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 cf2009_557
id cf2009_557
authors Hii Jun Chung, Daniel; Zhou Zhiying, Steven; Karlekar, Jayashree; Schneider, Miriam and Lu, Weiquan
year 2009
title Outdoor mobile augmented reality for past and future on-site architectural visualizations
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 557- 571
summary Mobile devices have become widely used in outdoors on-the-move applications. Our research aims at developing a system which allows users to visualize the virtual buildings, streets, historic sites, landscapes or cityscapes (in the past or future) which are rendered seamlessly with the current actual scene captured by the camera (called Augmented Reality), and interactively exploring the virtual scene in real-time while the user is moving. We use the camera PDA, the GPS receiver and the gyroscope to track the mobile device’s position and orientation for virtual scene rendering. This article documents the issues regarding accurate alignment, tracking, errors and limitations with mobile devices and presents our solutions generated so far for the research in progress.
keywords Mobile augmented reality / mixed reality, virtual reality, visualization, navigation
series CAAD Futures
email
last changed 2009/06/08 20:53

_id f4c5
id f4c5
authors Wang, Xiangyu; Schnabel, Marc Aurel (eds)
year 2009
title Mixed Reality In Architecture, Design, And Construction
source Springer 2009, XIV, 274 p., Hardcover ISBN: 978-1-4020-9087-5
summary Mixed Reality is moving out of the research-labs into our daily lives. It plays an increasing role in architecture, design and construction. The combination of digital content with reality creates an exciting synergy that sets out to enhance engagement within architectural design and construction.

State-of-the-art research projects on theories and applications within Mixed Reality are presented by leading researchers covering topics in architecture, design collaboration, construction and education. They discuss current projects and offer insight into the next wave of Mixed Reality possibilities.

Written for: Practitioners, academics, researchers, and graduate students at universities, and industrial researchers who work with MR and digital media in design and construction

Table of contents PREFACE, by Xiangyu Wang and Marc Aurel Schnabel;

1 MIXED REALITIES: Framing Mixed Realities, by Marc Aurel Schnabel;

2 MIXED REALITY IN DESIGN COLLABORATION: Approaches to Augmenting Virtual Design Environments with Reality, by Xiangyu Wang and Rui Chen; Communication in Augmented Reality Aided Architectural Design, by Hartmut Seichter; A Technological Review to Develop an AR-Based Design Supporting System, by Jin Won Choi; Exploring Presence and Performance in Mixed Reality-Based Design Space, by Xiangyu Wang and Mi Jeong Kim;

3 MIXED REALITY IN ARCHITECTURE: Mobile Architectural Augmented Reality, by Mark Billinghurst and Anders Henrysson; Augmented Reality Visualisation Facilitating the Architectural Process, by Bruce Hunter Thomas; Simulation of an Historic Building Using a Tablet Mixed Reality System, by Atsuko Kaga; Temporal Context and Concurrent Evaluation, by Jules Moloney;

4 MIXED REALITY IN CONSTRUCTION: Key Areas and Issues for Augmented Reality Applications on Construction Sites, by Phillip S Dunston and Do Hyoung Shin; Tracking Technologies for Outdoor Mixed Reality Applications, by Amin Hammad; Augmented 3D Arrows Reach their Limits in Automotive Environments, by Marcus Tönnis and Gudrun Klinker;

5 MIXED REALITY IN EDUCATION / LEARNING: Visualising Future Cities in the ETH Value Lab, by Remo Burkhard and Gerhard Schmitt; Interplay of Domains: New Dimensions of Design Learning in Mixed Realities, by Marc Aurel Schnabel; Debating Opportunities: Learning Design through Different Structures, by Thomas Kvan;

POSTSCRIPT: Epilogue, by Marc Aurel Schnabel and Xiangyu Wang;

Author Biographies; Glossary; References; Index.

keywords architecture, design and construction, mixed reality
series book
type normal paper
email
more http://www.springerlink.com/content/978-1-4020-9087-5
last changed 2009/03/06 11:51

