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 ecaadesigradi2019_645
id ecaadesigradi2019_645
authors Diniz, Nancy, Melendez, Frank, Boonyapanachoti, Woraya and Morales, Sebastian
year 2019
title Body Architectures - Real time data visualization and responsive immersive environments
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 739-746
doi https://doi.org/10.52842/conf.ecaade.2019.2.739
summary This project sets up a design framework that promotes augmenting the human body's interactions exploring methods for merging and blending the users of physical and virtual environments, through the design of wearable devices that are embedded with sensors and actuators. This allows for haptic and visual feedback through the use of data that reflects changes in the surrounding physical environment, and visualized in the immersive Virtual Reality (VR) environment. We consider the Body Architectures project to serve as mechanisms for augmenting the body in relation to the virtual architecture. These wearable devices serve to bring a hyper-awareness to our senses, as closed-loop cybernetic systems that utilize 'digitized' biometric and environmental data through the use of 3D scanning technologies and cloud point models, virtual reality visualization, sensing technologies, and actuation. The design of Body Architectures relies on hybrid design, transdisciplinary collaborations, to explore new possibilities for wearable body architectures that evolve human-machine-environment interactions, and create hyper awareness of the temporal, atmospheric qualities that make up our experience of space, as 'sensorial envelopes' (Lally 2014).
keywords Virtual Reality; Wearable Design; Physical Computing; Data Visualization; Immersive Environments; Responsive Architecture
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id caadria2014_260
id caadria2014_260
authors Fukuda, Tomohiro; Sun Lei and Keisuke Mori
year 2014
title A Synchronous Distributed Design Study Meeting Process with Annotation Function
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 749–758
doi https://doi.org/10.52842/conf.caadria.2014.749
summary This research investigated the impact of synchronous distributed non immersive cloud-VR (cloud computing type of Virtual Reality) meetings using the annotation function by noting an architectural design process. The experimentation of collaborative design work at the early stage of a housing renovation project was executed by three designers. The synchronously distributed meetings using cloud-VR and a freehand sketching function were completed in two days. The annotation function was used effectively when a designer wished to show the space composition and volume shape of the planned building and so on. The proposed design environment, sharing a 3D virtual space with viewpoints, plans, sketches and other information synchronously and remotely, was feasible and effective.
keywords Collaborative design; communication process in spatial design; distributed synchronization; virtual environment; cloud computing
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2014_244
id caadria2014_244
authors Leblanc, François
year 2014
title Anything, Anyone, Anywhere
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 461–470
doi https://doi.org/10.52842/conf.caadria.2014.461
summary According to Hod Lipson at Cornell University’s Creative Machines Lab, cloud manufacturing ‘consists of a network of smallscale, decentralized nodes of production.’ It is a novel production approach relative to centralized mass production and standardisation methods common to today’s industrial processes. To date, cloud manufacturing techniques have focused largely on the production of smallscale consumer goods that integrate digital fabrication techniques, the most popular being 3D-printing technology. With advances in network-based design platforms for 3D-printing services in combination with the global installation of fabrication laboratories (fab lab), the production of architectural building components using cloud manufacturing techniques is now possible. This paper will define how cloud manufacturing techniques can be expanded into the realm of architectural practice and, in particular, how such techniques can be applied to larger-scale building and construction components. The paper will further discuss how such novel additive manufacturing (AM) processes applied to construction can potentially revolutionize architectural design by generating a new collaborative design model that facilitates local production of customized and readily assembled building components on demand.
keywords additive manufacturing; cloud manufacturing; peer-to-peer production; collaborative design; open-source design
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2014_034
id caadria2014_034
authors Nguyen, Danny D. and M. Hank Haeusler
year 2014
title Exploring Immersive Digital Environments
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 87–96
doi https://doi.org/10.52842/conf.caadria.2014.087
summary In contemporary architecture firms, most design drawings are done via use of 3D modelling software. This method requires advanced knowledge of the software in order to produce an accurate representation of space into the digital environment. The paper argues that conventional 3D visualization methods to design and analyse are restrictive to how well the user understands the space on a computer, as drawings are done ex-situ and without testing the design concept in-situ, hence there might be a level of disparity between the design and final fabrication. This is particularly a challenge when designing Urban Interaction Design concepts, as combinations of variables play a role in how the design will be received by the audience. Observing the design challenges for Urban Interaction Design and applying knowledge to architectural representation, potentially an alternative sketching process can be developed to alleviate the disparity between the conceptual design and post fabrication. This paper discusses an experimental process of using wireless spatial sensing devices to digitize physical spaces in real-time and to use on-the-spot analysis. In its conclusion the paper argues that this method enables the designer to gain advanced conceptual understandings of the intended space and thus make more informed decisions.
keywords Spatial Design; Human-Computing Interfacing; Urban Interaction Design; Spatial 3D Visualization; Wireless Sensor Technology
series CAADRIA
email
last changed 2022/06/07 07:58

