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 acadia06_304
id acadia06_304
authors Dorta, T., Perez, E.
year 2006
title Immersive Drafted Virtual Reality a new approach for ideation within virtual reality
doi https://doi.org/10.52842/conf.acadia.2006.304
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 304-316
summary There is a void between design and computer in ideation. Traditional tools like sketching are more appropriate for conceptual design since they can sustain abstraction, ambiguity, and inaccuracy—essentials at the beginning of the design process. Actual graphical user interface approaches, as well as hardware devices, constrain creative thinking. Computer representations and virtual reality are now used for presentation and validation rather than for design. Most virtual reality tools are seen as passive rather than active instruments in this process of ideation. Moreover, virtual reality techniques come from other disciplines and are applied to design without considering the design process itself and the skills designers already possess.This paper proposes and evaluates a new approach for the conceptual design of spaces within virtual reality. Starting from the non-immersive technique we developed before, where the user was able to be inside a 3D modeled space through real sketches, this technique goes one step further, allowing the designer to sketch the space from the inside all in real-time. Using an interactive pen display for sketching and an immersive projective spherical display, designers and colleagues are able to propose and make design decisions from inside the project. The capabilities of the computer to display the virtual environment are, therefore, mixed with the designer’s skills in sketching and understanding the space.
series ACADIA
email
last changed 2022/06/07 07:55

_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 be0c
id be0c
authors Hamza N, Horne M
year 2007
title An operational model for teaching low energy architecture
source Building and Environment Volume 42, Issue 11, November 2007, Pages 3841-3847 July 2007
summary Awareness of the need to integrate sustainability at all levels has recently been gaining momentum in education to meet pedagogical university policy, government and employers’ expectations. Within the school of the Built Environment at Northumbria University an integrated course delivery has been adopted for second year students. This proposal intends to disseminate an operational model for integrating teaching and assessment between three modules which have traditionally been taught and assessed separately to achieve a low-energy house.
keywords low-energy architecture, virtual reality, integrated curriculum, project decision making, mapping learning outcomes
series other
type normal paper
email
more http://dx.doi.org/10.1016/j.buildenv.2006.11.003
last changed 2008/03/14 00:25

_id 2006_114
id 2006_114
authors Hirschberg, Urs; Allen Sayegh; Martin Frühwirth and Stefan Zedlacher
year 2006
title 3D Motion Tracking in Architecture - Turning Movement into Form - Emerging Uses of a New Technology
doi https://doi.org/10.52842/conf.ecaade.2006.114
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 114-121
summary Tracking in space is an important bridge between physical and virtual environments. Optical 3D motion capture systems have become standards in the special effects industry and are increasingly common in medical applications, as well as in Virtual Reality (VR) and Augmented Reality (AR) set-ups. Beyond these applications, there are a number of emerging uses for such systems in architectural design. The possibility to track complex movements in space in real time and at high precision can open up new modes of interacting with spaces, and of generating movement as form as part of an architectural design process. What makes these possibilities particularly interesting for architectural investigations is that they don’t have to be limited to a single user, but can happen in a collaborative way, involving many users simultaneously. After briefly explaining the technical aspects of the technology, an overview of such emerging uses is discussed. As an illustration of this potential, the results of a recent workshop are presented, in which a group of architecture students explored the hidden beauty of everyday movements and turned them into sculptural objects.
keywords Motion Tracking; Animation; Design Process; Augmented Reality; Digital Fabrication
series eCAADe
email
last changed 2022/06/07 07:50

_id c8de
id c8de
authors Horne, Margaret; Hamza, Neveen
year 2006
title Integration of Virtual Reality within the Built Environment Curriculum
source ITCon Vol.11 pp. 311-324
summary Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industry’s adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments.
keywords virtual reality, built environment, integration, academic curriculum
series journal paper
type normal paper
email
more http://itcon.org/2006/23/
last changed 2006/06/07 23:49

