEW BEHIND THE SCENES:Liquid Campus 3
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 545-548
doi https://doi.org/10.52842/conf.caadria.2006.x.v4r
summary Over 10 months ending in July 2005, architecture students from Aachen, Karlsruhe and Weimar took part in a design studio that differed significantly from other studios in that the result of the studio was a 1:1 realisation of the design. This is part of an evolution of the virtual faculty of architecture “Liquid Campus”, founded in 2001, which has seen the complexity of the projects steadily rise and this continued in the Project “Ein Fest: Ein Dach”. The integrated studio is arranged to encourage an active, economic and transparent learning process, which encompasses design, communication and cooperation issues. The stated goal at the beginning of the two-semester process is to build and although only a few of the ideas are realised, all participants are involved in the realisation. In this case, the project was to create “roofs” for an open-air concert for 200,000 people in Karlsruhe, Germany. The planning was carried out using the Netzentwurf platform, with which the authors have several years experience.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2005_383
id 2005_383
authors Ebert, Oliver, Schoenemann, Patrick and Lenhart, Michael
year 2005
title Cityscape Computing System
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 383-389
doi https://doi.org/10.52842/conf.ecaade.2005.383
summary The central feature of the project is the development of a computer and its interfaces to simulate urban space and, in the context of an intermedia city tour, to allow citizens to creatively influence their urban space by manipulating media structures at chosen points throughout the city. A master plan is set up to re-cultivate public spaces and points of architectural focus. The city reacts interactively to the commands. A dialog is created between user and public space. The tour route is an open structure which can be expanded at any time. Via interfaces the user activates a reaction in the real city by making changes to the virtual model. This results in a dynamic space, a communication based on the results of this transformation. The user interface allows an information transfer between real people and virtual space. Virtual reality then reacts to the input by transferring that information back to reality. The direct influence on the architecture is effected by a media-transformer. It projects an additional perception level on to reality while monitoring the data via various analysis interfaces.
keywords Interactive Urbanism; Media Installation; Human-Computer-Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id 2005_107
id 2005_107
authors Fricker, Pia, Ochsendorf, Mathias and Strehlke, Kai
year 2005
title GENERATIVE INTERFACES AND SCENARIOS - INTERACTION IN INTELLIGENT ARCHITECTURE
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 107-113
doi https://doi.org/10.52842/conf.ecaade.2005.107
summary New media and modern building automation have a strong impact on contemporary architecture. So far one could regard built architecture as static. These new technologies introduce a dynamic impulse to architecture. The objective of our research and teaching work is to demonstrate the impact of innovative systems on architecture in daily usage while providing building automation, multimedia integration and facility management services in intelligent networked buildings. These technologies, as described in this paper are integrated in our second year course for students of Architecture. By designing an interactive graphical interface for the lab they were asked to create a spatial scenario as a self running Flash animation. Thus real space is merged with virtual reality.
keywords CAAD Curriculum, Human-Computer Interaction, Web-Based Design, Building Automation, Generative Graphical Interfaces
series eCAADe
type normal paper
email
last changed 2022/06/07 07:50

_id cf2005_2_43_190
id cf2005_2_43_190
authors GEMEINBOECK Petra and BLACH Roland
year 2005
title Interfacing the Real and the Virtual: User Embodiment in Immersive Dynamic Virtual Spaces
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 171-180
summary This paper discusses the performative boundary between the real and the virtual as it constitutes itself based on the potentials, conditions and abilities of Virtual Reality (VR), considered as both a technology and a medium. Starting from the prospects and the areas of application of 'new' technologies within the context of architecture, the paper seeks the point of intersection between an architectural perspective, a posthuman view and a technological potential. The focus thereby lies in the greatest challenge of VR, that is, the integration of the users as they interface the virtual and the real. The conditions and implications of such dynamic processes, perceived as space generating, rather than representing, are explored based on the authors' virtual environment: Uzume.
keywords embodiment, interface, negotiation, nonlinear systems, virtual reality
series CAAD Futures
email
last changed 2005/05/05 07:06

_id caadria2005_b_3c_d
id caadria2005_b_3c_d
authors Jaeho Ryu, Naoki Hashimoto,, Makoto Sato
year 2005
title Study on Factors of Distance Estimation at Architectural Presentation Tool in Immersive Virtual Environments
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 116-122
doi https://doi.org/10.52842/conf.caadria.2005.116
summary The VR technology has been used as the application of architectural presentation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation when we are using the virtual environments. But the distortion of distance perception in VR is a problem when the accuracy of distance presentation is required to evaluate the preliminary design concept precisely. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verity the factors and their influence. First, we verify the difference of distance estimation in the real and the virtual hallway. The result showed that subjects underestimate the walked distance in the condition of virtual hallway. At the next experiment about the influence of image-resolution, we have figured out the resolution has affected on the distance estimation in the virtual environments.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2005_399
id 2005_399
authors Johansson, Mikael and Roupé, Mattias
year 2005
title From CAD to VR – Implementations for Urban Planning and Building Design
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 399-405
doi https://doi.org/10.52842/conf.ecaade.2005.399
summary At present time, three-dimensional objects are often represented with 2D-data in urban planning and building design. In order to get all the involved parties to fully understand a certain project, this may not be enough. More and more projects therefore take use of the Virtual Reality (VR) technique as a complement to traditional 2D drawings and sketches. All the involved parties can then share a common frame of reference for all discussions regarding a certain project. Unfortunately, the technique is not yet adapted to fit the current building design process. In this paper, we present a solution for semi-automatic generation of a VR-model based on 3D CAD information and aerial photos obtained from the City Planning Authorities in Sweden. The data is imported to support real-time editing of terrain, roads and buildings. We also present a framework for importing 3D-models created in Autodesk Revit which enables a seamless integration of modern 3D CAD and VR-models. The features are implemented in a software developed at Chalmers Visualization studio (Gothenburg, Sweden) and technical details about terrain handling and speed-up techniques will be given.
keywords Virtual Reality; 3D City modeling; Urban planning; Terrain; Visualization
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia06_510
id acadia06_510
authors Johnson, Jason
year 2006
title Complexity as a Creative Force in Design Variegation, Heterogeneity, Diversity
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 510-517
doi https://doi.org/10.52842/conf.acadia.2006.510
summary This paper describes an experimental project that attempts to use complexity as a creative and vital force within the design process. The project seeks to release architecture from its conventional role as a static urban backdrop and to transform it into a vital, dynamic, and active participant within cities. The project, entitled “Energy Farm”, was instigated by the 2005 International Open Design Competition for a “Performing Arts Island” located within the Han River in Seoul, Korea. Through the exploration of the site and program elements as an interacting matrix of fields, forces, and flows (energy, program, water flow, infrastructure, etc.), our proposal emerged as a variegated landscape marked by its capacities to produce its own energy, interweave heterogeneous threads of structure and program, and instigate a diverse set of scenarios in which physical and virtual realms coalesce. Architecture, in its unique capacity to bridge these realms, can release the rich computation potential of complexity into the physical realm. Within this scenario, architecture becomes a creative and vital agent for productive change with profound social, political, and ecological implications.
series ACADIA
email
last changed 2022/06/07 07:52

