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 556

_id ijac20075212
id ijac20075212
authors Papagiannakis, George; Magnenat-Thalmann, Nadia
year 2007
title Mobile Augmented Heritage: Enabling Human Life in Ancient Pompeii
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 396-415
summary We propose a new methodology for real-time mobile mixed reality systems that feature realistic simulations of animated virtual human actors (clothes, body, skin, face) who augment real environments and re-enact staged storytelling dramas. Although initially targeted at Cultural Heritage Sites, the paradigm is by no means limited to such subjects. The abandonment of traditional concepts of static cultural artifacts or rigid geometrical and 2D textual augmentations with 3D, interactive, augmented historical character-based event representations in a mobile and wearable setup, is the main contribution of the described work as well as the proposed extensions to AR Enabling technologies: a VR/AR character simulation kernel framework with character to object interaction, a markerless camera tracker specialized for non-invasive geometrical registration on heritage sites and a PRT mixed reality illumination model for more consistent real-virtual real-time rendering. We demonstrate a real-time case study on the actual site of ancient Pompeii.
series journal
last changed 2007/08/29 16:23

_id ijac20075209
id ijac20075209
authors Kersten, Thomas P.
year 2007
title Virtual Reality Model of the Northern Sluice of the Ancient Dam in Marib/Yemen by Combination of Digital Photogrammetry and Terrestrial Laser Scanning for Archaeological Applications
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 340-354
summary In this paper the potential of digital photogrammetry and terrestrial laser scanning in combination is demonstrated in the recording and 3D CAD construction of the northern sluice of the ancient dam in Marib/Yemen, which is located approx. 150 kilometre east of the capital city Sana'a, close to the inner Arabic desert. The Yemeni government proposed for initiation of the building into the list of the UNESCO world cultural heritage. This described project work is a co-operation between the Commission for Archaeology of Non-European Cultures (KAAK) Bonn of the German Archaeological Institute (DAI) and the department Geomatics of the HafenCity University Hamburg. The object recording was carried out in January 2006 with the digital SLR camera Fujifilm FinePix S2 pro and the terrestrial laser scanner Trimble GS100 during the archaeological excavations. The northern sluice was reconstructed and visualized as a computer-based 3D CAD model for archaeological investigations (as-builtdocumentation of the excavations) and for future tourism advertising and publication purposes.
series journal
last changed 2007/08/29 16:23

_id ijac20075205
id ijac20075205
authors Moustakas, Konstantinos; Tzovaras, Dimitrios; Nikolakis, Georgios
year 2007
title Simulating the Use of Ancient Technology Works Using Advanced Virtual Reality Technologies
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 256-282
summary This paper introduces a novel framework for the modeling and interactive simulation of ancient Greek technology works with the use of advanced virtual reality technologies. A novel algorithm is introduced for the realistic and efficient resolution of collisions that is based on an advanced collision detection approach that can also calculate in real-time the force that should be fed back to the user using a haptic device. Thus, the user is capable of manipulating the scene objects in the environment using haptic devices to simulate the sense of touch and stereoscopic imaging so as to be immersed in the virtual environment. Moreover, the virtual hand that simulates the user's hand is modeled using superquadrics so as to further increase the speed of the simulation and the fidelity of the force feedback. Extended evaluation of the system has been performed with visitors of the Science Center and Technology Museum of Thessaloniki.
series journal
last changed 2007/08/29 16:23