_id 2006_436
id 2006_436
authors Kaimakamis, Nikolaos and Dimitris Charitos
year 2006
title Computer mediated political communication: An empirical approach towards representing political action in the spatial context of Collaborative Virtual Environments - The rise of a virtual-space dependent public sphere
doi https://doi.org/10.52842/conf.ecaade.2006.436
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 436-443
summary This study focuses on the creation of three-dimensional online spaces, known as Collaborative Virtual Environments (CVEs), where mediated social interaction amongst participants takes place in real time. It attempts to examine whether it is possible for political communication to flourish in such environments, as a case study of the design aspects needed to be taken into account in creating communicating spaces. We entered the collaborative virtual environment “There” as an avatar and monitored the agenda setting of its two major media. The fact that the whole world is designed as an island complex and holiday resort has an impact on the unwillingness of the avatars to talk about world politics, or even deal with the worlds’ political issues in the official media. Our main conclusion is that public sphere as conceived by those who enter a CVE relies heavily on the way that the world itself is designed. This leads to a series of questions concerning the role of architecture in creating virtual spatial contexts for communication.
keywords Collaborative Virtual Environments; political communication; virtual reality; public sphere
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2006_521
id caadria2006_521
authors O. PALMON, M. SAHAR, L.P.WIESS, R.OXMAN
year 2006
title VIRTUAL ENVIRONMENTS FOR THE EVALUATION OF HUMAN PERFORMANCE: Towards Virtual Occupancy Evaluation in Designed Environments (VOE)
doi https://doi.org/10.52842/conf.caadria.2006.x.j9t
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 521-528
summary Analyzing and evaluating designs for modifications to suit the requirements of human performance is typically performed only after the architectural spaces and structures have been built and used, a process that is known as retrofit or post-occupancy evaluation. For people with disabilities, there is a special need to overcome this problem by evaluating the suitability of their home environments before the construction phase. Our work introduces a new methodology in which virtual reality (VR) is used for virtual pre-occupancy environmental evaluation (VOE). Our study demonstrates the potential of the VOE concept by developing an interactive living environments model to evaluate human performance before the construction phase. This paper presents an interactive virtual environment, ‘HabiTest’, as well as the initial results of a usability evaluation of this interactive environment.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 6fba
id 6fba
authors Thompson E, Horne M, Fleming D
year 2006
title Virtual Reality Urban Modelling - An Overview
source CONVR2006 6th Conference on Construction Applications of Virtual Reality, Orlando, Florida, USA, 3-4 August 2006
summary This paper offers an overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It provides a summary of cities worldwide where three-dimensional computer modelling is being utilised to aid urban planning. The study considers the need for a digital representation of cities and raises issues pertaining to advantages, barriers and ownership. A case study of a pilot project on the visualisation of Newcastle upon Tyne is examined to show an approach adopted for the representation of this city in North East England. The process of this visualisation is summarised and future research is outlined in relation to this city model.
keywords Virtual Reality, 3D Modelling, Visualisation, Ownership, City Models, Town Planning, Newcastle upon Tyne England.
series other
type normal paper
email
last changed 2010/11/03 17:23

