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 582

_id ecaade2015_119
id ecaade2015_119
authors Dokonal, Wolfgang; Knight, Michael W. and Dengg, Ernst Alexander
year 2015
title New Interfaces - Old Models
doi https://doi.org/10.52842/conf.ecaade.2015.1.101
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 101-106
summary The rapid development of new Virtual Reality (VR) devices such as the Oculus Rift and Google Cardboard together with Augmented Reality (AR) applications such as 3Dplus (by the Finnish company advice) or gaming software such as Unity3D and Unreal Engine 4 raises the question of how we can use these new interfaces and applications to access our increasingly data-rich models. In this paper we will summarise the results of a joint international workshop where students explored the use of these new interfaces on existing models. During the course of the workshop, the students built their own VR environments to test spatial perception and then used different types of housing models with these interfaces to find out what kind of information inside those data rich models is best suited to be accessed using these new interfaces. The question will be if there is any added value - besides the novelty factor - in using these new devices in combination with old models. To give an extra dimension to the virtual nature of the workshop, students collaborated with some of the tutors primarily digitally using the virtual models and other online tools (Skype/Twitter/discussion boards). By having collaboration through the medium of the virtual interactive model as the core communication method, the amount, type and methods of presenting the information is tested and evaluated. This is work in progress and we had to experience several problems that we could not overcome in the available time.
wos WOS:000372317300011
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=54a3a8e0-702c-11e5-9592-c7c2b292a6cf
last changed 2022/06/07 07:55

_id ecaade2015_304
id ecaade2015_304
authors Rossini, Francesco Livio; Fioravanti, Antonio and Trento, Armando
year 2015
title Project Risk Modelling Information and Management Framework
doi https://doi.org/10.52842/conf.ecaade.2015.1.577
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 577-584
summary The building industry is a field even more complex, characterized by different risks which can deeply influence the success of a building construction process. Aim of this paper is to demonstrate how the risk, declined in the main aspects that affects the construction industry, can be properly modelled and reduced thanks to the innovation of existing design methods and tools.The goal is to enhance the BIM models with AR (augmented reality), in order to intervene in the risk management process, increasing the level of knowledge exchanged between actors and, consequently, reduce defects related to misunderstandings. This can be possible using AR visualizations on site and/or Virtual Reality (VR) simulations, oriented to inform via the easier perceptive channel -the sight- actors involved in the process.
wos WOS:000372317300062
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=3f1cf5a8-7022-11e5-8dc1-00190f04dc4c
last changed 2022/06/07 07:56

_id caadria2024_477
id caadria2024_477
authors Akbaylar Hayreter, Ipek, Gulec Ozer, Derya and As Cemrek, Handan
year 2024
title Enhancing Cultural Heritage Digitalization and Visitor Engagement Through LiDAR Scanning and Gamification
doi https://doi.org/10.52842/conf.caadria.2024.2.283
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 2, pp. 283–292
summary Cultural heritage assets are valuable, providing important information about humanity's past and conveying it to the future. Unfortunately, conventional documentation is insufficient to preserve them for the next generations. Furthermore, increasing visitor interaction with these assets and raising awareness has been one of the challenges in this field. In this paper, we will examine how mobile LiDAR (Laser Detection and Ranging) technology can be used to precisely scan and document historical sites and how it can be combined with gamification elements to provide visitors with better experiences. It is also important that the texture taken in mobile laser scanning can be used to better visualize 3D mesh models of the scanned objects, so the fastest application that produces 3D models is selected. The study area is Syedra Ancient City in Alanya / Turkey, where the research and excavation process has continued since 2015 and the restoration projects started in 2023. Future work includes the creation of experiences to provide a basis for gamification and revitalizing the story of the heritage for the visitors through digital storytelling and AR (Augmented Reality). Preserving historical sites while providing visitors with a more in-depth, vivid and enjoyable experience are important facts for enhancing cultural heritage and passing it on to future generations.
keywords Cultural Heritage, Digitalization, LiDAR, Mobile Laser Scanning, Digital Storytelling, Augmented Reality, Gamification
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2015_213
id caadria2015_213
authors Kornkasem, Sorachai and John B. Black
year 2015
title CAAD, Cognition & Spatial Thinking Training
doi https://doi.org/10.52842/conf.caadria.2015.561
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. 561-570
summary The current study explored different spatial training methods and investigated the sequence of processed-based mental simulation that was facilitated by various structures of external spatial representations, including 3D technology in Computer Aided-Architectural Design (CAAD), spatial cues, and/or technical languages. The goal was to better understand how these components fostered planning experiences and affected spatial ability acquisition framed as the formation of spatial mental models, for further developing spatial training environments fundamental to Science, Technology, Engineering, and Mathematics (STEM) education, specifically for architecture education and cognition. Two experiments were conducted using a between-subjects design to examine the effects of spatial training methods on spatial ability performance. Across both studies learners improved in their spatial skills, specifically the learners in the 3D-augmented virtual environments over the 3D-direct physical manipulation conditions. This study is built upon the work in the fields of computer-user interface, visuospatial thinking and human learning.
keywords Spatial thinking training; cognitive processes; CAAD.
series CAADRIA
email
last changed 2022/06/07 07:51

