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 607

_id ddss2006-pb-289
id DDSS2006-PB-289
authors I-Chieh Huang and Teng-Wen Chang
year 2006
title A Study of Using Oversized Display in Supporting Design Communication - Focus on interior design problems
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 289-301
summary This paper focuses on using oversized display for supporting design communication process between designers and clients. The interactive behaviors are analyzed and testified with a prototype developed in this research. Based on interviews with designers and clients, focus of the communication process in this research is onto developing an immersive environment for exchanging and negotiating the design artifacts. Several immersive virtual environment as well as visualization method (display) is reviewed. Furthermore, three over-sized display projects (ShadowLight, CaveUT and Blue-c) with immersive perception at full-scale or near full-scale design artifacts are studied as the inspiration of this research. Designers identify what kinds of influence they had on the design of client's interior space and to what extent they are aware that they can design and influence their perception. An over-sized display environment with direct manipulation interface is developed for evaluation platform.
keywords Virtual environments, Collaborative design
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_c020a
id sigradi2006_c020a
authors Vasquez de Velasco de la Puente, Guillermo; Garcia Alvarado, Rodrigo and Bustos, Gabriela
year 2006
title Taller Virtual de Las Américas: Análisis, Síntesis y Propuesta de Desarrollo en Ambientes Multiusuarios Interactivos [America’s Virtual studio: Analysis, Synthesis and Proposal for develop an interactive multi-user environment]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 105-109
summary As the title suggests, this paper makes an attempt to provide a factual analysis and synthesis of the activities that the Tex-Mex Virtual Design Studio, and later the Las Americas Virtual Design Studio, have been implementing since September of 1996, The objective of this attempt is to provide a framework for the formulation of a new conceptual and instrumental profile for future implementations of our virtual design studios. With such a purpose the paper outlines the importance of virtual design studios in the framework of opening design education to distance education methodologies and argues in favor of their further utilization for addressing issues of globalization in architecture and design education. This argument is followed by a quick description of current practices within the Las Americas Virtual Design Studio and sets the stage for a detailed description of how multi-user interactive environments may further support interaction within virtual design studios.
series SIGRADI
email
last changed 2016/03/10 10:02

_id ijac20064405
id ijac20064405
authors Calderon, Carlos; Nyman, Karl; Worley, Nicholas
year 2006
title The Architectural Cinematographer: Creating Architectural Experiences in 3D Real-time Environments
source International Journal of Architectural Computing vol. 4 - no. 4, pp. 71-90
summary This paper addresses the problem of creating new navigation paradigms for experiencing architectural designs in 3D real-time environments. The exploration of techniques other than still images or fly-through animations is complex and manifold, and requires the understanding and skills of many disciplines including cinematography, computer programming, architectural design and communication of 3D space. In this article, we present the Architectural Cinematographer (AC), a first step towards new navigation paradigms for real-time interactive virtual environments that are intended to enhance architectural walkthroughs with interactive camera effects. The AC is a fully developed modification (mod) of the game UnrealTournament2004™ using the Unreal™ game engine and relies on the notions of architectural concepts, cinematographic techniques and game level design to structure the virtual environment (VE) content in a way that facilitates a perception of design qualities in virtual architecture. AC addresses the current lack of either software or a structured approach to facilitate this in real-time architectural visualizations.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000004/art00006
last changed 2007/03/04 07:08

_id 2006_406
id 2006_406
authors Germen, Murat; Selcuk Artut; Elif Ayiter; Selim Balcisoy and Yacov Sharir
year 2006
title The Representation and Navigation of Complex Data
doi https://doi.org/10.52842/conf.ecaade.2006.406
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 406-410
summary In this paper we are attempting to address issues related to perception and consciousness deriving from the management of overwhelming data, utilizing artistic/design and sound production practices in virtual reality/environments. In the ordinary flow of day to day activities the self descriptive, self-reflexive, and recursive processes of data collection reveal themselves. These pairs are not encountered as binary oppositions in conflict, but in a continual management of data transformation. We converge with our own solutions—and the development of technological tools—and give birth to new scientific tools as well as intuitively artistically generated tools, literally and figuratively. A system prototype - ‘Vineta’ - has been developed at the IPP allowing navigation through scientific and technical data without typing and revising keyword-based queries. The chosen approach to visualizing documents and terms in navigational retrieval includes the representation of documents and terms as graphical objects, and dynamic positioning of these objects in a 3-dimensional virtual navigation space. Users can navigate through this virtual space examining individual documents and clusters of documents at various levels of detail.
keywords Data visualization representation, wearable computers, interaction, sound, overwhelming data management, immersion, search, graphs, drawing algorithms, collapsible modular spaces, scatterplot, sound spatialization, mixed augmented reality
series eCAADe
email
last changed 2022/06/07 07:51