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

_id ijac20097108
id ijac20097108
authors Izkara, J.L.; Basogain, X.; Borro, D.
year 2009
title Wearable Personal Assistants for the Management of Historical Centers
source International Journal of Architectural Computing vol. 7 - no. 1, 139-156
summary One of the main tasks facing the manager of a historical centre is to avoid degradation while retaining the historical value. For this reason, any intervention which takes place on the environment, should be carefully managed. Only when performing a proper diagnosis of the environment and its reality is possible to follow a high quality intervention. The integration of new information technologies has been crucial to the improvement of these processes providing new tools. Within the project called RASMAP, we have designed and implemented a mobile augmented reality platform based on a service oriented architecture. This project introduces the concept of Wearable Personal Assistant (WPA). WPA in the RASMAP platform represents an innovative wearable tool, which provides support to professionals in their daily activities (mechanical engineer, safety responsible person, diagnosis expert, etc.). This tool is based on augmented reality technologies, mobile devices and communication infrastructures. The development of the platform for the WPAs implies addressing several technological challenges: a) to overcome the limitations inherent in the mobile devices: speed, capacity of memory, capacity of storage, graphical features and others, b) to obtain tracking systems that they do not need to alter or to adapt the environment, c) to optimize for the transmission and reproduction of multimedia contents through wireless networks on mobile devices. In this article, we describe the RASMAP platform, as a basis for the development of WPA and the extension of its use for the management of historical centres. The quality and usefulness of the scientific-technological results provided by the WPA have been validated developing a demonstrator for the diagnosis of the conservation status of the historical centre of a small town in the Basque Country. The advantages to be gained by using WPA in the proposed scenario are among others: more efficient processes, improved communication between users, and local and distributed multimedia content records.
series journal
last changed 2009/06/23 08:07

_id ascaad2023_091
id ascaad2023_091
authors Haddad, Naif
year 2023
title From Digital Heritage Documentation to 3D Virtual Reconstruction and Recreation for Heritage Promotion and Reinterpretation: The Case of the iHeritage Project
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 7-23.
summary In the last two decades, the digital age Information and Communication Technologies (ICT) development and concerns combined with rapid technology have permitted the dissemination of different digital applications (including digital documentation, virtual reality (VR), augmented reality (AR), mixed reality (MR), digital gaming, and holograms etc.) oriented toward past, present and future communication using digital three-dimensional audio-visual content. Today, we must acknowledge that 3D virtual 3D reconstruction and recreation has become an established way to build, understand, reinterpret, and promote Cultural Heritage (CH). The virtual 3D reconstruction world and multimedia industry are often considered potential marketing channels for World Heritage Sites (WHS) and heritage tourism. 3D digital/virtual reconstruction merges and embodies subjectivity in one process, playing an attractive role in heritage tourism destinations and creating image experiences, providing the first enjoyable interpretation and information for most audiences. Based on the EU-funded iHERITAGE project ICT Mediterranean platform for the UNESCO CH, this paper attempts to examine some insights into constructing the optimistic image of heritage promotion and tourism in the context of CH as it flows through both physical and virtual spaces to give a glimpse of the future of virtual reconstruction. It illustrates the development of the concepts and practice, challenges and opportunities, advantages and disadvantages, and the negative and the positive sides of the related issues of only 3D digital reconstructions, and some issues concerning the ethics based on the International Chartres and Conventions mainly in the field of scientific visualisation, such as the London Charter (2009) and Seville Principles (2011). Finally, as a practical dimension, it presents some representative examples of 3D digital/virtual reconstruction of characteristic monuments of the WHS of Nabataean Petra in Jordan for the first time.
series ASCAAD
email
last changed 2024/02/13 14:40

