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 576

_id caadria2017_147
id caadria2017_147
authors Agirachman, Fauzan Alfi, Ozawa, Yo, Indraprastha, Aswin, Shinozaki, Michihiko, Sitompul, Irene Debora Meilisa, Nuraeni, Ruri, Chirstanti, Augustine Nathania, Putra, Andrew Cokro and Zefanya, Teresa
year 2017
title Reimagining Braga - Remodeling Bandung's Historical Colonial Streetscape in Virtual Reality
doi https://doi.org/10.52842/conf.caadria.2017.023
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 23-32
summary This paper presents the experience of the first phase of remodeling existing historical and colonial district in Bandung, Indonesia, including existing building façade, streetscape and street furniture. Braga Street is chosen as study case because it is a well-known historical street in Bandung with art deco style buildings constructed during Dutch colonial era. By remodeling it, it could help stakeholders to evaluate existing Braga street condition, to test any modification of buildings along the street and to determine specific regulation for the street. In this case, we use Unity3D and Oculus Rift DK2 for remodeling current situation. We gathered feedback from respondents using a questionnaire given after they experienced the model in VR. Many lessons learned from modeling process and respondents' feedback: higher frame rate to make seamless VR experience by having all components on a low poly model and provide smoother movement to prevent visual discomfort. This paper's conclusion gives suggestions for anyone who want to start architecture modeling in virtual reality for the very first time and how to optimize it.
keywords Virtual reality; historical building; digital reconstruction; streetscape
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia17_110
id acadia17_110
authors Arnowitz, Ethan; Morse, Christopher; Greenberg, Donald P.
year 2017
title vSpline: Physical Design and the Perception of Scale in Virtual Reality
doi https://doi.org/10.52842/conf.acadia.2017.110
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 110-117
summary Virtual reality provides a heightened sense of immersion and spatial awareness that provides a unique opportunity for designers to perceive and evaluate scale and space. At the same time, traditional sketches and small-size physical models provide tactile feedback that allow designers to create, comprehend, and explore complex geometric relationships. Through the development of vSpline, a modeling application for virtual reality, we explore the potential for design within a virtual spatial environment to blur the boundaries between digital and physical stages of design, and seek to combine the best of both virtual and analog worlds. By using spline-based closed meshes created directly in three-dimensional space, our software provides the capabilities to design, modify, and save the information in the virtual world and seamlessly convert the data to evaluate the printing of 3D physical models. We identify and discuss important questions that arise regarding relationships of perception of scale, digital-to-physical domains, and new methods of input and manipulation within a 3D immersive space.
keywords design methods; information processing; hci; vr; ar; mixed reality; digital craft; manual craft
series ACADIA
email
last changed 2022/06/07 07:54

_id cf2017_585
id cf2017_585
authors Ben, Yuqiang; Niblock, Chantelle; Bonenberg, Lukasz
year 2017
title Lincoln Cathedral Interactive Virtual Reality Exhibition
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 585-595.
summary This paper demonstrates a workflow converting terrestrial laser scan (TLS) data into an interactive virtual reality (VR) platform. A VR exhibition prototype of Lincoln Cathedral was created to validate the established workflow in terms of the technical and visual performance, usability, and functionality. It combined TLS data and storytelling to produce a shareable platform, inviting opportunities for public engagement, and to facilitate custodians with the tools to maintain the building’s heritage. The paper discusses the use of open sourcesoftware and suggests future work.
keywords 3D Laser Scan, Virtual Reality, User Experience, Building Heritage
series CAAD Futures
email
last changed 2017/12/01 14:38

_id caadria2017_056
id caadria2017_056
authors Carreiro, Miguel, Andrade, Marina A. P. and Sales Dias, Miguel
year 2017
title Cognition and Evaluation of Architecture Environments Based on Geometric Contour References and Aesthetic Judgements
doi https://doi.org/10.52842/conf.caadria.2017.581
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 581-590
summary This paper presents the outline and the achieved results of an experimental study developed to understand the differences on how close architecture spaces with distinct geometric characteristics at contour level, including rounded, curvilinear and sharp, rectilinear elements, are perceived and evaluated. In order to do so, eighteen virtual reality architecture spaces were evaluated by thirty-two test-subjects according to like/dislike aesthetic judgments. As expected, the tested subjects showed a higher level of preference for spaces with rounded, curvilinear contour elements. On another way, when the level of space curvature was high, considering the whole space surface and not only the contour of plan transitions, the level of preference decreased significantly. These results support the idea that rounded, curvilinear elements are interpreted as being more pleasant and preferred than sharp, rectilinear ones and create new knowledge on the how the levels of such preference are more accurate for moderate rather than radical curvature rates.
keywords Geometric contour; Architecture space environment; Curve, rounded, angular and rectilinear; aesthetic judgement; experimental study.