_id caadria2006_397
id caadria2006_397
authors MOHAMED ALAA MANDOUR
year 2006
title SPATIALITY AND VIRTUALITY: "Perception Virtual Urban Environments"
doi https://doi.org/10.52842/conf.caadria.2006.x.x5a
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 397-404
summary This paper explores how the notions of SPATIALITY `public space’ can inform the debate over VIRTUALITY "electronic media". It examines the metaphorical adoption of urban models to look at electronic sociality and suggests approaches: suburbanized telecities, communitarian visions and accounts that appeal to a renewed public sphere. However, instead of trying to shift these metaphors by contrasting them to a purported real world, the paper examines how they shape an electronic architecture. In this sense, the `real’ city is the indefinable complexity and folding of spaces-lying outside the visualizations offered of cyberspace.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 2006_724
id 2006_724
authors Pechlivanidou-Liakata, Anastasia; Stelios C. Zerefos; Stamatina Mikrou and Mladen Stamenic
year 2006
title Perception and Cognition in Real and Virtual Computer Generated Architectural Space - An Experimental Approach
doi https://doi.org/10.52842/conf.ecaade.2006.724
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 724-729
summary This paper investigates the difference of spatial perception and cognition between virtual and real architectural environments. Specifically, three different aspects have been studied, concerning the live perception and cognition of a complex actual building, the perception and cognition of a high quality rendered virtual space, as well as the perception and cognition of a non-photorealistic virtual environment. To study the differences between these three types a series of experiments were prepared, in which students of architecture participated and statistical results were drawn. Earlier studies have investigated the desirability of key simulation attributes for architectural design visualization, but extensive research on what contributes to a better spatial comprehension is still missing. This experiment is part of a series of experiments mainly focused on the perception and cognition in virtual spaces. The results of these experiments were correlated with each other, each one leading to new ideas of experimentation. Preliminary results confirm earlier findings from previous similar experiments. 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 the lit part of virtual space. Visitors of the photorealistic spaces also seem to have better knowledge of the depth of space in comparison to those navigating in the non photorealistic space.
keywords Perception; Cognition; Virtual Architectural Space; Real-time Navigation
series eCAADe
email
last changed 2022/06/07 07:59

_id 2006_754
id 2006_754
authors Sidiropoulos, George
year 2006
title 3D Visualization in Historical Geography - The case of Ancient Agora of Athens
doi https://doi.org/10.52842/conf.ecaade.2006.754
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 754-757
summary 3D visualization of historical environments in the recent past had the form of axonometric and sketches. Generalization of the digital technology provided the user with the opportunity of virtual perception through the production of 3D models. The production of a model in historic time has several peculiarities during the collection of information, 3D modeling and visualization. The example that we used to examine this issue is the construction of the virtual model of the Ancient Agora of Athens.
keywords visualization; cultural heritage; 3D modeling
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2006_e033b
id sigradi2006_e033b
authors Castillo, Tim
year 2006
title Hybrid[s] : new pedagogical applications for designing our evolving spatial environment
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 131-136
summary The continual emergence of new informational and technological systems has impacted our cultural landscape. As society continues to evolve, we are becoming more connected to virtual systems that impact our spatial environment. The awareness and understanding of these invisible forces requires new curricular pedagogies in architectural education. This paper will document an ongoing course that was developed to research new methodologies for working with haptic environments and informational systems. Utilizing a high performance-computing center, students in the class are developing new adaptive intelligent spatial systems that engage a multiplicity of scales. They researched environments for PDA’s (Personal Data Assistance), I-Pods, cellular phones, GPS (Guidance Positioning Systems) and a new immersive virtual dome environment. The goal of the class was to reevaluate how architectural practice in the future will encompass a more holistic approach to both physical and virtual spatial development.
keywords Design tools and methods
series SIGRADI
email
last changed 2016/03/10 09:48