_id acadia14projects_79
id acadia14projects_79
authors Sciotto, F. Myles; Crettaz, Jean-Michel
year 2014
title Stoicheia: Tesla’s Apotheosis, Architecture and Sound
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp.79-82
doi https://doi.org/10.52842/conf.acadia.2014.079
summary Stoicheia is an immersive architectural sound ecology that draws an experience of immediacy, and ephemeral interplay between the agencies that maintain a continuously self-adaptive sonic and physical environment. Stoicheia absorbs sonic energy from the environment and projects it through robotic 3d scanning and generates an evolving spatial sound architecture.
keywords Spatial Sound, 3d Scanning, Robotic Control, New Agencies, Tesla, Matter, Energy, New digital design concepts and strategies
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:56

_id acadia19_246
id acadia19_246
authors Zhang, Viola; Qian, William; Sabin, Jenny
year 2019
title PolyBrickH2.0
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 246-257
doi https://doi.org/10.52842/conf.acadia.2019.246
summary This project emerged from collaborative trans-disciplinary research between architecture, engineering, biology, and materials science to generate novel applications in micro-scale 3D printed ceramics. Specifically, PolyBrick H2.0 adapts internal bone-based hydraulic networks through controlled water flow from 3D printed micro-textures and surface chemistry. Engagement across disciplines produced the PolyBrick series at the Sabin Lab (Sabin, Miller, and Cassab 2014) . The series is a manifestation of novel digital fabrication techniques, bioinspired design, materials inquiry, and contemporary evolutions of building materials. A new purpose for the brick is explored that is not solely focused on the mechanical constraints necessary for built masonry structures. PolyBrick H2.0 interweaves the intricacies of living systems (beings and environments combined) to create a more responsive and interactive material system. The PolyBrick 2.0 series looks at human bone as a design model for foundational research. PolyBrick H2.0 merges the cortical bone hydraulic network with new functionalities as a water filtration and collection system for self-preservation and conservation as well as passive cooling solutions. It also pushes the ability of 3D printing techniques to the microscale. These functionalities are investigated under context for a better construction material, but its use may extend further.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