_id sigradi2023_369
id sigradi2023_369
authors Lima, Micaele, Aguiar, Beatriz Natália, Romcy, Neliza, Lima, Mariana and Cardoso, Daniel
year 2023
title Systematization of Scientific Production of Extended Reality in Teaching and Design Process in Architecture and Urbanism
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1397–1408
summary Extended Reality (XR) technologies have the potential to help and improve the teaching and design process in Architecture and Urbanism, as they offer different ways of perceiving and representing space and various functionalities. Therefore, it is important to systematize scientific production in this area. This research aims to identify and analyze the main applications of XR in teaching and in the design process in Architecture and Urbanism, as well as its benefits and limitations. A systematic literature review of publications on CumInCAD and SBTIC, from 2015 to 2022, was carried out. The results show the growing emphasis of XR as a medium that offers benefits both for teaching and design practice. However, there are still limitations to be overcome to make XR more inclusive. As a contribution, a greater understanding of how XR has been applied in teaching is provided along with a reflection on its impact on the means of representation in the design process.
keywords Virtual reality, Augmented reality, Extended reality, Project Teaching, Architectural Project.
series SIGraDi
email
last changed 2024/03/08 14:08

_id ecaade2015_101
id ecaade2015_101
authors Markusiewicz, Jacek and Slyk, Jan
year 2015
title From Shaping to Information Modeling in Architectural Education: Implementation of Augmented Reality Technology in Computer-Aided Modeling
doi https://doi.org/10.52842/conf.ecaade.2015.2.083
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. 83-90
summary While learning computer-aided modeling techniques, students of architecture should not only gain knowledge on how to model three-dimensional forms, but also how to define and understand the information beneath the shapes. Architectural presentation as an intellectual communication-focused process requires new media to channel information in a contemporary way. These can be text, image, sound, video or a digital model. The integration of augmented reality in teaching computer-aided modeling in architecture school provides more thorough learning experience as it opens new opportunities. The authors present the process of implementing AR technology in architectural education - its theoretical background, the outcome of students' work and technical solutions. They argue that the use of AR interface increases the effectiveness of user-model interaction in comparison to standard mouse-based techniques of three-dimensional manipulation due to the intuitive touch-screen interaction and direct control on the camera.
wos WOS:000372316000011
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2015_4.52
id sigradi2015_4.52
authors Medeiros, Marina Lima; Paraizo, Rodrigo Cury
year 2015
title The Monroe Palace in Augmented Reality: Heritage experience of an informational territory
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 170-176.
summary This work aims to analyze how augmented reality can be used to complement the urban cultural heritage experience with a three-dimensional model of historic building already demolished, the Monroe Palace. It analyzes possibilities and limitations of the current off-the-shelf technology of A.R. applications for architecture studies. Finally, the Layar application was used to develop a georeferenced augmented reality test with the electronic model of the building in the place where it was once built. Augmented reality was used to create a new territoriality for the lost heritage, an informational territory as defined by Lemos (2008) for a virtual heritage.
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2015_10.317
id sigradi2015_10.317
authors Pereira, Alice T. Cybis; Reis, Luisa Eug?nia dos; Yamaguchi, Adriele Marie
year 2015
title The Strategy Plan of TEAR_AD: Network for Teaching and Learning Technology in the areas of Architecture and Design
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 596-601.
summary This paper describes the beginning of a project called TEAR_AD: Network for Teaching and Learning Technology in the areas of Architecture and Design. Such project aims to support the problem of Professors, Lecturers, and students lack of knowledge about a whole set of technologies that can turn a project more precise and responsive in terms of constructibility, sustainability and general performance. They have problems in keeping updated about those technologies and, in consequence, do not apply them in their practices. In order to explain the strategic plane of the project, that consists in the first part of the Garrett Methodology for Experience Design, the identification of Personas, representing the target public, the use of the benchmarking to identify possible features to be used in the system, and so on, are described. Considerations about how to pursue the implementation and maintenance of the designed system are outlined.
keywords Virtual Reality, Immersive Simulation, Spatial Design, Virtual Sketching, Design Instruction
series SIGRADI
email
last changed 2016/03/10 09:57