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2017_096
id sigradi2017_096
authors Cury Paraizo, Rodrigo; Cintia Mechler, Gabriel Cordeiro Gaspar
year 2017
title Exposição de pavilhões brasileiros em realidade aumentada [Showcasing World Expo Brazilian pavilions in augmented reality]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.666-673
summary This article describes an augmented reality exposition of three Brazilian World Expo pavilions. The study of Expo pavilions allow us to perceive several historic and cultural narratives embodied in those designs. The selected pavilions were from 1939 New York World’s Fair (by Oscar Niemeyer and Lucio Costa), 1958 Brussels World’s Fair (by Sergio Bernardes) and 1970 Osaka Expo ’70 (by Paulo Mendes da Rocha). The exposition is going to be held at the main campus of UFRJ, using Layar technology with minor adaptations to show the models in natural scale along with their corresponding information, discussing locative media opportunities regarding Architecture and Virtual Heritage.
series SIGRADI
email
last changed 2021/03/28 19:58

_id cf2017_596
id cf2017_596
authors Fukuda, Tomohiro; Nada, Hideki; Adachi, Haruo; Shimizu, Shunta; Takei, Chikako; Sato, Yusuke; Yabuki, Nobuyoshi; Motamedi, Ali
year 2017
title Integration of a Structure from Motion into Virtual and Augmented Reality for Architectural and Urban Simulation: Demonstrated in Real Architectural and Urban Projects
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, p. 596.
summary Computational visual simulations are extremely useful and powerful tools for decision-making. The use of virtual and augmented reality (VR/AR) has become a common phenomenon due to real-time and interactive visual simulation tools in architectural and urban design studies and presentations. In this study, a demonstration is performed to integrate Structure from Motion (SfM) into VR and AR. A 3D modeling method is explored by SfM under realtime rendering as a solution for the modeling cost in large-scale VR. The study examines the application of camera parameters of SfM to realize an appropriate registration and tracking accuracy in marker-less AR to visualize full-scale design projects on a planned construction site. The proposed approach is applied to plural real architectural and urban design projects, and results indicate the feasibility and effectiveness of the proposed approach.
keywords Architectural and urban design, Visual simulation, Virtual reality, Augmented reality, Structure from motion.
series CAAD Futures
email
last changed 2017/12/01 14:38

_id ecaade2017_142
id ecaade2017_142
authors Gönenç Sorguç, Arzu, Kruºa Yemiºcio?lu, Müge, Özgenel, Ça?lar F?rat, Katipo?lu, Mert Ozan and Rasulzade, Ramin
year 2017
title The Role of VR as a New Game Changer in Computational Design Education
doi https://doi.org/10.52842/conf.ecaade.2017.1.401.2
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 401-408
summary With the rapid advances in technology, virtual reality(VR) re-emerged as an affordable technology providing new potentials for virtual learning environments(VLE). Within the scope of this study, firstly a general perspective on potentials of VR to create an appropriate VLE is put forward regarding the potentials related with learning modalities. Then, VR as a VLE in architectural education is discussed and utilization of VR is revisited considering the fundamentals of education as how to enhance skills regarding creativity, furnish students to adopt future skills and how VR can be used to enhance design understanding as well as space perception and spatial relations. It is deliberated that instead of mirroring the real spaces, allowing students to understand the virtuality with its own constituents will broaden the understanding of space, spatial relations, scale, motion, and time both in physical and virtual. The dichotomy between physical and virtual materiality, the potentials and pitfalls in the process of transformation from real/physical to virtual - virtual to real/physical are discussed in relation with the student projects designed in the scope of Digital Design Studio course in Middle East Technical University. It is also shown that VR stimulates different learning modalities especially kinesthetic modality and helping students to develop creativity and metacognition about space and spatial relations.