_id sigradi2014_271
id sigradi2014_271
authors Alvarez, Marcelo Paysse
year 2014
title Relevamiento con drones; el caso Real de San Carlos [Drone mapping; case study: Real de San Carlos]
source SiGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 649-652
summary Cultural landscapes, although complex realities, give shape and meaning to the tangible and intangible components which form the foundations of human cultural background. The architecture of the city of Colonia del Sacramento fits within this context, and builds up a unique cultural landscape inserted in the logic of the historical heritage protection system. This concept, which implies wealth but also conflicts, demands a multidisciplinary approach grounded on a wide vision of this issue. Likewise, this comprehensive approach contributes to reverse and correct the lack of capacity and/or interest to save these examples of man-made landscape (prefabrication, mega-projects of the beginnings of the 20th Century, etc.), which are essential pieces of heritage conservation. Since 1943 the bullring is owned by the Municipality of Colonia. In the last decade the building was fenced to prevent breakdown risk. Still, illegal access occurs quite easily, increasing the risk and potential damage, in addition to the spoilage caused by more than one hundred years of inactivity and lack of maintenance. This paper proposes a method to survey and record the current status of the building, from photos taken by unmanned aerial vehicles (UAV, drones), allowing the registry without the need of direct access to the site. The survey will enable three types of results: series of mapped photographs, 3D models and an interactive platform for aerial view. The aim is to provide valuable and essential documentation for next stages of consolidation works, competitions and eventualy, new uses of the heritage building.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2014_188
id ecaade2014_188
authors Anette Kreutzberg
year 2014
title New Virtual Reality for Architectural Investigations
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 253-260
doi https://doi.org/10.52842/conf.ecaade.2014.2.253
wos WOS:000361385100027
summary Visually decoding and evaluating digital 3D models in proper scale on screen from within 3D modelling software can be quite difficult due to random zoom-factors, Field of View (FOV) and eye height. Motion and interactive bodily grounded examinations are helpful factors that can be enhanced with the use of Virtual Reality (VR). The purpose of this phenomenological study is to address these difficulties of perception of scale by introducing a Virtual Reality Head Mounted Display (HMD) as an exploration tool and outlining possible ways of utilising this tool in architectural teaching. To achieve the purpose findings of perception of scale and distance; level of abstraction; navigation; and simulator sickness will be discussed in relation to architectural investigation in VR. This will be based on the experiences and findings during two workshops with architecture students qualifying their conceptual designs with the VR HMD.
keywords Virtual reality; level of abstraction; oculus rift hmd; perception of scale; simulator sickness
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2014_029
id caadria2014_029
authors Devilat, Bernadette and Stephen Gage
year 2014
title The Role of the Record and the Paradox of the Original
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 317–326
doi https://doi.org/10.52842/conf.caadria.2014.317
summary Earthquakes have progressively destroyed the Chilean built heritage over the years, not only due to the initial devastation they produce, but also as a result of the applied reconstruction approaches that follow. The design of reconstruction projects has usually aimed to re-establish the previous built form of historic buildings; generating new ‘heritage’ constructions that try to imitate only the appearance of previous ones rather than understanding that heritage, in the case studied, includes a sustainable mode of construction. This issue occurs in places where previous records are sometimes non-existent, which poses the question of authenticity. Considering the regularity of earthquakes in Chile, the role of accurate recording technologies, such as 3D laser scanning, becomes relevant. Their implications for new and existing architectures in the re-construction process include being a virtual database for demolition, retrofitting, intervention or replica. This paper examines the survey of the church of San Lorenzo de Tarapacá obtained in January 2013, and discusses how this, in conjunction with previous records, might impact on what is considered heritage and the design of future reconstructions.
keywords Earthquakes; 3D scanning; heritage intervention; replica; Tarapacá
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2014_134
id sigradi2014_134
authors Donzet, Jonathan; Rodrigo Leira, Eduardo Fernández Albano
year 2014
title Ecnologías de Interacción Avanzadas Aplicadas a Videojuegos [Advanced interaction technologies applied to gaming]
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 149-152
summary New technologies allowing new forms of interaction emerged in the last years and have been applied to videogames. From here arises the possibility of integrating these technologies in one interactive experience. In this article are presented the main results in the integration of Unity 3D graphics engine, Microsoft Kinect SDK and NVIDIA 3D Vision, in order to combine head tracking, gesture recognition and stereoscopic vision into a videogame.
keywords Natural user interface; stereoscopic images 3D; image processing; View-Dependent images; head tracking
series SIGRADI
email
last changed 2016/03/10 09:50

_id acadia14_357
id acadia14_357
authors Gannon, Madeline
year 2014
title Reverberating Across the Divide: Bridging virtual and physical contexts in digital design and fabrication
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 357-364
doi https://doi.org/10.52842/conf.acadia.2014.357
summary This paper presents Reverb, a prototypical CAD/CAM interface for oscillating between digital bytes and physical atoms. The interface uses an integrated workflow (3D scanning, 3D modeling, and 3D printing) to enable a designer to craft intricate digital geometries around pre-existing physical contexts.
keywords Human-Computer Interaction; agent-based modeling; CAD/CAM; generative design; gestural user interface; digital fabrication; 3D printing
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:50

_id sigradi2014_157
id sigradi2014_157
authors Hemmerling, Marco; Ulrich Nether
year 2014
title Generico - A case study on performance-based design
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay- Montevideo 12,13,14 November 2014, pp. 126-129
summary The paper discusses a case study for a seating element that takes into account human factors as well as aspects of structural performance, material properties and production parameters within an integrative design approach. Generico is a prototype for a new way of design thinking, developed with a holistic approach. The design is based on the requirements of comfortable sitting and responds to load forces and ergonomic conditions. The Generico chair – resulting from an all-embracing line of thought, from design to production, is an ideal field of application for 3D-printing-technology as it allows for an optimal material distribution.
keywords Human-centered design; Performance-based design; Generative design; Structural analysis; Additive manufacturing
series SIGRADI
email
last changed 2016/03/10 09:53