_id sigradi2006_p043d
id sigradi2006_p043d
authors dos Santos Cabral Filho, José and Baltazar do Santos, Ana Paula
year 2006
title Tenda Digital/Digital TENT (Technological Environment for Negotiated Topology) e suas possíveis implicações em contextos sociais [Digital TENT (Technological Environment for Negotiated Topology)]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 346-349
summary This article approaches the social use of digital immersive environments in two different realms. One aiming at the digital training of self-builders involved in participatory design of affordable housing and the other dealing with experimental connection of lowincome communities (favelas) placed at different geographic locations. It first describes the specific digital immersive environment called Digital TENT, developed at IBPA/LAGEAR, which aims to investigate the production of space by means of bodily engagement with images within the perspective of the experience rather than that of the spectacle. Subsequently, it discusses the conceptual basis of the TENT (Technological Environment for Negotiated Topology) as opposed to the CAVE (Cave Automatic Virtual Environment), This discussion is deepened into a critique of the visual representation of space opposed to the possibility of dynamic creation of environments that only happen in present time with peoples' interaction, Such a critique, associated with two social experiences carried out by IBPA/ LAGEAR, leads to the conclusion that the Digital TENT is effective for both supporting visualization processes and spatial negotiation in participatory design, and also as a place for enhancing the very experience.
series SIGRADI
email
last changed 2016/03/10 09:50

_id 2006_730
id 2006_730
authors Paterson, Inga
year 2006
title Architectural Interiors and Exteriors in Computer Games
doi https://doi.org/10.52842/conf.ecaade.2006.730
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 730-737
summary This paper looks at the design of place in a game environment. Many 3D video games have a strong orientation to streetscape and interior design. This paper questions what can be learned from architectural insights and examines how cultural references can be used in computer games to enhance the game experience by supporting game play through a deepened sense of immersion. Focusing on the cultural ideologies of play, this paper sets out to consider the suitability of real-world building design in the creation of game-world environments, with an emphasis on how level design can be enhanced through a deepened understanding of the virtual locations in which the game challenges are situated.
keywords Game-world; game-play; architectural-design; immersive environments
series eCAADe
email
last changed 2022/06/07 07:59

_id ce7a
authors Wojtowicz, Jerzy and Butelski, Kazimier
year 1998
title A Case Study of the Virtual Design Studio in Practice : The Olympic Stadium for Krakow 2006
doi https://doi.org/10.52842/conf.ecaade.1998.253
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 253-261
summary Continually being redeveloped since its inception six years ago, Virtual Design Studio (VDS) represents a new method of practicing and teaching design. This paper focuses on a recent project which used VDS in a professional context: a design competition entry for the 2006 Winter Olympic Games. Separated by six time zones, the authors offer distinctive views of VDS, discussing the creative aspects of long-distance design collaboration using both synchronous and asynchronous modes of communication. The authors consider Information Technology (IT) as a facilitator for design collaboration, and examine in this paper the extent to which this new condition expands the possibilities of creative design work.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/21wojtowicz/index.htm
last changed 2022/06/07 07:57