keywords computational design education; virtual reality; digital tools; virtual learning environment
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2017_053
id ecaade2017_053
authors Gül, Leman Figen
year 2017
title Studying Architectural Massing Strategies in Co-design - Mobile Augmented Reality Tool versus 3D Virtual World
doi https://doi.org/10.52842/conf.ecaade.2017.2.703
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 703-710
summary Researchers attempt to offer new design tools and technologies to support design process facilitating alternative visualization and representation techniques. This paper describes a comparison study that took place in the Department of Architecture, at the Istanbul Technical University between 2016-2017. We compare when architects designed mass volumes of buildings in an marker-based mobile Augmented Reality (AR) application with that of when they used a collaborative 3D Virtual World. The massing strategy in the AR environment was an additive approach that is to collaboratively design the small parts to make the whole. Alignment and arrangement of the parts were not the main concerns of the designers in AR, instead the functional development of the design proposal, bodily engagements with the design representation, framing and re-framing of the given context and parameters become the discussion topics.
keywords Augmented reality, virtual world, massing strategies; protocol analysis
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2017_062
id caadria2017_062
authors Ji, Seung Yeul, Kim, Mi Kyoung and Jun, Han Jong
year 2017
title Campus Space Management Using a Mobile BIM-based Augmented Reality System
doi https://doi.org/10.52842/conf.caadria.2017.105
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 105-114
summary In South Korea, the changing paradigm of family composition toward single-person households and nuclear families has caused the decrease in number of students, which has led to the need for change in the qualitative, rather than quantitative, management of spaces and facilities on university campuses. In particular, since 2005, the merging of universities have accelerated, which has brought up the need for a system that facilitates the management of integrated university systems. Accordingly, universities now require efficient system operation based on three-dimensional and data visualization, unlike the document-based management of facilities and spaces in the past. Users lack a sense of responsibility for public facilities, causing difficulties such as energy waste and frequent movement, as well as damage and theft of goods. This study aims to form an AR-based interface using the ANPR algorithm, a computer vision technique, and the position-based data of the GPS. It also aims to build a campus space management system to overcome the limitations of current systems and to effectively and systematically manage integrated building data. In addition, for module test verification, the prototype is applied to actual campus spaces, and additional demands for campus space management in the AR application are identified and organized.
keywords augmented reality; Campus space management; BIM; CAFM (computer-aided facilities management); user experience (UX)
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia17_330
id acadia17_330
authors Krietemeyer, Bess; Bartosh, Amber; Covington, Lorne
year 2017
title Shared Realities: A Method for Adaptive Design Incorporating Real-Time User Feedback using Virtual Reality and 3D Depth-Sensing Systems
doi https://doi.org/10.52842/conf.acadia.2017.330
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 330- 339
summary When designing interactive architectural systems and environments, the ability to gather user feedback in real time provides valuable insight into how the system is received and ultimately performs. However, physically testing or simulating user behavior with an interactive system outside of the actual context of use can be challenging due to time constraints and assumptions that do not reflect accurate social, behavioral, or environmental conditions. Employing evidence based, user-centered design practices from the field of human–computer interaction (HCI) coupled with emerging architectural design methodologies creates new opportunities for achieving optimal system performance and design usability for interactive architectural systems. This paper presents a methodology for developing a mixed reality computational workflow combining 3D depth sensing and virtual reality (VR) to enable iterative user-centered design. Using an interactive museum installation as a case study, user pointcloud data is observed via VR at full scale and in real time for a new design feedback experience. Through this method, the designer is able to virtually position him/herself among the museum installation visitors in order to observe their actual behaviors in context and iteratively make modifications instantaneously. In essence, the designer and user effectively share the same prototypical design space in different realities. Experimental deployment and preliminary results of the shared reality workflow are presented to demonstrate the viability of the method for the museum installation case study and for future interactive architectural design applications. Contributions to computational design, technical challenges, and ethical considerations are discussed for future work.