_id 2006_750
id 2006_750
authors Touvra, Zoopigi N.
year 2006
title The potential of Virtual Environments as contexts for Communication
doi https://doi.org/10.52842/conf.ecaade.2006.750
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 750-753
summary This paper documents a study done considering Virtual Reality (VR) as a spatial representational context which supports communication. It aims to identify whether VR could be considered as a communication medium, a tool that could be used for the successful transmission of information and messages, as well as the future form, content and use of it. That is, how does communication occur in a Virtual Environment (VE), by taking into account its visual properties and spatial parameters and under which conditions communication messages are conducted via VR systems, deriving from the one part (sender) and concluding to the other (receiver). The methods selected for this study involve observation and use of questionnaires at the end of each session. An already existing Internet-based online multi-user virtual environment has been chosen as the context where this survey will be carried out, that is the site Active Worlds, http://www.activeworlds.com, which can be accessed very easy to any computer user, in a desktop form. Firstly, we investigated the time needed, depending on the complexity per case, for a user of the VR application to get acquainted with the system. We were interested to know if the meaning that we would like to communicate had either remained the same through all the time of the experience or had been “modified” in a certain way and if so, for what reason. Another issue that was examined was the way in which the spatial context in a specific VE affects the way communication occurs. The framework of the application may influence the way the person receives a message, for example by making assumptions and references that he would not have made in a different environment- outside VR. After the end of the experience, the user was invited to describe his/ her impressions, with the communication factor being stressed, that is to mean if and at what extent VR can be characterized as a communication medium, as it is mentioned above, even for limited information and messages in general.
keywords Virtual Reality; Active Worlds; Virtual Environment (VE); Communication in VE
series eCAADe
email
last changed 2022/06/07 07:58

_id 2006_022
id 2006_022
authors Veirum, Niels Einar; Mogens Fiil Christensen and Mikkel Mayerhofer
year 2006
title Hybrid Experience Space for Cultural Heritage Communication
doi https://doi.org/10.52842/conf.ecaade.2006.022
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 22-30
summary Cultural heritage institutions like the museums are challenged in the global experience society. On the one hand it is more important than ever to offer “authentic” and geographically rooted experiences at sites of historic glory and on the other hand the audience’s expectations are biased by daily use of experience products like computer-games, IMAX cinemas and theme parks featuring virtual reality installations. “It’s a question of stone-axe displays versus Disney-power installations” as one of the involved museum professionals point it, “but we don’t want any of these possibilities”. The paper presents an actual experience design case in Zea Harbour, Greece dealing with these challenges using hybrid experience space communicating cultural heritage material. Archaeological findings, physical reconstructions and digital models are mixed to effectively stage the interactive experience space. The Zea Case is a design scenario for the Museum of the Future showing how Cultural Heritage institutions can reinvent the relation to the visitor and the neighbourhood. While Hybrid Experience Space can be used for Cultural Heritage Communication in traditional exhibitions we have reached for the full potential of on-site deployment as a hybrid experience layer using Google Earth and mobile technology.
keywords Hybrid Experience Space; Cultural Heritage Communication
series eCAADe
email
last changed 2022/06/07 07:58

_id ascaad2006_paper26
id ascaad2006_paper26
authors Wittkopf, Stephen K.; Sze Lee Teo, and Zhou ZhiYing
year 2006
title I3-Eye-Cube: interactive intuitive mixed reality interface for virtual architecture
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This paper introduces a new tangible interface for navigating through immersive virtual Architecture. It replaces the common mouse or glove with a set of tangible cubes. It includes physical architectural floor plans as contextual haptic constraints for the cubes to ensure better object manipulation compared to free space. The position and orientation of the cubes relative to the floor plan is tracked by web cameras and a newly developed program translates this into the 6-dof of the virtual camera generating a 3D view for the immersive projection of virtual architecture. This easy to use tangible interface mixes common 2D dimensional (real) with 3D immersive representation (virtual) of Architecture to overcome the problem of ‘Getting lost in Cyberspace’.
series ASCAAD
email
last changed 2007/04/08 19:47