_id ecaade2007_131
id ecaade2007_131
authors Sdegno, Alberto
year 2007
title RQS - Reverse Quadratura for Surveying
doi https://doi.org/10.52842/conf.ecaade.2007.615
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 615-620
summary This research is based on the development of a new method for surveying single and double curved surfaces using an application of an ancient perspective method for representing a picture on a complex surface. The procedure enables the user to have some detailed cross-points of a grid in order to simplify the survey operation. Another phase of the work is to take some double-pictures of the element, according of the method I shall describe in the paper. The photographs of the single element, with the projection of the regular grid, can be processed with every Image-Based Modeling Software in order to obtain – with the usual calibration methods – the digital “mapped with reticulum” model of the curved surface we are analyzing. The final step enables the user to improve the quality of the textured model, switching from the grid-textured photographs to the simple-textured one. This research is part of a more general theoretical and experimental Academic research that has the aim of studying the ancient drawing methods of in order to find some analogies with the digital technology applied to the study of architectural buildings.
keywords Geometric modeling, survey, image-based modeling, image processing, quadraturism
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2007_af106
id sigradi2007_af106
authors Tirello, Regina A.
year 2007
title Computer graphics and preservation of Brazilian cultural and architectural heritage [La Gráfica Computacional y la Preservación del Patrimonio Cultural y Arquitectónico Brasileño]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 370-374
summary This work presents a documenting method for historical buildings which uses the multimedia technology for scientific cataloguing of morphological and environmental transformations of ancient Brazilian constructions aiming a public communication. The computer model proposed here is based on detailed historical studies and prospective archeological analysis of building and artistic material which, throughout the years, are added to old buildings, changing their original shape and environment. Essentially interdisciplinary, this scientific analysis system count on the participation of researches from different subject areas and architecture and arts undergraduates.
keywords Preservation of Brasilian architectural heritage; virtual restoration; historical 3D models; Casa de D.Yayá
series SIGRADI
email
last changed 2016/03/10 10:01