_id sigradi2006_e048c
id sigradi2006_e048c
authors Beck, Mateus Paulo; Brener, Rafael; Giustina, Marcelo and Turkienicz, Benamy
year 2006
title Light and Form in Design – A Computational Approach
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 254-257
summary Shape perception is strongly influenced by the reciprocal relation between light and form. Computational applications can increase the number of design alternatives taking into account possible variations in the relation between light and form. The aim of this study is to discuss a pedagogical experience carried out with 5th semester architectural students, based on a series of exercises prior to the term project. The exercises were concerned with the relation between light and form from an aesthetical point of view and should be understood as examples for the use of computers as tools to creatively accelerate the process of design and learning. The paper is divided in five parts. The first one describes the conceptual background for the exercises, a descriptive method for the identification of light effects in architectural objects based on ideas of shape emergence. The exercises’ methodology is explained in the second part, referring to the use of computational applications in 3-dimensional modeling, material and light simulation. The methodology includes different phases: –creation of bi-dimensional compositions according to symmetry operations; –creation of a minimal living space assigning functions to spaces originated from the former composition; –analysis of the impact of light on the form and spaces created; –alteration of form and materials creating new light effects considering the functions related to the spaces. The exercises alternate work in computational environment in two and three dimensions with the use of mockups, lamps and photography. In the third part the results –student’s design steps– are described. In the fourth part the results are analyzed and some conclusions are outlined in the fifth and last part. The use of emergent forms combined with computational tools has proved to be an effective way to achieve an accelerated understanding of the impact of light on forms as demonstrated by the evolution of the students work during the term and by their final results concerning the term project.
keywords Architectural Design; Lighting; Design Simulation; Virtual Environment
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2006_513
id caadria2006_513
authors BIMAL BALAKRISHNAN, LOUKAS N. KALISPERIS, KATSUHIKO MURAMOTO, GEORGE H. OTTO
year 2006
title MULTIMODAL VIRTUAL REALITY ENVIRONMENT FOR ARCHITECTURAL DESIGN (RE)PRESENTATION
doi https://doi.org/10.52842/conf.caadria.2006.x.d7c
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 513-519
summary The diversity of representations and the complexity of capturing and communicating the design process and its rationale present a challenge to architects. This paper proposes a multimodal virtual reality environment (MVE) aimed at utilizing the inherent advantages of distinct media, as opposed to a stand-alone virtual reality environment. Virtual reality is seen here as one of the tools in the larger milieu of interactive multimedia tools available to architects. The theoretical framework underlying its development explores the role of digital tools in the design process, their adaptability to existing workflow and issues of representation and perception, especially how design ideas are represented, evaluated and manipulated in the mind. The development of MVE followed a cycle of design, usability studies by a focus group and redesign.
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2006_629
id caadria2006_629
authors MICHAEL A. AMBROSE
year 2006
title VERTICALITY AND HORIZONTALITY. FROM THE PANTHEON TO THE PLAYSTATION, SPATIAL EXPERIENCE AND THE HUMAN BODY IN ARCHITECTURE
doi https://doi.org/10.52842/conf.caadria.2006.x.w3q
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 629-631
summary This research seeks to question the assumed relationship between perspectival projection and architecture as means of investigation, representation and ultimately re-presentation of architectural idea and spatial experience. Spatial experience is primarily a product of corporeal sensation. The human body, as the site of experience reveals a conceptual contradiction between our innate senses and learned perceptions (Gibson, 1966). Verticality and horizontality are abstract conceptual and perceptual constructs used simultaneously in human sensory systems to locate one in space and time. The spatial experience as generated from, and translated by, the human body through visual sensory perception is the focus of the work that looks at first, second and third person spatial experience in architecture and architectural representation. As society continues on the path of further cybernetic extension of the body’s sense-image, the context and spatial/visual literacy of the ‘learned’ sense of space-time will continue to evolve, transform and alter as cultures stretch to engage both edges of the physical and virtual worlds. Vitruvius articulated the human experience (and the subsequent expression of architecture) as inherently a vertical one.
series CAADRIA
email
last changed 2022/06/07 07:49

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
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. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2006_p019a
id sigradi2006_p019a
authors Ribeiro, Clarissa and Pratschke, Anja
year 2006
title Arquitetura Irreversível_ Tempo e Complexidade [Irreversible Architecture_ Time and Complexity]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 90-94
summary This paper aims at discussing how computational environments could give support to complex approaches of architectural design process. Focusing on generative design, the main goal is to allow the perception of architecture more as system than as object: form, structure and organization as emergences in non-linear, autoorganizational processes. It involves the interaction of a vast universe of factors and flows that performs as attractors or repellers for the architecture-systems evolution in time. The ideas presented here are results of the Master Research in Architecture and Complex Thought of Clarissa Ribeiro, and are part of a larger questioning about the relation of architectural design process and digital culture, discussed in our research group Nomads.USP [Center for Interactive Living Studies, http://www.eesc. usp. br/nomads].
series SIGRADI
email
last changed 2016/03/10 09:58

_id 2006_604
id 2006_604
authors Wiedmer, Martin; Doris Agotai; Rolf Lenzin and Fabian Kempter
year 2006
title Compositing Spaces - The Transferring of Space Relevant Film Elements into Computer-Generated Architecture-Related Animation
doi https://doi.org/10.52842/conf.ecaade.2006.604
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 604-607
summary The representation of architecture is to an increasing extent expressed by means of computer-generated animation. The medium of architectural animation thus gets closer to the film without taking into consideration its specific design possibilities. Here the research project “Compositing Spaces” starts. It reveals in which fields architectural animation can get an impact from filmic design instruments. On behalf of film analysis precise stage directions to the virtual camera could be developed. In collaboration with visualizers, film professionals and psychologists the project has taken an unexpected turn and led to a form of expression that involves compositing technique. The project takes with the animation of high-resolution visualizations a most promising and low-priced approach.
keywords architectural animation; film; spatial perception; rendering; compositing
series eCAADe
email
last changed 2022/06/07 07:57