_id ecaade2022_302
id ecaade2022_302
authors Lu, Xin, Meng, Zeyuan, Rodriguez, Alvaro Lopez and Pantic, Igor
year 2022
title Reusable Augmented Concrete Casting System - Accessible method for formwork manufacturing through holographic guidance
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 371–380
doi https://doi.org/10.52842/conf.ecaade.2022.1.371
summary Reinforced concrete has been one of the essential materials for modern architecture for the last hundred years. Its use is entirely global, having been adopted by all cultures and styles since its invention in the late 19th century. Although its value is excellent due to its low cost, durability and adaptability, its environmental impact is significant, being, in fact, one of the most polluting industries in the world (Babor et al. 2009). This experimental project will research a more sustainable use of concrete, exploring a new form of reusable concrete formwork that will ideally reduce the CO2 footprint by removing wood waste in the casting process and replacing it with adaptable metal components. The modular part-based system for the concrete casting also attempts to simplify one of the current complexities for concrete construction, the Skilled-Labour shortage. (Yusoff et al. 2021). To mitigate this problem, the project also proposes using an Augmented Assembly logic for the casting parts to guide the ensemble and dismantle the formwork through an optimised algorithmic logic. The use of Augmented Reality as a replacement for traditional paper instructions will facilitate access to more workers to this construction art and potentially improve access to optimised use of concrete in developing communities with restricted building technological resources.
keywords Mixed Reality, Distributed Manufacturing, Augmented Manufacturing, Sustainability, Computational Design, Concrete Casting
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2010_043
id caadria2010_043
authors Barker, Tom and M. Hank Haeusler
year 2010
title Urban digital media: facilitating the intersection between science, the arts and culture in the arena of technology and building
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 457-466
doi https://doi.org/10.52842/conf.caadria.2010.457
summary The research presented in this paper investigates ways of providing better design applications for technologies in the field of Urban Digital Media (UDM). The work takes an emergent approach, evolving a design strategy through the early engagement of stakeholders. The paper discusses research in a design-led creative intersection between media technology, culture and the arts in the built environment. The case study discusses opportunities for the enhancement of a university campus experience, learning culture and community, through the provision of an integrated digital presence within campus architecture and urban spaces. It considers types of information architecture (Manovich, 2001) and designs for use in urban settings to create communication-rich, advanced and interactive designed spaces (Haeusler, 2009). The presented research investigates how to create a strategy for display technologies and networked communications to transform and augment the constructed reality of the built environment, allowing new formats of media activity.
keywords Urban design; outdoor digital media; information architecture; multidisciplinary design; augmented reality; media facades
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2009_074
id caadria2009_074
authors Liang, Rung-Huei; Ying-Ming Huang
year 2009
title Visualizing Bits as Urban Semiotics
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 33-42
doi https://doi.org/10.52842/conf.caadria.2009.033
summary Geosemiotics, defined as the study of meaning of placing signs in the material world, concerns the interaction of spatial, individual, social, and cultural contexts. Mobile technology, enabling spatial awareness successfully, has turned our living space into coordinates to broaden geosemiotics study. With interdisciplinary perspectives, there is an emerging potential to integrate the study of mobile spatial interaction and geosemiotics and we address several open issues of geospatial applications in this paper. Since indexicality is the focus of geosemiotics study, we focus on digital indexicalities referring to physical space. Physical indexical signs are usually set by government or organizations rather than individuals, and therefore we propose a new concept to place personal indexical signs in the physical space with mobile devices and augmented reality technology. Overlapped onto the physical world via visual, iconic, and metaphorical methods, what these unique personal semiotics bring is a living space with novel urban landscape and geosemiotics.
keywords locative media; geosemiotics; augmented reality; ubiquitous computing; mobile spatial interaction
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2009_073
id caadria2009_073
authors Dave, Bharat; Jules Moloney
year 2009
title Augmenting Time and Space in Design Inquiries
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 523-532
doi https://doi.org/10.52842/conf.caadria.2009.523
summary Our research revolves around developing applications of augmented reality technologies to support changing temporal contexts in architectural design. In order to ground this research in contemporary professional culture, we first undertook a structured data gathering exercise, analysis of which will inform development of new AR technologies and tools to support temporal visualisation of architectural designs. This paper reports on the first phase of this project in which we undertook extended conversations and documentation of 22 design offices that represent practices of varying sizes and competencies. The intention of this data collection exercise was to map out spectrum of design issues and representations that specifically revolve around changing temporal or spatial contexts in design. This paper reports collection and preliminary analysis of data intended for developing specifications of future AR applications.
keywords augmented reality; design representations; spatio-temporal design; contextual design
series CAADRIA
email
last changed 2022/06/07 07:55