_id ascaad2007_002
id ascaad2007_002
authors Abdellatif, R. and C. Calderon
year 2007
title SecondLife: A Computer-Mediated Tool for Distance-Learning in Architecture Education?
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 17-34
summary Despite the importance of distance learning for its ability to reach a wide audience, easiness to access materials, and its lower cost compared to traditional learning, architecture education has not been well served by distance education. This is because it has a higher level of learning objectives, it is taught by coaching methodologies, and involves nonverbal forms of communication. One of the most common learning methods used in the design studio is the Criticism/Critique, which is a graphic and oral type of communication between the tutor and the students. In this investigation, Second Life, a massive multi-user online virtual environment that offers three-dimensional spatial capabilities via Avatars impersonation, is used as a computer-mediated tool for text and graphic-based communication in a distance learning situation. The study describes a demonstration experiment where students had to communicate with their tutor, display and describe their projects at a distance, in a purposely designed criticism space in SecondLife. The main objective of this paper is to observe and document the effects and the use of SecondLife virtual environment as an online 3D graphical-based tool of computer-mediated communication in distance learning in architecture education. The study also answers some questions: How well did the students use the tools of the medium provide? Was there a sense of personal communication and realism gained through using Avatars in the virtual environment? Did SecondLife provide a successful means of communication for a graphic-based context? And what are the students’ opinions about the learning environment? Using multiple methods of data collection, mainly based on an electronic observation of the experiment, questioning the participants before and after the experiment, and the analysis of the chat transcripts, the study presents descriptive results of the experiment, and discusses its main features. Proposals for modifications are made for future replications.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_029
id caadria2007_029
authors Abdelmohsen, Sherif; Ellen Yi-Luen Do
year 2007
title TangiCAD: Tangible Interface for Manipulating Architectural 3D Models
doi https://doi.org/10.52842/conf.caadria.2007.x.x8o
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This paper presents an interface for interacting with tangible objects to produce and edit architectural 3D models, called TangiCAD. TangiCAD is a tangible/virtual construction kit which allows architects to manipulate virtual models using easy hand control of tangible cubes, as an alternative interface for 3D modeling. It consists of a set of tangible cubes representing architectural elements, such as walls, columns, slabs,…etc., in addition to some editing operations. With more developed versions, the paper argues that architects could use tangible interfaces to carry out 3D modeling in an intuitive way, using their "flip-the-box" hands-on movement.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_006
id ascaad2007_006
authors Afify, H.M.N. and Z. A. Abd ElGhaffar
year 2007
title Advanced Digital Manufacturing Techniques (CAM) in Architecture
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 67-80
summary Building projects today are not only born out digitally, but they are also realized digitally through "file-to-factory" processes of computer aided manufacturing (CAM) and computer numerically controlled (CNC) technologies. It was the challenge of constructability that brought into question, what new instruments of practice are needed to take advantage of the opportunities opened up by the digital modes of production, instead of whether a particular form is buildable. In this case of building construction, architects could design with attention to innovative details, afforded by unique shapes and sizes, knowing that whatever they created on their computer screen could be fabricated digitally for an affordable price. The aims of the research are to discuss and analyze the digital manufacturing techniques (CAM) in architecture and its fabrication, production process. To understand how these technologies fit within a broader context of architectural practice. The research begins with defining, what is digital manufacturing in architecture, its potentials, components and influences in the contemporary architecture. Further more it discusses the digital fabrication, Two- dimensional cutting, subtractive fabrication, additive fabrication and formative fabrication. The assembly technique, building skin, new materials and mass- customization in digital manufacturing techniques (CAM). That will be a hand in analyzing several case studies.
keywords Digital technology in architecture, Digital manufacturing, Formative fabrication, New materials, Fabrication machines and software.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_035
id ascaad2007_035
authors Al-Ali, A.I.
year 2007
title Readiness for the Use of Technology for effective learning via the vds: Case of the United Arab Emirates
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 439-456
summary Review of the literature indicated that today’s knowledge-driven economy demands a workforce equipped with complex skills and attitudes such as problem solving, meta-cognitive skills, critical thinking and lifelong learning. Such skills can be acquired if learning and teaching are guided by the constructivist and cognitive learning theories. In particular, the constructivist approach emphasises effective learning processes based on learning by doing and collaboration. This approach is congruent with use of technologies, such as Virtual Design Studio (VDS), for the purpose of architecture education in design courses, but such use is lacking in the United Arab Emirates (UAE). It is thus important to assess the extent to which the constructivist and cognitive theories are implemented in teaching design courses in the Architecture schools of the UAE. It is also important to assess the effectiveness of employing technology in general and VDS in particular in implementing these theories. The author intends to study the relationship between effective learning on one hand and using VDS in implementing the constructivist and cognitive approaches on the other hand. Thus, the author conducted a preliminary study to gain a basic understanding of the difficulties, approaches, attitudes, perceptions, and motivation related to the learning of design in architecture schools in the UAE. Second, the investigation was designed to assess the extent to which the students would be interested in the use of sophisticated technology in the teaching and learning environment in the UAE architecture education schools in order to achieve effective learning. The study has been conducted in the United Arab Emirates University (UAEU). Methodology used for this was the focus group method. In addition to the focus group interviews with the UAEU students, unstructured individual interviews with lecturers from UAEU and the American University of Sharjah (AUS) have been carried out. Data analysis showed that students were not satisfied with the current teaching methods based on traditional lectures. It was concluded that students were ready to practice effective learning of design via the intermarriage of VDS and the constructivist and cognitive approaches. An ambiguity that remained was whether students were ready for assessment methods which are consistent with the constructivist approach.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_017
id ascaad2007_017
authors Alamgir, S.; A. Khan and K. Alamgir
year 2007
title Computer Aided Environmental Solutions: Evaluation of Optimum Building Orientation in Lahore, Pakistan
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 213-214
summary One of the primary features of solar passive design is the orientation of a building on a particular latitude. The client of Information Technology demands testing, validity, practicality and sustainability of a building project before execution. The computer based simulations are the only practical way to predict the complex energy performance and analysis for a large number of passive design solutions. This paper investigates the optimum residential building orientation having various zones, located in Lahore, Pakistan, with the help of Energy Simulation program. It is concluded that with the help of software, it is possible to orient the residential plan with the minimum solar gain of the required living zones.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_283
id caadria2007_283
authors Ambrose, Michael A.
year 2007
title BIM and Integrated Practice as Provocateurs of Design Education
doi https://doi.org/10.52842/conf.caadria.2007.x.l3j
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Building Information Modeling (BIM) obfuscates the role of composition, scale and abstraction by displacing the primacy of abstract conventions of representation with a methodology based on simulation. BIM subverts, while simultaneously clarifying, the holistic relationships of the parts to the whole in the architectural design of form and space. Architectural design education has great opportunity and risk in how it comes to terms with re-conceptualizing design education pedagogy as the profession struggles to redefine the media and methods of architectural deliverables in the age of BIM. The paper examines the foundation issues proposed by Integrated Practice. The paper questions how BIM and modeled simulation of architectural assemblage might transcend current definitions of convention in design and construction representation. This paper explores how the academy might prepare students of architecture for a digital practice that focuses on the virtual building model and database management. BIM and Integrated Practice viewed as provocateurs of design education provide great potential for critical analysis of how architectural design is taught. The associated pedagogies are transforming the way in which architectural education engages issues of design and representation and creates opportunities to question the roles and rules of traditional conventions. The paper seeks to engage issues of design specificity and ambiguity related to the assets and liabilities of digital modeling as the primary means of design and representation that BIM represents.
series CAADRIA
email
last changed 2022/06/07 07:50