_id 2005_091
id 2005_091
authors Kirschner, Ursula and Kirschner, Nauka
year 2005
title E-learning in Creative Planning Processes
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 91-97
doi https://doi.org/10.52842/conf.ecaade.2005.091
summary This conference paper examines experimental design exercises on a simulated model in relation to designing on a physical model. In the initial design phases, the process of designing on both a haptic and digital model is analysed with regard to the didactic objectives. In this context, only form-related aesthetic aspects are discussed. The starting point is the didactic necessity of imparting to students the process of designing on spatial models. Reduced to form determination, the question examined is for which aspects of design theory the potentials of real and virtual models, as well as of the interaction of both types, can be exploited.
keywords Design methods; Digital and Physical Models; 3D-Digizer; Design Education
series eCAADe
email
last changed 2022/06/07 07:52

_id cf2005_2_35_224
id cf2005_2_35_224
authors KOBAYASHI Yoshihiro and BATTINA Subhadha
year 2005
title Housing Layout Design Using Fractals
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 119-128
summary This paper introduces a computer-based tool for three dimensional (3D) landscape simulations of housing-layout-design using the concepts of fractals with Iterative Function System (IFS). Housing layout design is defined as a design to allocate many house-units in the undeveloped site. The tool generates a variety of layout designs consisting of multiple dwelling house-units from manual inputs or a template pattern defined as an XML file. Each unit can contain any detailed 3D components found in the residential development such as a house, roads, walls, trees etc. The template defines the transformation rules for IFS including the information of geometrical relationships between the stages in the iteration and of the components used in stop-conditions. The application tool is formulated, implemented and tested. The results in the case studies using several practical sites are demonstrated and evaluated based on the experiments in the design studio.
keywords fractal, housing layout, virtual reality, generative system, Java3D
series CAAD Futures
email
last changed 2005/05/05 07:06

_id ijac20053206
id ijac20053206
authors Liakata-Pechlivanidou, Anastasia; Zerefos, Stylianos C.; Zerefos, Stylianos N.
year 2005
title Perceptual and Cognitive Factors that Influence Orientation in Computer Generated Real Architectural Space
source International Journal of Architectural Computing vol. 3 - no. 2, 245-254
summary This study presents results from an experiment that concerns spatial perception and cognition in virtual environments. It also includes the effects of how the development of a simulated virtual space can change perception and cognition of a real building perceived only through architectural drawings and photographs. In the experiment each student was shown external and internal 360° images, representing nodes in virtual space, of the same virtual building. Two different groups of students were formed. The first group was shown photorealistic rendered images, while the other group the same images with non-photorealistic representation. Differences in orientation tendencies of the participating students, as well as statistical results from these experiments were tested and are presented in this paper. It was found that there was a statistically significant tendency of the students towards larger scatter in more luminous virtual space as well as a tendency to visit lit parts of virtual space.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id caadria2005_a_7c_f
id caadria2005_a_7c_f
authors M.N.H. Siddique, Qazi A. Mowla, Mohammad A. Al Masum
year 2005
title VIRTUALITY IN ARCHITECTURE: A DESIGN METAPHOR
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 342-350
doi https://doi.org/10.52842/conf.caadria.2005.342
summary Traditionally, architecture in its design process employs physical matter, requires physical presence and relies on real world environment using conventional methods of 2D depictions such as paper and pen or 3D representations such as physical models and communicates design ideas in verbal or text-based form. The conventional design process, for example an interior design, a residential house, a commercial complex or even urban design projects, follows the same hierarchy of activities. Efforts are made to the satisfaction of both parties to give the ideas of a physical shape through sketches, drafts and models which may take weeks even months. Finally the project gets its final shape in a working drawing, 3D visualisation or model making. This process is time consuming and somewhat redundant. In recent years technology has offered architects a new tool - the virtual environment. Architects use virtual environment increasingly as device of communication and presentation of design intensions. Virtual environment enables users to interact in real-time with design but unfortunately have not been used widely in the process of design development. The aim of this paper is to investigates the relationship between present design process and the emerging technology of virtual reality, establish a relationship between the two and its influence on architecture to form a new translated design process and communication, an interface between architect and client.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:59

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