_id ecaade2014_215
id ecaade2014_215
authors James Hayes, Stephen Fai and Phil White
year 2014
title Digitally-Assisted Stone Carving on Canada's Parliament Hill
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 643-651
doi https://doi.org/10.52842/conf.ecaade.2014.1.643
wos WOS:000361384700064
summary In this paper, we discuss the results of a collaboration between the Carleton Immersive Media Studio (CIMS), the Dominion Sculptor of Canada, and the Heritage Conservation Directorate (HCD) of Public Works and Government Services Canada (PWGSC), on the development of a digitally-assisted stone carving process. The collaboration couples the distinguished skill of the Dominion Sculptor with digital acquisition and digital fabrication technologies in the reconstruction of a stone relief sculpture on the façade of the East Block building of the Canadian Parliament in Ottawa, Canada. A variety of digital technologies were used including, hand-held laser scanning, digital photogrammetry, 3d-printing, CNC milling, and robotic stone milling, in initial research for the fabrication of maquettes and the collaboration with the Dominion Sculptor.
keywords Digital heritage; digital fabrication; masonry conservation
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2014_141
id ecaade2014_141
authors Martin Tamke, Morten Myrup Jensen, Jakob Beetz, Thomas Krijnen and Dag Fjeld Edvardsen
year 2014
title Building Information Deduced - State and potentials for Information query in Building Information Modelling
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 375-384
doi https://doi.org/10.52842/conf.ecaade.2014.2.375
wos WOS:000361385100039
summary In recent years, Building Information Models have become commonplace in building profession. The extensive use and increasing experience with BIM models offers new perspectives and potentials for design and planning. A recent stakeholder study conducted by the authors of this paper show that in practice models are no longer solely observed as culmination of knowledge in a 3d representation of future built structures, but as a source of information in itself. Experienced users of BIM want to Find Information within a model or across a set of these and Compare models in order to evaluate states of a model, differences in separate models or models from different point of time. Current BIM tools support both modes only in a rudimentary form. This paper discusses current modes of information query within and across BIM models, shows beneficial scenarios for building and planning practice through customised queries and exemplifies these on the base of a scripted tool. This customized approach is used to test approaches for a machine-based assessment of Level of detail and BIM-readiness in BIM models.
keywords Building information modelling; bim; ifc; openbim; information query; data extraction
series eCAADe
email
last changed 2022/06/07 07:59

_id acadia21_246
id acadia21_246
authors Safley, Nick
year 2021
title Reconnecting...
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 246-255.
doi https://doi.org/10.52842/conf.acadia.2021.246
summary This design research reimagines the architectural detail in a postdigital framework and proposes digital methods to work upon discrete tectonics. Drawing upon Marco Frascari's writing The Tell-the-Tale Detail, the study aims to reimagine tectonic thinking for focused attention after the digital turn. Today, computational tools are powerful enough to perform operations more similar to physical tools than in the earlier digital era. These tools create a "digital materiality," where architects can manipulate digital information in parallel and overlapping ways to physical corollaries. (Abrons and Fure, 2018) To date, work in this area has focused on materiality specifically. This project reinterprets tectonics using texture map editing and point cloud information, particularly reconceptualizing jointing using images. Smartphone-based 3D digital scanning was used to captured details from a series of Carlo Scarpa's influential works, isolating these details from their physical sites and focusing attention upon individual tectonic moments. As digital scans, these details problematize the rhetoric of smoothness and seamlessness prevalent in digital architecture as they are discretely construed loci yet composed of digital meshes. (Jones 2014) Once removed from their contexts, reconnecting the digital scans into compositions of "compound details" necessitated a series of new mechanisms for constructing and construing not native to the material world. Using Photoshop editing of texture-mapped images, digital texturing of meshes, and interpretation of the initial material constructions, new joints within and between these the digital scanned details were created to reframe the original detail for the post-digital.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia14projects_147
id acadia14projects_147
authors Sciotto, F. Myles
year 2014
title Soundscan: Sound and Spatial Sampling (A Study of the Schindler House)
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 147-150
doi https://doi.org/10.52842/conf.acadia.2014.147
summary This research describes a series of experiments in which the Schindler house was translated and transformed into and out of the modality of sound.
keywords Architectural Design, Sound Transformation, 3d Scanning, Data Translation, Transformative Design, New digital design concepts and strategies
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:56