_id lasg_whitepapers_2019_367
id lasg_whitepapers_2019_367
authors Atelier Iris van Herpen
year 2019
title Exploring New Forms of Craft
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.367 - 392
summary Dutch fashion designer Iris van Herpen and Canadian architect Philip Beesley have been united by friendship and a mutual interest in esoteric, experimental craft since 2012. Together they collaborated on various dresses, techniques and materials, featured in six of Iris van Herpen's Couture collections. Since her first show in 2007, van Herpen has been preoccupied with inventing new forms and methods of sartorial expression by combining the most traditional and the most radical materials and garment construction methods into her unique aesthetic vision.
keywords living architecture systems group, organicism, intelligent systems, design methods, engineering and art, new media art, interactive art, dissipative systems, technology, cognition, responsiveness, biomaterials, artificial natures, 4DSOUND, materials, virtual projections,
email
last changed 2019/07/29 14:02

_id ascaad2007_038
id ascaad2007_038
authors Bakr, A.F. and D. Saadallah
year 2007
title Strategic planning through Mapping of Water pollution in Lack of information system utilizing geographic information system (GIS): Lake Maryout, Alexandria, Egypt
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 479-490
summary Strategic planning always requests supporting tools to defeat lack of data problems, which is a common drawback in our planning system as a result of several reasons. This paper is an extensive overview of the recent application of Geographic Information Systems (GIS) in the domain of water contamination in lakes. The authors try to establish a GIS mapping technique, which is customized for Lake of Maryout in Alexandria city, Egypt demonstrating various GIS analysis techniques/approaches applied to a diversity of real-life engineering endeavors in the water contamination control management sector in a lack of data system. First, the reader is concisely acquainted with the major steps of utilized mapping technique and how they are conducted. Second, the technique would be applied to define degree of water pollution distribution in Lake of Maryout. Finally, the output maps would be analyzed to delineate a quick and long term strategy of solution.
series ASCAAD
last changed 2008/01/21 22:00

_id ascaad2007_039
id ascaad2007_039
authors Bakr, A.F.; I. Diab and D. Saadallah
year 2007
title Detecting Inefficient Lighting Solutions: Step-by-Step Geographic information system (GIS) Technique
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 491-504
summary Outdoor lighting is used to illuminate roadways, parking lots, yards, sidewalks, public meeting areas, signs, work sites, and buildings. It provides us with better visibility and a sense of security. When well designed and properly installed, outdoor lighting can be and is very useful in improving visibility and safety and a sense of security, while at the same time minimizing energy use and operating costs. But, because nobody thought at this, most street lights shine light not only on the nearby ground, where is needed, but also miles away and skywards. Thus a large fraction of the light is lost, at consumer expense and without his/her consent. In the other hand, shortage in street light may cause more crimes as well as accidents. Most of the wasted or short light comes from the poorly designed street lights. Billboards, decorative lights, poorly shielded security lights are part of the problem too, but the main culprit for the waste and ugly glow one sees above one's head at nights is from the streetlights. Thus, recent computer technology gives us tools to be employed for testing the quality of light. Geographic Information System (GIS) software could be utilized to achieve that mission through applying mapping technique. This technique could analyze digital photographs and define light polluted areas as well as bad lighted. This paper reveals that step by step technique, which employs hybrid technologies to solve such problem for better planning decisions.
series ASCAAD
last changed 2008/01/21 22:00