_id ascaad2009_c_tonn
id ascaad2009_c_tonn
authors Tonn, C.; Petzold, F. and Donath, D.
year 2009
title See-Through History: 3D augmented reality for the reconstruction of the Bauhaus director’s office reception area from 1923
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 259-267
summary Working in existing built contexts is an essential aspect of most architects’ activities. The development of a conceptual and technological basis for the digital support of design directly on site, with and within the existing building is the main focus of the research project "Spatial Augmented Reality for Architecture”. This article describes one part of the research project: the final evaluation of the technologies developed and the concepts applied for an architectural colour reconstruction scenario on site. This project is funded by the German Research Foundation (“DFG”).
series ASCAAD
email
last changed 2009/06/30 08:12

_id ijac20097104
id ijac20097104
authors Forte, Maurizio; Pietroni, Eva
year 2009
title 3D Collaborative Environments in Archaeology: Experiencing the Reconstruction of the Past
source International Journal of Architectural Computing vol. 7 - no. 1, 57-76
summary This paper presents the outcome of the research project: "Integrated Technologies of Robotics and Virtual Environments in Archaeology", financed by the Italian Ministry of the University and Scientific Research, FIRB (Funds for the Investments of Basic Research). The aim of the project is to experiment and realize a multi-user domain on the web aimed to a multidisciplinary scientific community: archaeologists, historians, experts in human and social sciences, communication experts. The capacity to load, share and interact with data in the same spatial virtual environment can increase the level of learning and scientific communication. The project is the result of the collaboration between CNR-ITABC of Rome, the University of California, Merced, the Department of Archaeology of the University of Pisa and Scuola S. Anna of Pisa. It focuses on three archaeological sites: the Teban tomb 14 in the necropolis of Gurna, Fayum Medinet Madi, both in Egypt, and Khor Rori, in Oman. The collaborative environment is constructed through a virtual reality system. This allows to create a virtual space where it is possible to share 3D information on the project and to host additional behaviors of the scientific community.
series journal
last changed 2009/06/23 08:07

_id acadia09_270
id acadia09_270
authors Lonsing, Werner
year 2009
title Composite Images on Mobile Devices Augmenting Reality in an Outdoor Environment
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 270-272
doi https://doi.org/10.52842/conf.acadia.2009.270
summary Mobile devices like cell phones, handhelds, and other gadgets are useful tools in organizing and communicating. This is going to change. Recent developments in hardware have proven that such small devices are much more capable and have reached the levels of common laptops as of five years ago. With more computational power, more memory, and new methods of interaction such as touch screens, or accelerometers, mobile devices can be used in the design process.However, the assumption that they can, or will, substitute desktop computers might be misleading. By no means will mobile devices substitute them directly. Instead, thinking of them as innovative tools that provide new approaches in the design process can establish new methods and, consequently, might circumvent the overall need of desktop computers at all.
series ACADIA
type Short paper
email
last changed 2022/06/07 07:59