keywords design methods; information processing; hci; VR; AR; mixed reality; computer vision
series ACADIA
email
last changed 2022/06/07 07:52

_id cf2017_513
id cf2017_513
authors Milovanovic, Julie; Moreau, Guillaume; Siret, Daniel; Miguet, Francis
year 2017
title Virtual and Augmented Reality in Architectural Design and Education: An Immersive Multimodal Platform to Support Architectural Pedagogy
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 513-532.
summary Virtual Reality and Augmented Reality research in the architecture field show a variety of possible uses of systems to accompany designers, laymen and decision makers in their architectural design process. This article provides a survey of VR and AR devices among a corpus of papers selected from conferences and journals on CAAD (Computer Aided Architectural Design). A closer look at some specific research projects highlights their potentials and limits, which formalize milestones for future challenges to address. Identifying advantages and drawbacks of those devices gave us insights to propose an alternative type of system, CORAULIS, including both VR and SAR technologies, in order to support collaborative design to be implemented in a pedagogical environment.
keywords Augmented Reality, Virtual Reality, Design Education, Architectural Design
series CAAD Futures
email
last changed 2017/12/01 14:38

_id ecaade2017_151
id ecaade2017_151
authors Moloney, Jules, Twose, Simon, Jenner, Ross, Globa, Anastasia and Wang, Rui
year 2017
title Lines from the Past - Non-photorealistic immersive virtual environments for the historical interpretation of unbuilt architectural drawings
doi https://doi.org/10.52842/conf.ecaade.2017.2.711
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 711-720
summary The trajectory of virtual reality for architecture is towards photo-realism. While this may be effective for some contexts, we propose that abstraction is more appropriate for the purposes of a historian interpreting drawings of unbuilt works of architecture. The case study we are using to explore this proposition is the Palazzo Littorio competition set in 1934 Rome. We present two prototype immersive virtual reality (iVR) applications developed in Unity for Oculus Rift: the first uses an etching aesthetic to produce a quasi-realistic site context and an interface that enables the comparative evaluation of competition entries from key viewing positions; the second application takes an even more abstract approach, where the aim is to immerse the historian within a 3D drawing, along with other historical material (drawings, photos, paintings, narrations of texts) and uses spatialized sound to evoke the ambience of the period.
keywords Virtual Reality; Non-Photorealism; Architectural History
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2017_094
id sigradi2017_094
authors Nacimento Firme, Eduardo; Max Lira Veras Xavier de Andrade
year 2017
title Projeto Colaborativo, Realidade Vitual e BIM: Uma experiencia de participação dos clientes nas decisões dos projetos de arquitetura [Collaborative project, Virtual Reality and BIM: An experience of customer participation in the decisions of architectural projects]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.651-657
summary This paper presents an undergraduate work, still under development that discusses and implements a virtual reality based collaboration system to be used during the design stage of the architectural project. Tests are currently being developed to define the form of interaction in an immersive virtual environment. This system will enable the client to be immersed in a virtual environment and be able to change it according to their needs and tastes, effectively participating in the project process.
keywords Collaborative design; Virtual Reality; BIM; Immersive virtual environments, Architecture Design.
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2017_000
id sigradi2017_000
authors Roco Ibaceta, Miguel
year 2017
title Resilience Design
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017
summary The chosen theme, Resilience Design, evidences the researchers’ concern about issues related to our reality of climate change and natural disasters, associated with the states of vulnerability and risk, having wide effects on society and the way we inhabit territories. These matters are fundamental and highly relevant for the disciplines and in the fields of design and architecture, as they are also important for collaborative work with areas emerging from the arts and human sciences. Thinking about Resilience Design is to set ourselves on new scenarios of reflection and action which, supported by transdisciplinary thinking and collaborative design, allow us to develop a new approach towards our territories and their demands, one that is more contextualized and adjusted to their current and future requirements, a starting point to establish the key elements to drive change in our cities and society. In this sense, technology and digital development, parametric design, the use of Information and Communication Technologies (ICT) and Geographic Information Systems (GIS), in addition to work done with Building Information Modelling (BIM), among many others, have been delivering an enormous amount of tools and possibilities of interaction with living in society, leading to a substantive change in the way of understanding and relating to the built environment and the territories where buildings are sit. This demands a strong commitment to Social Responsibility from our disciplines, besides the necessary landing of cutting-edge technological and digital research and development onto our diverse realities, in order for them to be put at the service of communities in vulnerable environments or with a marked condition of risk, which are subject to constant processes of resilience. Working on Resilience Design allows to support research and productive processes, plus the appearance of new technologies in interdisciplinary contexts, which greatest value is to impact the processes of teaching and professional practice in the different areas related to human habitation. The new professionals will have to take action and immerse themselves into these new scenarios of change and constant adjustment.