_id caadria2015_090
id caadria2015_090
authors Altabtabai, Jawad and Wei Yan
year 2015
title A User Interface for Parametric Architectural Design Reviews
doi https://doi.org/10.52842/conf.caadria.2015.065
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. 65-74
summary Architectural form and performance are affected by the designer's graphical representation methods. Parametric CAD systems, as design and representation tools, have become ubiquitous in architectural practice and education. Literature in the area of parametric design reviews is scarce and focused within building inspection and construction coordination domains. Additionally, platforms marketed as design review tools lack basic functionality for conducting comprehensive, parametric, and performance-based reviews. We have developed a user interface prototype where geometric and non-geometric information of a Building Information Model were translated into an interactive gaming environment. The interface allows simultaneous occupation and simulation of spatial geometry, enabling the user to engage with object parameters, as well as, performance-based, perspectival, diagrammatic, and orthographic representations for total spatial and performance comprehension.
keywords Design cognition; Virtual/augmented reality and interactive environments; Human-computer interaction.
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2015_135
id cf2015_135
authors Cuperschmid, Ana Regina M.; Ruschel, Regina C. and Monteiro, Ana Maria R. de G.
year 2015
title Augmented Reality: Recognition of Multiple Models Simultaneously
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 135-154.
summary The problem at hand is to ensure that the perception by means of Augmented Reality (AR) is hence reliable and opinions resulting from a Participatory Design (PD) mediated by this technology could be incorporated into the design solution. This paper presents the evaluation of multiple 3D models recognition in AR, with or without an auxiliary projection. Leisure area designs involve urban equipment of various dimensions that are visualized simultaneously. Therefore, it was necessary to verify if the participants were capable of recognizing them and which would be the best way to visualize: exclusively with the iPad screen or with the iPad associated with an external projection – to verify whether the visualization using an external projection would amplify the visualization area. The results obtained in the evaluation were used to improve the AR application and also, to develop guidelines for the AR use in a PD.
keywords Augmented Reality, Recognition, User Experience Evaluation.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id caadria2015_209
id caadria2015_209
authors de S. Moreira, Lorena C. and Regina C. Ruschel
year 2015
title Augmented Reality Promoting Time Tunnel
doi https://doi.org/10.52842/conf.caadria.2015.261
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. 261-270
summary This paper presents an Augmented Reality application intended to establish a link to site history, approaching cultural heritage issues simulating the metaphor of time tunnel. It presents an initiative to bring technology to the end user, in order to rescue the past through AR of a plaza with cultural importance that suffered intervention with time. The work was developed as an exercise of a Virtual Reality class in a Graduate Program. The class exercise involved understanding uses of AR, development of AR applications and user perception of the built environment through the augmented lenses provided by AR applications. The method proposed for the exercise was the field study developed in seven steps: AR scope definition, preliminary exploration, AR application formulation, data collection and user perception evaluation. Four AR applications were developed and evaluated: 360 panorama and an overlap image, 3D object, and video with historic information. On site, users demonstrated surprise with the experiment and no difficulty of use, however transposition to the significant record of a past time varied with AR application and simplification of implementation.
keywords Augmented Reality; Heritage visualization; Cultural Heritage.
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2015_096
id caadria2015_096
authors Fukuda, Tomohiro; Toshiki Tokuhara and Nobuy-Oshi Yabuki
year 2015
title Development of A Kinematic Physical Model for Building Volume Simulation
doi https://doi.org/10.52842/conf.caadria.2015.241
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. 241-250
summary Both a physical model and VR are three-dimensional expression tools to enable intuitive understanding; however, both have pros and cons. Thus, this research took up the challenge of developing a kinematic physical model system for volume simulation of buildings or a city by using a physical model and VR data integrally. The developed system consists both of hardware which packed 105 lifting rods into a grid (the height of the rods could be changed individually by stepper motors) and of software which calculated the height of each rod from the VR data and lifted the rods. Through conducting verification experiments on the prototype system, a physical urban model could be produced in about two minutes, within acceptable error limits. In conclusion, the proposed method was evaluated as feasible and effective.
keywords Kinematic model; physical model; Virtual Reality; rapid prototyping; building volume simulation; interaction.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2015_032
id caadria2015_032
authors Hsu, Pei-Hsien
year 2015
title Architectural Visualization and Communication through Mobile Augmented Reality
doi https://doi.org/10.52842/conf.caadria.2015.283
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. 283-292
summary Shifting from head-mounted display to smart devices, there is a new context for augmented reality and its applications. This paper describes a project aiming to re-examine factors of smart-device-based augmented reality and its applications as a tool to support collaborative design and communication, leading to a redefinition of augmented itself and a theoretical framework based on the relationship between virtual content, screen and the body.
keywords Design collaboration; augmented reality; visualization.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2015_188
id caadria2015_188
authors Krakhofer, Stefan and Martin Kaftan
year 2015
title Augmented Reality Design Decision Support Engine for the Early Building Design Stage
doi https://doi.org/10.52842/conf.caadria.2015.231
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. 231-240
summary Augmented reality has come a long way and experienced a paradigm shift in 1999 when the ARToolKit was released as open source. The nature of interaction between the physical world and the virtual-world has changed forever. Fortunately for the AECO industry, the transition from traditional Computer Aided Design to virtual building design phrased as Building Information Modeling has created a tremendous potential to adopt Augmented Reality. The presented research is situated in the early design stage of project inception and focuses on supporting informed collective decision-making, characterized by a dynamic back and forth analytical process generating large amounts of data. Facilitation aspects, such as data-collection, storage and access to enable comparability and evaluation are crucial for collective decision-making. The current research has addressed these aspects by means of data accessibility, visualization and presentation. At the core of the project is a custom developed Augmented Reality framework that enables data interaction within the design model. In order to serve as a collaborative decision support engine, the framework also allows multiple models and their datasets to be displayed and exercised simultaneously. The paper demonstrates in the case study the successful application of the AR tool during collaborative design decision meetings.
keywords Augmented Reality; Design Decision Support; Data Visualization.
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2015_176
id ecaade2015_176
authors Moorhouse, Jon and Peter, Herbert
year 2015
title [2+2] Two Architects and Two Galleries
doi https://doi.org/10.52842/conf.ecaade.2015.2.199
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. 199-206
summary This paper addresses the needs of exhibition curation with the concept of a virtual gallery (which may or may not be translated into reality). Curation is often an overly linear process - as opposed to an iterative exercise, whereby collaboration between stakeholders is somewhat limited by time, distance and the opportunity for virtual communication. This suggests that the implementation of a system for sharing visual data - especially in the real-time mode that a virtual studio might offer - could facilitate a more dynamic and iterative design process, where the design team remains engaged throughout.Two (architectural) designers - from Vienna, Austria and Liverpool, UK - are collaborating to create a process for exhibition design for existing venue, involving international stakeholders in remote locations. The key outcome for this research is to create a framework for future collaborative workflow that enhances the delivery of exhibition design through improved decision-making, without the need for all of the team to have extensive software knowledge.The paper thence reflects on current experience, reporting changes in curatorial processes and suggesting areas of added value that might benefit future works.
wos WOS:000372316000024
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=47ff3c32-6e90-11e5-af39-00190f04dc4c
last changed 2022/06/07 07:58