_id acadia06_483
id acadia06_483
authors Yan, Wei
year 2006
title Integrating Video Tracking and Virtual Reality in Environmental Behavior Study
doi https://doi.org/10.52842/conf.acadia.2006.483
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 483-488
summary One of the essential considerations in architectural design is how people use the built environments. Adequate study of environmental behavior can reveal significant information about that use. This research suggests applying new computing technologies to enhance environmental behavior study, in terms of effectiveness and efficiency. Specifically, this project will develop an integrated system of automatic video tracking and video-quality virtual reality. The integrated system will provide designers and behavioral scientists with substantial statistical measurements of end user behavior patterns. Furthermore it will enable them to walk through the virtual reality of the environments and interactively observe details of the behaviors from various viewpoints. Thus, this project can help obtain behavior data in different levels of details, and in a structured and planned way that can facilitate analysis of the data with maximum automation. The major significance of this project is an introduction of a rigorous new methodology into environmental behavior study to enhance first-person observation with state-of-the-art computing technologies. This research will be a novel application of virtual reality in environmental behavior study. We expect that it will fundamentally advance the methods behavioral scientists use to study human environmental behavior, and the ways architects evaluate architectural design in terms of human behavior.
series ACADIA
email
last changed 2022/06/07 07:57

_id acadia06_230
id acadia06_230
authors Anzalone, Phillip
year 2006
title Synthetic Research
doi https://doi.org/10.52842/conf.acadia.2006.230
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 230-231
summary Synthetic Research insinuates a relationship of a meticulous process of discovering truth contradicted against a fabricated, as in concocted, reality. It is important to recognize the logical aspect of synthetic when examining what synthetic research can provide for architectural discourse. Synthesis contrasts with analysis in that it’s primary methods involve recourse to experience; it is experience that is at the heart of synthetic research. The synthesis of theory, architectural constructions, technological artifacts and computational techniques requires experiencing the results of experimentation. Synthetic digital architecture necessitates a discovery process incorporating creation that allows for experience, be it virtual reality, full-scale prototyping or spatial creations; provided experience is a truthful one, and not disingenuous and thereby slipping into the alternate definition of synthetic.Research’s experimental arm, as opposed to the analytic, relies on tinkering - implying the unfinished, the incomplete, the prototype. Examples of this are everywhere. Computer screenshots are a strikingly literal example of synthetic research when used as a means of experiencing a process. Performance mock-ups of building assemblies are a method of synthetic research in that one experiences a set of defined performances in order to discover and redefine the project. The watchmaker craft is an exercise in research/experimentation where material properties are inherent in function and aesthetics; consider how the components interact with the environment - motion, gravity, space-time, temperature. Efficiency at this point is predominantly structural and physical. Decorative or aesthetic elements are applied or integrated in later iterations along with optimization of performance, marketing and costs.What is a architectural research? How can research synthesize the wide range of possibilities for the trajectory of architecture when engaged in digital and computational techniques? The goals, techniques, documentation and other methods of research production have a place in architecture that must be explored, particularly as it related to computation. As in other fields, we must build a legitimate body of research whereby others can use and expand upon, such that digital architectures evolve in innovative as well as prosperous paths.
series ACADIA
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

_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 sigradi2006_c133d
id sigradi2006_c133d
authors Castañé, Dora
year 2006
title Rosario, Views on the Integral Revitalization of a Cultural Heritage
source SIGraDi 2006 - [10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006
summary This work shows the study of the methods and techniques for the development of a virtual vision VRML 3D included in an "Digitally-integrated knowledge base" with interactive interphases of a significantly revitalized fragment of a central area of the city of Rosario, Province of Santa Fé, Argentina, that includes an emblematic heritage for the Argentineans: the National Monument to the Flag. Digital models that partly allow the development of a hypothesis of integration between the digitized information and information technology - new digital proximity - to the effects of being able to investigate the generation of multimedia database that includes three-dimensional and dynamic models of the mentioned type, in this case, urban, architectonic, and cultural heritage. Different views and research on heritage have been developing. Nevertheless, the use of these new 3D non-immersive technologies and inter-phases are opening a new field of vision and understanding of the subject.
keywords Urban-architectural planning; heritage; virtual reality
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:48

