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 330

_id ecaade2017_208
id ecaade2017_208
authors Beaudry Marchand, Emmanuel, Han, Xueying and Dorta, Tomás
year 2017
title Immersive retrospection by video-photogrammetry - UX assessment tool of interactions in museums, a case study
doi https://doi.org/10.52842/conf.ecaade.2017.2.729
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. 729-738
summary Studying interactions in museums often omits to consider the complexity of the space and the visitors' behaviors. Visitors' walking paths do not provide enough insight of their user experience (UX) since they are distant from the experiential realities. Videogrammetry can convey such dimensions of an environmental experience. Because of limitations of real-time playback, a twofold approach is suggested: "immersive videos" combined with "photogrammetric models". A granular optimal experience assessment method using retrospection interviews is also applied providing a finer evaluation of the perceived experience through time. This method permits to characterize museum interactive installations, according to the perceived challenges and skills of the interaction's task, based this time on immersive retrospection. This paper proposes the "Immersive retrospection" by "Immersive video-photogrammetry" as a UX assessment tool of interactions in museums. A hybrid virtual environment was used in this study, allowing social VR without the use of headsets, through a life-sized projection of interactive 3D content. The study showed that Immersive video-photogrammetry facilitates the recall of memories and allows a deepened self-observation analysis.
keywords immersive retrospection; photogrammetry; videogrammetry; UX assessment; museum environments
series eCAADe
email
last changed 2022/06/07 07:54

_id cf2017_337
id cf2017_337
authors Barber, Gabriela; Lafluf, Marcos; Amen, Fernando Garcia; Accuosto, Pablo
year 2017
title Interactive Projection Mapping in Heritage: The Anglo Case
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. 337-348.
summary This work is the outcome of a multidisciplinary collaboration in the context of the VidiaLab (Laboratorio de Visualización Digital Avanzada). It proposes an application of interactive video mapping techniques as a form of experiencing the Fray Bentos industrial landscape, declared as a World Heritage Site by UNESCO in 2015. An immersive environment was created by enriching a physical scale model of the site with projected digital images and information, providing new and attractive ways of interaction with the cultural heritage. Proposals for future work and educational applications of the developed tools are also discussed.
keywords Video Mapping, New Media Art, Heritage, Museum, Human-Computer Interaction
series CAAD Futures
email
last changed 2017/12/01 14:38

_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 acadia17_178
id acadia17_178
authors Charbel, Hadin; López, Déborah
year 2017
title In(di)visible: Computing Immersive Environments through Hybrid Senses
doi https://doi.org/10.52842/conf.acadia.2017.178
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. 178-189
summary The research presented in this paper seeks to examine how architecture and computational tools can be used to communicate on multiple levels by incorporating a series of qualitative and quantitative measures as criteria for a spatial and architectural design. Air is taken as a material that has the capacity to create boundaries, yet unless under extreme conditions often remains invisible. Varying in qualities such as temperature, humidity and pollution, the status of air is highly local to a particular context. The research explores how rendering air visible through an architectural intervention made of networked sentient prototypes can be used in the reation of a responsive outdoor public space. Although humans' ability to perceive and respond to stimuli is highly advanced, it is nevertheless limited in its spectrum. Within the urban context specifically, the information, material and flux being produced is becoming ever more complex and incomprehensible. While computational tools, sensors and data are increasingly accessible, advancements in the fields of cognitive sciences and biometrics are unraveling how the mind and body works. These developments are explored in tandem and applied through a proposed methodology. The project aims to negotiate the similarities and differences between humans and machines with respect to the urban environment. The hypothesis is that doing so will create a rich output, irreducible to a singular reading while heightening user experience and emphasizing a sense of place.
keywords design methods; information processing; hybrid practices; data visualization; computational / artistic cultures
series ACADIA
email
last changed 2022/06/07 07:55