_id caadria2015_220
id caadria2015_220
authors Cheng, Nancy Y.; Mehrnoush Latifi Khorasgani, Nicholas Williams, Daniel Prohasky and Jane Burry
year 2015
title Understanding Light in Building Skin Design
doi https://doi.org/10.52842/conf.caadria.2015.323
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. 323-332
summary This paper describes a design approach for discerning solar gain and assigning appropriate external shading devices. The approach includes a macro analysis locating where and when the building receives direct sunlight and locating desired interior daylighting; along with a micro analysis of how folded sun-shading motifs filter or block direct sunlight. The approach uses a collaborative analytical workflow with feedback from virtual and physical simulations informing design explorations. This iterative, reciprocating process is illustrated by student efforts to design shading structures for a building based on incident solar radiation. Designers begin with cutting and folding paper study models, then lasercut 2D tessellation patterns to create sculptural shading screens to be examined with a heliodon. Physical daylighting modeling reveals aesthetic opportunities to develop with parametric design. Motifs are then digitally modeled and analysed for shading effectiveness. Analysing the solar radiation of simple motifs helps beginners learn the software for subsequent urban situations. The efficacy of these simulations is discussed along with ways that the results could be interpreted to initiate design decisions for a building skin.
keywords Solar simulation; collaborative design; folding surfaces; physical and digital simulation.
series CAADRIA
email
last changed 2022/06/07 07:55