_id caadria2006_617
id caadria2006_617
authors CHING-CHIEN LIN
year 2006
title A GREATER SENSE OF PRESENCE: SPATIAL INTERFACE IN VR CAVE
doi https://doi.org/10.52842/conf.caadria.2006.x.j1m
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 617-619
summary Virtual environments are three–dimensional spaces presented visually. They combine the user’s experience and sense of 'being there' in the virtual environment. Presence is a central element of virtual reality that it is seen as a part of its definition (Steuer, 1992). Direct interactions between participants and the virtual environment generate a more enhanced sense of immersion, thus making the participants feels they are part of that environment (Witmer & Singer, 1998).
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2006_832
id 2006_832
authors El-Khoury, Nada; De Paoli Giovanni and Dorta Tomás
year 2006
title Digital Reconstruction as a means of understanding a building’s history - Case studies of a multilayer prototype
doi https://doi.org/10.52842/conf.ecaade.2006.832
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 832-839
summary The experiments presented in this paper are situated at the crossroads of two fields: the understanding and communication of history to students and the field of Information and Communication Technologies (ICT). More specifically, we aim to propose to students, ways of transferring information about lifestyles and techniques linked to the construction methods used in the past and which are present in ancient sites. It is not merely a question of proposing experiments for managing an inventory of knowledge such as that summarized in historical texts, but rather a means for understanding it: How do we communicate the invisible? How do we make visible what we cannot see but that we can imagine lies beneath the ruins of ancient sites? Lastly, how do we propose new approaches in the transferring of these historic skills and lifestyles? Such are the questions that the students’ experiments will attempt to answer while using computers as cognitive tools. In this case, these cognitive tools are designated as “multilayer prototypes” which aim to develop a dynamic virtual history space through augmented reality.
keywords ICT; Byblos; multilayer prototype; augmented reality; education research
series eCAADe
email
last changed 2022/06/07 07:55

_id 2006_058
id 2006_058
authors Fukuda, Tomohiro; Kazuhiro Sakata; Wookhyun Yeo and Atsuko Kaga
year 2006
title Development and Evaluation of a Close-range View Representation Method of Natural Elements in a Real-time Simulation for Environmental Design - Shadow, Grass, and Water Surface
doi https://doi.org/10.52842/conf.ecaade.2006.058
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 58-65
summary In this research, a close-range view expression method used in real-time simulation based on virtual reality technology is developed for environmental design evaluation. After describing the purpose and accuracy of representation, the problem of natural element representation in a close-range view, which has not been developed yet, is clarified. Next, the close-range view expression method of shadows, grass, and water surface is developed. Furthermore, the developed method is applied to a number of actual environmental design projects, and frame rate measurement and user evaluation are performed.
keywords Environmental Design; Real-time Simulation; Virtual Reality; Consensus-building; Representation of natural elements
series eCAADe
email
last changed 2022/06/07 07:50

_id d34b
id d34b
authors Horne M, Thompson E
year 2007
title Virtual Reality and 3D modelling in built environment education
source CONVR2007 7th Conference on Construction Applications of Virtual Reality, Penn State University, USA, 22-23 October 2007
summary This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of Virtual Reality and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and Virtual Reality (VR) into built environment subject areas. Although two-dimensional representations have been greatly accepted by built environment professions and education, three-dimensional computer representations and VR applications, offering interactivity and immersiveness, are not yet widely accepted. The project builds on previous studies which focused on selecting and implementing appropriate VR strategies and technologies (Horne and Hamza, 2006) and offers an approach on how three-dimensional computer modelling and virtual reality may be integrated into built environment teaching. It identifies the challenges and perceived benefits of doing so by academic staff and reports on the systematic approach which was adopted by Northumbria University, School of the Built Environment, to raise awareness of VR technologies across the spectrum of built environment disciplines. A selection of case studies is presented which illustrate how VR and 3D modelling have been integrated to extend traditional forms of representation and enhance the students’ learning experience. The attitudes perceptions, opinions and concerns of academic staff in regards to use of 3D and VR technologies in their teaching are discussed
keywords Virtual Reality, 3D computer modelling, built environment, curriculum.
series other
type normal paper
email
last changed 2008/03/14 00:08

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