series SIGRADI
email
last changed 2021/03/28 19:59

_id caadria2017_028
id caadria2017_028
authors Sharah, Lachlan, Escalante, Erik, Fabbri, Alessandra, Guillot, Romain and Haeusler, M. Hank
year 2017
title Streamlining the Modelling to Virtual Reality Process - Semi-Automating Mesh Quadrangulation and UV Unwrapping for Grasshopper.
doi https://doi.org/10.52842/conf.caadria.2017.053
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 53-62
summary Visualisation in architecture often involves a transition between different modelling programs. This is done in order to be able to manually prepare and repair three-dimensional models for visualisations such as renders and VR simulations. In this paper the development of a direct link between a three-dimensional modelling platform and a Virtual Reality (VR) Engine is investigated. This is researched through the generation and manipulation of clean quad mesh topology, UV mapping and UV texture map creation. Through a reiterative process, all possible solutions for improved quad mesh topology for doubly curved surfaces are explored. The resulting clean quad mesh improves the usability of the model and application of textures to accurately simulate a real material. In parallel, the development of a UV unwrapping and UV map creation process was investigated to enhance the texturing process inside the same architectural modelling platform. The overall system was developed as an advanced tool for semi-automating and streamlining the process between modelling and VR simulation. The paper concludes with the limitations of the process and points out to future research to improve speed and quality as well guides to where future testing and experiments should be further investigated and applied.
keywords Virtual Reality; Quadrangulation; UV unwrapping; Physics Simulation
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2017_052
id caadria2017_052
authors Sun, Chengyu, Xu, Diqiong, Daria, Kryvko and Tao, Peihong
year 2017
title A "Bounded Adoption" Strategy and its Performance Evaluation of Virtual Reality Technologies Applied in Online Architectural Education
doi https://doi.org/10.52842/conf.caadria.2017.043
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 43-52
summary Thousands of online virtual experiments are being developed by hundreds of National Virtual Experimental Teaching Demonstration Centers run by top universities in China. According to an analysis on the existing VR technologies accessible in market and the conditions of domestic universities, a "bounded adoption" strategy was raised by Tongji University, when it dealing with a daily teaching context. It puts the manpower and financial resources into the design of virtual experiments, so-called 'contents building', rather than equipment purchasing as before. After three new experiments built, an evaluation on their contributions to learning performance is conducted immediately, which tries to understand whether the strategy works and how to move on. As one of these experiments, learning a historic Chinese temple in an online way is compared with other four learning methods from traditional ways to hybrid ways. The result indicates that the VR technologies applied with the "bounded adoption" strategy have a positive coherence to high learning performance, especially in form oriented recognition task, which plays a key role in architectural education. Meanwhile, the current design of virtual task involving building process has to be improved.
keywords Architectural education; Online experiment; Virtual reality; Performance evaluation
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia17_600
id acadia17_600
authors Tabrizian, Payam; Harmon, Brendan; Petrasova, Anna; Petras, Vaclav; Mitasova, Helena; Meentemeyer, Ross
year 2017
title Tangible Immersion for Ecological Design
doi https://doi.org/10.52842/conf.acadia.2017.600
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 600- 609
summary We introduce tangible immersion—virtual reality coupled with tangible interaction—to foster interdisciplinary collaboration in a critical yet creative design process. Integrating tangible, embodied interaction with geospatial modeling and immersive virtual environments (IVE) can make 3D modeling fast and natural, while enhancing it with realistic graphics and quantitative analytics. We have developed Tangible Landscape, a technology that links a physical model with a geographic information system and 3D-modeling platform through a real-time cycle of interaction, 3D scanning, geospatial computation, and 3D rendering. With this technology, landscape architects, other professionals, and the public can collaboratively explore design alternatives through an iterative process of intuitive ideation, geocomputational analysis, realistic rendering, and critical analysis. This is demonstrated with a test case for interdisciplinary problem-solving, in which a landscape architect and geoscientist use Tangible Landscape to collaboratively design landforms, hydrologic systems, planting, and a trail network for a brownfield site. Using this tangible immersive environment they rapidly explored alternative scenarios. We discuss how the participants used real-time analytics to collaboratively assess trade-offs between environmental and experiential factors, balancing landscape complexity, biodiversity, remediation capacity, and aesthetics. Together they explored how the relationship between landforms and natural processes affected the performance of the designed landscape. Technologies that couple tangible geospatial modeling with IVEs have the potential to transform the design process by breaking down disciplinary boundaries, but may also offer new ways to imagine space and democratize design.