_id caadria2009_092
id caadria2009_092
authors Liu, Chun-Hung; Chang-Franw Lee
year 2009
title The Design of a Mobile Navigation System Based on QR Codes for Historic Buildings
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 103-112
doi https://doi.org/10.52842/conf.caadria.2009.103
summary Due to the rapid development of mobile and compact electronic devices such as PDAs and smart phones, designers and developers now have to consider user mobility and the dynamic context of use in the design of interactive systems. In this study, literatures associated with mobile navigation systems in museums and historic buildings are first reviewed in order to understand the features, advantages, and drawbacks of current mobile navigation technology. The feasibility of applying QR codes in the navigation of historic buildings is then discussed, and the mobile navigation principles mentioned in previous literatures are applied in our proposed system. A number of common problems are encountered in the navigation of local historic buildings or museums. Visitors (1) cannot understand what makes an exhibited item a work of art; (2) do not know where to start or how to get started; (3) feel rushed by guides during the guided tour; and (4) find that the audio guide is not clear enough. Managers of historic buildings or museums are generally concerned about (1) the high cost of constructing a mobile navigation environment; (2) possible damage to devices; and (3) the cost of device maintenance. This study attempts to solve the above issues by constructing an affordable digital navigation environment that enables users to clearly understand each exhibited item and its location.
keywords Mobile navigation; QR code; historic buildings
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia09_186
id acadia09_186
authors Rappaport, Nina
year 2009
title Real Time / Implication for Production Spaces
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 186-193
doi https://doi.org/10.52842/conf.acadia.2009.186
summary Systems of feedback loops and cybernetic methods have influenced for decades the production and consumption networks and supply and demand chains in computer-integrated manufacturing. These mechanisms contribute to the increased efficiency of production, expanding the ability of both manufacturers and production engineers to create a workplace with smoother supply-chain management, as well as economies of scale and scope that are contingent on increased capitalism in a networked, globalized world. Mobility and flexibility are both physical and philosophical imperatives, aided by new small-scaled controls such as handheld wireless devices, which also contribute to a rising culture of nomadism. The shrinking scale of technologies and facilities has provided the mobile worker with numerous opportunities within complexly networked systems, forming a new paradigm for urban production spaces of the future. This paper is an investigation of how technology is changing and reshaping the architectural potentials for the contemporary industrial workplace.
keywords Industry, technology, history, critique, automation
series ACADIA
type Normal paper
email
last changed 2022/06/07 08:00

_id caadria2009_208
id caadria2009_208
authors Chen, Irene Rui; Marc Aurel Schnabel
year 2009
title Retrieving Lost Space With Tangible Augmented Reality
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 135-142
doi https://doi.org/10.52842/conf.caadria.2009.135
summary Tangible Augmented Reality can be an innovative way for designers to understand the spatial conception. Due to the high integration of tactile and vision, this realm allows users to gain a better understanding how to retrieve ‘lost space’ in an urban context. By using a variety of visualisation methods, such as wireframe and transparencies, hidden or other ways unperceivable (lost) space is made available. With the aid of Tangible Augmented Reality designers are subsequently able to evaluate the design context and its solution more holistically. This paper argues that the retrieval of lost space enhances the design communication.
keywords Tangible augmented reality; tangible user interface; augmented reality
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade2009_002
id ecaade2009_002
authors Choo, Seung Yeon; Heo, Kyu Souk; Seo, Ji Hyo; Kang, Min Soo
year 2009
title Augmented Reality- Effective Assistance for Interior Design: Focus on Tangible AR Study
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 649-656
doi https://doi.org/10.52842/conf.ecaade.2009.649
wos WOS:000334282200078
summary This article presents an application of Augmented Reality technology for interior design. Plus, an Educational Interior Design Project is reviewed. Along with the dramatic progress of digital technology, virtual information techniques are also required for architectural projects. Thus, the new technology of Augmented Reality offers many advantages for digital design and construction fields. AR is also being considered as a new design approach for interior design. In an AR environment, virtual furniture can be displayed and modified in real-time on the screen, allowing the user to have an interactive experience with the virtual furniture in a real-world environment. Finally, this study proposes a new method for applying AR technology to interior design work, where a user can view virtual furniture and communicate with 3D virtual furniture data using a dynamic and flexible user interface. Plus, all the properties of the virtual furniture can be adjusted using occlusion based interaction methods for a Tangible Augmented Reality.
keywords Interior design, augmented reality, ARToolKit, tangible AR, interactive augmented reality
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2009_099
id ecaade2009_099
authors Kinayoglu, Gökçe
year 2009
title Using Audio-Augmented Reality to Assess the Role of Soundscape in Environmental Perception: An Experimental Case Study at UC Berkeley Campus
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 639-648
doi https://doi.org/10.52842/conf.ecaade.2009.639
wos WOS:000334282200077
summary Sounds, along with other senses, have a profound influence on our perception of the environment. The multi-modality of perceptual processing is influential in cognitive interpretation, semantic and aesthetic evaluations of environmental scenes. This paper describes an experimental case study using audio-augmented reality, carried out in order to better understand how sound influences sense of place. A correlation is established between soundscape and sense of place that depends on audio-visual congruence based on cultural, aesthetic and semantic factors. Subjective influences of soundscape on place experience are grouped and discussed under 5 areas that were possible to identify: Emotive and synaesthetic effects; effects on attention, gaze and behavior; effects on spatial orientation and sense of scale; influence of audio-visual congruence on sense of place; and perception of personal and social space.
keywords Augmented reality, soundscape, environmental perception, place theory, environmental acoustics
series eCAADe
type normal paper
email
last changed 2022/06/07 07:52

