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 caadria2015_015
id caadria2015_015
authors Melenbrink, Nathan and Nathan King
year 2015
title Fulldome Interfacing
doi https://doi.org/10.52842/conf.caadria.2015.221
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 221-230
summary The ability to communicate design intent to potential users, clients, and communities is fundamental to the process of architectural design. Conventionally, this need is addressed through phased submissions of drawings, renderings, animations, and physical models—all with the intention of representing space and its constituent elements. Recent technological advancements however—including tools like those produced by OculusTM—have begun to present new opportunities for spatial representation through the use of simulated 3D environments that are both convenient for the design team and readily accepted by clients and end users. While immersive technologies do present novel representational opportunities, current workflows position the potential at the conclusion of the design process, not as part of it. The project presented here moves beyond mere representation and positions simulated 3D environments within the design process itself. To this end, an integrated real-time computational workflow that enables the use of simulated spatial experience as an iterative design tool was developed in order to create the illusion of being in a space while it is being designed and allowing experientially informed decision making. The Fulldome Interface creates a collaborative immersive environment that utilizes a novel computational design workflow (linking the parametric GrasshopperTM for RhinocerosTM design environment to the Unity3DTM gaming engine) that responds in real-time through dome-based stereoscopic projection that can be experienced by multiple occupants simultaneously.
keywords Immersive; fulldome; real-time; interface; parametric design
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2015_246
id ecaade2015_246
authors Andraos, Sebastian
year 2015
title DMR: A Semantic Robotic Control Language
doi https://doi.org/10.52842/conf.ecaade.2015.2.261
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 261-268
summary DMR is a semantic robot-control language that attempts to change our relationship with machines and create true human-robot collaboration through intuitive interfacing. To this end, DMR is demonstrated in the DMR Interface, an Android app, which accepts semantic vocal commands as well as containing a GUI for feedback and verification. This app is combined with a robot-mounted 3D camera to enable robotic interaction with the surroundings or compensate for unpredictable environments. This combination of tools gives users access to adaptive automation whereby a robot is no longer given explicit instructions but instead is given a job to do and will adapt its movements to execute this regardless of any slight changes to the goal or environment. The major advantages of this system come in the vagueness of the instructions given and a constant feedback of task accomplishment, approaching the manner in which we subconsciously control our bodies or would guide another person to achieve a goal.
wos WOS:000372316000031
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=1d9c3f50-6fe2-11e5-8742-0b2879594625
last changed 2022/06/07 07:54

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