_id ecaade2014_072
id ecaade2014_072
authors Serdar Aydin, Tian Tian Lo and Marc Aurel Schnabel
year 2014
title Gamification of Shape Grammars - Collaborative and Participatory Mass-Housing Design for Kashgar Old Town
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 603-612
doi https://doi.org/10.52842/conf.ecaade.2014.1.603
wos WOS:000361384700060
summary This paper describes the framework of an ongoing research, titled 'quasiGRAMMARS', seeking a participatory mass-housing approach. In the context of the city of Kashgar, China, where the convergence of Islamic-Chinese-Turkic cultures has been shaped within a unique style since the 10th century, mass-housing becomes a 3D puzzle that requires each piece to be placed with full of care, motivation, participation, analysis, strategy, art and finally design. Gamification is about designing collaboration and participation for mass-housing, whereas shape grammars are meant for analysis and design. This game finally turns into a strategic game to be scrutinised further in relation to game theory that is mathematically concerned with the economics too. However, the present study aims at proving a participatory design strategy that incentivises valuable action through gamification techniques. Focusing on its specific design development, it reveals some of these techniques to gamify mass-housing for Kashgar in eight steps. While unveiling gamification term for use in architecture domain, the paper discusses the limitations and future directions of the research.
keywords Shape grammars; gamification; mass-housing; participatory decision-making; kashgar
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2014_079
id ecaade2014_079
authors Taichi Kuma, Moritz Dörstelmann, Marshall Prado and Achim Menges
year 2014
title Integrative Computational Design Methodology for Composite Spacer Fabric Architecture
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 61-69
doi https://doi.org/10.52842/conf.ecaade.2014.2.061
wos WOS:000361385100005
summary Spacer fabrics are 3D warp-knitted fabrics, which have a volumetric structure. Together with the capacity to differentially stretch and contract, these materials allow three dimensional which is specific to spacer fabrics. The authors present a computational design methodology which enables the generation of form based on these material characteristics and local, regional and global material manipulations. Such a process can not only generate functional surface articulations, but also control the forming of spatial textile geometries. As a resin infused composite structure the spacer fabric can serve as architectural construction and building envelope. This new methodology to develop fibrous and textile morphology is contrary to a traditional hierarchical design process, which is based on a linear strategy from design to implementation. The investigation methods are based on analogue material experimentation and integration of the materials behaviour into a computational design process. Such a feedback process can unfold potential material morphologies and performances of spacer fabric as an architectural material.
keywords Integrative computational design; fibre composite structure; spacer fabric; material computation; form finding
series eCAADe
email
last changed 2022/06/07 07:56

_id acadia14_445
id acadia14_445
authors Teng, Teng; Johnson, Brian
year 2014
title Inspire: Integrated spatial gesture-based direct 3D modeling and display
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 445-452
doi https://doi.org/10.52842/conf.acadia.2014.445
summary We describe the background and implementation of a gesture-based schematic modeling environment that co-locates immersive 3D model visualization with the user’s hands.
keywords Interactive systems, 3D modeling, see-through display, gesture-based modeling, human-computer interaction
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:58

_id caadria2014_254
id caadria2014_254
authors Tuker, Cetin and Halil Erhan
year 2014
title An Architectural Modeling Method for Game Environments and Visualization
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 605–614
doi https://doi.org/10.52842/conf.caadria.2014.605
summary Modeling 3D architectural environments for games and design visualization is different than modelling for other purposes, such as for construction. These models include only the outer surfaces as ‘skin’ structures of the facades for rendering for which existing tools are too complex. After interviewing fourteen domain experts and evaluating available modelling tools, we observed a need for new modelling methods for rapid visualizations that leaves redundant model parts out for efficiency. We have developed a surface modelling method and a formalism for modelling architectural environments by slicing a building into layers with strips of façade element sequences. In the first prototype, we focused on parametric structures using userdefined architectonic vocabulary such as voids and solids. We conducted an expert review study with four participants: two user-experience and two domain experts. All participants responded that the method is easy to learn even for non-experts. Based on the tasks completed, they agreed that the method can speed the process of modelling large continuous façades, single-mass single-storey geometries, and repetitive floor layers; they also made suggestions for improvement. The results from the initial evaluation show that the method presented has some merits to be used in practice.
keywords 3D modelling; facade reconstruction; game; visualization
series CAADRIA
email
last changed 2022/06/07 07:57

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