_id caadria2009_071
id caadria2009_071
authors Viet, Toan Phan; Choo Seung Yeon, Woo Seung Hak and Choi Ahrina
year 2009
title AR: An Application for Interior Design
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 115-124
doi https://doi.org/10.52842/conf.caadria.2009.115
summary This paper presents an AR application (Augmented Reality) for interior design. Using AR for interior design, virtual furniture can be integrated into the real world for improved designer-client collaboration and visualization. In our experiment, an user can see several virtual furniture are overlaid on and they can communicate with 3D virtual furniture data on user interface dynamically and flexibly, furthermore properties of virtual furniture could be adjusted through Occlusion based interaction methods for Tangible AR, etc.
keywords Augmented reality: ARToolKit; interactive augmented reality; tangible augmented reality; interior design
series CAADRIA
email
last changed 2022/06/07 07:58

_id ascaad2009_wael_abdelhameed
id ascaad2009_wael_abdelhameed
authors Abdelhameed, Wael
year 2009
title Assessment of a Physical Planning Project through Virtual Reality: A case study
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 365-378
summary The study reports an application of VR models in the assessment of a part of physical planning project. The project outputs were different reports, GIS data and maps, and CAD drawings. The GIS data were used to create the VR models by importing Shpfiles of the GIS project outputs to VR software. The study presents VR models and the assessment of the physical planning project in terms of: 1) effect of the population increase, 2) effect of the required residential units, and 3) quality assurance for the current situation and future situation. The method used to build up the VR Models was through satellite images (by Google Earth Pro) and VR software (by UC Win/Road). Different models were built up to visualize and assess the alternative solutions and various influential factors. The study employed Virtual Reality in various urban and planning problems through models that are employed as tools of communication and design. The visualized environment and the associated models facilitated the evaluation of important areas, namely: impact of different factors and alternative solutions. The study concludes that the processes, such as decision making, visualization and representation, performed through VR manifest its importance to different design phases of urban and physical planning.
series ASCAAD
email
last changed 2009/06/30 08:12

_id caadria2009_062
id caadria2009_062
authors Kawaguchi, Takayuki; Yoshihiro Nishimura, Atsumi Maruhashi, Tomohiro Fukuda and Nobuyoshi Yabuki
year 2009
title A Study of The Virtual Reality Simulation System for LRT Projects Towards Sustainable City
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 23-32
doi https://doi.org/10.52842/conf.caadria.2009.023
summary Recently, many cities in Japan and in other developed nations face problems such as decadence of downtown areas, aged society with a fewer number of children, dependence on automobile transport, etc. And redesign of public transportation services (e.g. tram) is thought to be one of the solutions for these problems. The introduction of LRT is investigated in various places, however, when a public traffic system like LRT is introduced, it is necessary to consider not only the transportation oriented aspects, but also landscapes and plans for a future sustainable city. Therefore, city planners are required to promote workshop-type in the design process to deal with citizens, companies, NPOs, etc. In this research, both components of the VR system for LRT projects and the system that enables the examination from various aspects of traffic, landscapes, city planning, etc., were studied.
keywords VR; LRT; community development; consensus building; transport planning
series CAADRIA
email
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