_id acadia20_668
id acadia20_668
authors Pasquero, Claudia; Poletto, Marco
year 2020
title Deep Green
doi https://doi.org/10.52842/conf.acadia.2020.1.668
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 668-677.
summary Ubiquitous computing enables us to decipher the biosphere’s anthropogenic dimension, what we call the Urbansphere (Pasquero and Poletto 2020). This machinic perspective unveils a new postanthropocentric reality, where the impact of artificial systems on the natural biosphere is indeed global, but their agency is no longer entirely human. This paper explores a protocol to design the Urbansphere, or what we may call the urbanization of the nonhuman, titled DeepGreen. With the development of DeepGreen, we are testing the potential to bring the interdependence of digital and biological intelligence to the core of architectural and urban design research. This is achieved by developing a new biocomputational design workflow that enables the pairing of what is algorithmically drawn with what is biologically grown (Pasquero and Poletto 2016). In other words, and more in detail, the paper will illustrate how generative adversarial network (GAN) algorithms (Radford, Metz, and Soumith 2015) can be trained to “behave” like a Physarum polycephalum, a unicellular organism endowed with surprising computational abilities and self-organizing behaviors that have made it popular among scientist and engineers alike (Adamatzky 2010) (Fig. 1). The trained GAN_Physarum is deployed as an urban design technique to test the potential of polycephalum intelligence in solving problems of urban remetabolization and in computing scenarios of urban morphogenesis within a nonhuman conceptual framework.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id cf2015_358
id cf2015_358
authors Tonn, Christian and Bringmann, Oliver
year 2015
title Point Clouds to BIM: Methods for Building Parts Fitting in Laser Scan Data
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 358-369.
summary New construction within existing buildings requires documentation of the existing buildings, in a form that one is familiar with from new construction or architectural design. Laser scanning is a powerful tool to survey the built reality. It provides a replica of the existing building in the form of a point cloud. The difficulty is to analyse the resulting amounts of data that has been generated and being able to interpret it as a Building Information Model (BIM). This article proposes a new generic approach for pattern recognition of architectural objects. The procedure is introduced through the use of two examples - polygon fitting, which is important for the generation of new building element classes and wall detection. The second part describes how individual components can be automatically connected to consistent networks. BIM systems walls should be aligned, within predefined limits of accuracy, either perpendicular to or in line with each other.
keywords point cloud, BIM, pattern recognition, components, wall alignment.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id sigradi2015_10.74
id sigradi2015_10.74
authors Angulo, Antonieta; Velasco, Guillermo Vásquez de
year 2015
title Virtual Sketching: Instructional Low Resolution Virtual Reality Simulations
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 506-513.
summary This research paper describes the implementation of virtual reality immersive simulation studios in academia, facilitated by the use of the “Virtual Sketching Method” (VSM). The VSM allows the basic expression of architectural forms and the perceptual experience of interior and exterior spaces. It fosters simulations based on render-less (low resolution) visualization in contrast to other simulation workflows based on render-more (high resolution) visualization techniques. It bridges between different types of media and supports iterative cycles of formulation, prototyping, and assessment. The paper reports on students’ learning outcomes and their qualitative correlation with the VSM usability and effectiveness in design learning.
keywords Virtual Reality, Immersive Simulation, Spatial Design, Virtual Sketching, Design Instruction
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2015_084
id caadria2015_084
authors Asl, Mohammad Rahmani; Chengde Wu, Gil Rosen-Thal and Wei Yan
year 2015
title A New Implementation of Head-Coupled Perspective for Virtual Architecture
doi https://doi.org/10.52842/conf.caadria.2015.251
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. 251-260
summary The process of projecting 3D scenes onto a two-dimensional (2D) surface results in the loss of depth cues, which are essential for immersive experience in the scenes. Various solutions are provided to address this problem, but there are still fundamental issues need to be addressed in the existing approaches for compensating the change in the 2D image due to the change in observer’s position. Existing studies use head-coupled perspective, stereoscopy, and motion parallax methods to achieve a realistic image representation but a true natural image could not be perceived because of the inaccuracy in the calculations. This paper describes in detail an implementation method of the technique to correctly project a 3D virtual environment model onto a 2D surface to yield a more natural interaction with the virtual world. The proposed method overcomes the inaccuracies in the existing head-coupled perspective viewing and can be used with common stereoscopic displays to naturally represent virtual architecture.
keywords Virtual reality; virtual architecture; head-coupled perspective; depth perception.
series CAADRIA
email
last changed 2022/06/07 07:54

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