_id 95d9
id 95d9
authors Zavoleas, Y.
year 2006
title Real Space, Digital Perception: Formation of Spatial Experience Beyond Materiality
source Spatial Cognition 2006 - online conference proceedings
summary Space is perceived by cognitive operations in which particular elements are assigned spatial significance. Such operations are relatively similar to digitalization processes. An element’s attributes are translated to numerical data according to measuring systems and scales, so that they can be evaluated comparatively. Similarly, elements of the given world are perceptible as sensory stimulations that are registered to the sensory organs and then translated to data, which is comparable to the data of other elements. Sensory stimulators may derive from any element that is registered to the sensory organs, even those which we call as “virtual”, “artificial” and “fake,” for example the elements that are rendered digitally in the computer. With such a premise, the paper examines how such elements may also contribute in the formation of spatial perception. Consequently, the meaning as well as our common interaction with space is contested, along with the limits of reality itself.
keywords spatial perception, digitalization, psychology of space, psychophysics, media, real/virtual, Vilem Flusser, Einstein, Aristotle, Matrix
series other
type normal paper
email
last changed 2007/04/29 09:42

_id 2006_032
id 2006_032
authors Al-Attili, Aghlab and Leonidas Koutsoumpos
year 2006
title Ethics of Virtuality… Virtuality of Ethics
doi https://doi.org/10.52842/conf.ecaade.2006.032
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 32-39
summary This paper addresses issues pertaining to architecture, virtuality and ethics by establishing an interactive, non-linear virtual environment as a tool for investigation into the virtuality of ethics and ethics of virtuality, in the context of architecture. Starting from the assertion that ‘Virtual Environment (VE) is a metaphor of Real Environment (RE)’, we test the proposition that suggests ‘Ethics of RE can be tested and simulated in VE’. Challenging the notion that sees people reacting to VE in the same way as they interact with their surroundings in RE, we propose that since ethics are engulfing architecture they are also present and simulated in VE. Virtual architecture has elements of ethics that we refer to as ‘Ethics of Virtuality’. In this context, VE ethics seem to lose the ubiquity that is present in RE. In order to examine this hypothesis, we created a VE that corresponds to the RE of the PhD students’ offices, within the Department of Architecture, School of Arts, Culture, and Environment in the University of Edinburgh. The real life users of these offices were subjected to this VE. A qualitative method of research followed to probe their experience, focusing on issues related to ethics. Subjects were asked to give a personal accounts of their experience which gave us an insight into how they think. The compiled list of results and their evaluation showed startling possibilities, further establishing VE as an arena for investigating issues pertaining to both architecture and ethics.
keywords Virtual Environments; Ethics; Place; Representation; Trust
series eCAADe
email
last changed 2022/06/07 07:54

_id 2006_664
id 2006_664
authors Balakrishnan, Bimal; Loukas N. Kalisperis and S. Shyam Sundar
year 2006
title Capturing Affect in Architectural Visualization - A Case for integrating 3-dimensional visualization and psychophysiology
doi https://doi.org/10.52842/conf.ecaade.2006.664
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 664-669
summary Envisioning architectural experience afforded by a building under design has been difficult due to two reasons. One is simulating the space in full scale, eliminating the need to take a mental leap commonly required of abstract smaller scale representations. Second challenge is in fully capturing the affective experience, which is often subtle in nature. This paper suggests that 3-dimensional visualization - particularly immersive virtual reality can overcome the first challenge. In addition, psychophysiological measures such as facial electromyography (EMG) and electrodermal activity (EDA) can be used to capture the affective component of the architectural experience. We suggest that by taking advantage of these technologies together, one can better simulate and empirically understand the nature of architectural experience.
keywords Architectural visualization; virtual reality; psychophysiology; electrodermal activity (EDA); facial electromyography (EMG)
series eCAADe
email
last changed 2022/06/07 07:54

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