keywords design methods; information processing; simulation & optimization; collaboration; VR; AR; mixed reality
series ACADIA
email
last changed 2022/06/07 07:56

_id ecaade2017_174
id ecaade2017_174
authors Tonn, Christian
year 2017
title Designing Colour in Virtual Reality - Comparing a Virtual Reality based and a Screen based Colour Design Method
doi https://doi.org/10.52842/conf.ecaade.2017.2.721
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 721-728
summary Designing colours for architecture with digital tools is still a challenging topic. Especially for customers and students the perception of a full-scale coloured interior room is hard to imagine. This paper presents a software prototype and a small user study, which addresses the colour design process with professional digital tools and a virtual reality head mounted device (Oculus Rift DK2). The user can navigate within an imported three-dimensional model freely and change colour, texture and light properties with a real-time updated radiosity visualization. The presented user study compares a screen based working method with the developed virtual reality based design support and interaction method.
keywords Virtual Reality; Colour; Design Support; Real-time; VR-glasses
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2017_095
id ecaade2017_095
authors Trento, Armando, Woessner, Uwe, Kieferle, Joachim B. and Cataldo, Andrea
year 2017
title DSA - Digital Support for Art - Process and Tools to Realize a Large Sculpture in a Heritage Urban Environment
doi https://doi.org/10.52842/conf.ecaade.2017.1.571
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 571-580
summary This paper reports on a research project oriented to support the communication for, and realization of a sculptural masterpiece within an urban context in the historic centre of Rome. The sculpture has been installed just a few months before the 2017 eCAADe, thus enabling conference participants to explore the final output in situ. While the whole process of creation of the art piece is outlined, our focus is on the description of implementing various technologies like laser scanning, Virtual Reality (VR) and Numerical Simulations that have been used to accomplish the relevant tasks. The general field of investigation is how digital tools and a VR approach to modelling, simulating and developing sculptural components of an artwork could facilitate the workflow between artist, client, designers, engineers, urbanists, archaeologists, art foundry fabricators and public authorities. Methodologically, an action research approach was adopted for this project, primarily for its ability to link between research and practice in order to solve a realistic multidisciplinary problem in its actual setting.
keywords Cross-disciplinary Collaboration; Virtual Reality; Integrated Design; CAVE; Digital Support for Art
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2017_030
id caadria2017_030
authors Wang, Shuo, Zhao, Yuezhe and Wu, Shuoxian
year 2017
title Seat Selection System for Theatres and Concert Halls Based on Audio-Visual Integration Technology
doi https://doi.org/10.52842/conf.caadria.2017.157
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 157-165
summary It is of great significance to establish the virtual visual/audio simulation in building environment or indoor auditorium, as this is also a key issue which has drawn attention from other research fields including computer-aided design, virtual reality and acoustic simulation. This paper introduces the architecture and realization of a seat selection system based on audio-visual integration technology and the subjective preference test based on the seat selection system. The visual/audio subjective evaluation experiments on Xiamen Concert Hall and Ferrara Opera House were carried out, the experiments show that visual-audio factors have impact on the visual-audio preference and subjective evaluation of concert halls and theatres. The combined effect of acoustic and non-acoustic parameters (such as visual factors) on hearing and the perception of acoustics is also discussed in the paper.
keywords Virtual Building Environment; Audio-Visual Integration; Subjective Preference of Seats
series CAADRIA
email
last changed 2022/06/07 07:58

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