_id ascaad2007_045
id ascaad2007_045
authors Bazlamit, R. and M. Verma
year 2007
title Nature Replay: An immersive installation
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 571-586
summary This project aims at addressing playgrounds and their utilization in current urban scenarios, in developing and under-developed countries. It experiments with digital technology to re-create a play space wherein children can actively engage with each other and the space utilizing upon a unique medium of play. As playgrounds have traditionally always been situated within a natural habitat or environment, this further reinforces the concept of developing the idea- based on something closely related to nature. Working around notions related to nature, music and how can children play around them; conceptualized ‘Nature rePlay”; an immersive environment making use of interactive digital media in both real urban settings and performing arts.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_016
id ascaad2007_016
authors Biloria, N.
year 2007
title Developing an Interactive Architectural Meta-System for Contemporary Corporate Environments: An investigation into aspects of creating responsive spatial systems for corporate offices incorporating rule based computation techniques
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 199-212
summary The research paper exemplifies upon an attempt to create a co-evolving (socio-cultural and technological) programmable spatiality with a strong underpinning in the domain of computation, interaction design and open system typologies for the generation of a constantly informed self-adaptive corporate office space (which addresses the behavioral patterns/preferences of its occupants). Architectural substantiations for such corporate bodies embodying dynamic business eco-systems usually tend to be rather inert in essence and deem to remain closed systemic entities, adhering to a rather static spatial program in accordance with which they were initially conceptualized. The research initiative, rather than creating conventional inert structural shells (hard components), thus focuses upon the development of a meta-system, or in other words the creation of a ‘soft’ computationally enriched open systemic framework (informational) which interfaces with the ‘hard’, material component and the users of the architectural construct (corporate offices). This soft space/meta system serves as a platform for providing the users with a democratic framework, within which they can manifest their own programmatic (activity oriented) combinations in order to create self designed spatial alternatives. The otherwise static/inert hard architectural counterpart, enhanced with contemporary technology thus becomes a physical interface prone to real-time spatial/structural and ambient augmentation to optimally serve its users.
series ASCAAD
email
last changed 2008/01/21 22:00

_id sigradi2007_af87
id sigradi2007_af87
authors Borda Almeida da Silva, Adriane Borda; Janice de Freitas Pires; Elisabeth da Rosa Conill; Neusa Rodrigues Félix
year 2007
title Technological language x scientific language: Structuring educational speeches for the area of digital graphics [Lenguaje tecnológico vs. lenguaje científico: Estructurando discursos educacionales para la gráfica digital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 141-145
summary This work looks to contribute to the structuring of educational speeches able to promote the use of the virtual space like laboratory for the simulation of the phenomenon of interaction between light and matter in different levels of similarity with the reality. The computer resources available for that present a technological specific language, mixing proceedings heuristics and physical. This demands of the students a detailed control of parameters, which need to be recognized and associated to the scientific knowledge. You being adopted “concept maps”, like strategy of attendance of processes of teaching / apprenticeship, these associations are set out, supplying sufficient elements to prepare, to revise and to enlarge the speeches open to question.
keywords Concept Maps; Structures of Knowledge; Educational Speeches; Digital Graphics
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2007_af73
id sigradi2007_af73
authors Bruscato, Underlea; Rodrigo Garcia Alvarado
year 2007
title Spaces for Meetings and Memories in Virtual Networks [Espaços de Encontro e Memória nas Redes]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 380-384
summary Digital media is becoming a huge space for information and communication, including heritage simulation. Meantime urban spaces are deteriorating and loosing social role. This paper shows development of heritage models like social spaces in internet to promote urban memory and meetings. A model of old square and theatre of the abandonee town of Sewell in Chile, diffused through youtube, and the model of Square of Inmigration in Sao Leopoldo, Brasil, available in virtual communities in internet with links to fotolog pages of families. These examples demonstrated relationship between technological possibilities and urban spaces that can support social cohesion.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2007_084
id ecaade2007_084
authors Cenani, Sehnaz; Cagdas, Gulen
year 2007
title Representation of User Movements with Multi Agent Systems: Shopping Malls
doi https://doi.org/10.52842/conf.ecaade.2007.559
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 559-565
summary This study aims to analyze relationships of users and spatial configurations using agent-based simulation systems under certain circumstances in a virtual environment with agents that represent users of a shopping mall. Multi-agent simulation methods are used to study emergent behavior patterns. A computer model is generated to simulate user movements in a shopping mall. Today, it is feasible to simulate the movement patterns of human societies at catastrophes like fire and earthquake within the buildings. In this study, exposing the dynamics of user-space relationship will help both students in architectural design education and professionals in practice, to observe and solve design problems before the construction of malls.
keywords Artificial intelligence, agents, agent-based simulation, shopping mall, user movements
series eCAADe
email
last changed 2022/06/07 07:55

_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

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