_id sigradi2017_003
id sigradi2017_003
authors Dávila, Mariolly; González Alayón, Pedro Wightman
year 2017
title Patrimonio moderno y realidad aumentada e inmersiva: De la valorización a la reconstrucción virtual. Caso: Coliseo Humberto Perea, Barranquilla, Colombia [Modern heritage and augmented and inmersive reality: from valuation to virtual reconstruction. Case: Coliseum Humberto Perea, Barranquilla, Colombia]
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.26-32
summary As the result of the demolishing decision of Humberto Perea was generated, a Seminar- Workshop on CG at Universidad del Norte with the purpose of evaluate his heritage´s modern movement in Barranquilla. The Seminar´s objective was to design a methodology for documenting the building through technologies: CG and mixed realities. The methodology contents two parts; First, the building incorporated into the context with previous to the demolition and with architectural survey. And second part was developed with the Seminar - Workshop and Immersive Virtual Reality. As conclusion was demonstrated that any heritage building can be documenting to be used by researchers.
series SIGRADI
email
last changed 2021/03/28 19:58

_id lasg_whitepapers_2019_133
id lasg_whitepapers_2019_133
authors Ji, Haru Hyunkyung; and Graham Wakefield
year 2019
title Selected Artificial Natures, 2017-2018
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.133 - 142
summary Artificial Nature is a research-creation collaboration co-founded by Haru Hyunkyung Ji and Graham Wakefield in 2007. It has led to a decade of immersive installations in which the invitation is to become part of an alien ecosystem rich in feedback networks.1 Here we present four recent works in this series between 2017 and 2018.
keywords living architecture systems group, organicism, intelligent systems, design methods, engineering and art, new media art, interactive art, dissipative systems, technology, cognition, responsiveness, biomaterials, artificial natures, 4DSOUND, materials, virtual projections,
email
last changed 2019/07/29 14:02

_id caadria2017_158
id caadria2017_158
authors Moleta, Tane J.
year 2017
title Digital Ephemera - Autonomous Real-Time Events in Virtual Environments
doi https://doi.org/10.52842/conf.caadria.2017.013
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. 13-22
summary This paper proposes virtual spaces designed in Game Engines promote a form of inhabitant hyperactivity. Allowing quick navigation between distant spaces the Game Engine fosters an appreciation of movement over pause, which may be to the detriment of architectural visualisation. This paper presents a series of three case studies that explore the notion of Real-Time Streaming Data within RTVE to enrich and enhance Virtual Environments. This paper proposes the notion of 'Digital Ephemera' can help produce a more immersive virtual environment. Based on the examination of these case studies, the paper concludes on a motion that breaking down the inherent 'stillness' of traditional RTVE's can be avoided by developing an environment that taps into data streaming and monitoring services to enhance the inhabitant experience.
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia23_v1_242
id acadia23_v1_242
authors Noel, Vernelle A.
year 2023
title Carnival + AI: Heritage, Immersive virtual spaces, and Machine Learning
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 242-245.
summary Built on a Situated Computations framework, this project explores preservation, reconfiguration, and presentation of heritage through immersive virtual experiences, and machine learning for new understandings and possibilities (Noel 2020; 2017; Leach and Campo 2022; Leach 2021). Using the Trinidad and Tobago Carnival - hereinafter referred to as Carnival - as a case study, Carnival + AI is a series of immersive experiences in design, culture, and artificial intelligence (AI). These virtual spaces create new digital modes of engaging with cultural heritage and reimagined designs of traditional sculptures in the Carnival (Noel 2021). The project includes three virtual events that draw on real events in the Carnival: (1) the Virtual Gallery, which builds on dancing sculptures in the Carnival and showcases AI-generated designs; (2) Virtual J’ouvert built on J’ouvert in Carnival with AI-generated J’ouvert characters specific; and (3) Virtual Mas which builds on the masquerade.
series ACADIA
type project
email
last changed 2024/04/17 13:58

_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_002
id ecaade2017_002
authors Costa, Fábio, Eloy, Sara, Sales Dias, Miguel and Lopes, Mariana
year 2017
title ARch4models - A tool to augment physical scale models
doi https://doi.org/10.52842/conf.ecaade.2017.1.711
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 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 711-718
summary This paper focus on the development and evaluation of a computer tool that enriches physical scale models of buildings, which are commonly used during architecture and civil engineering design processes. The main goal of this work is to enable designers, namely architects, to use the affordances of the physical scale models, by enhancing them with digital characteristics that can be easily changed, allowing an enriched interaction of the designer with such models. Our in-house developed Augmented Reality tool, referred to as ARch4models, augments the user experience with visual features and interactive capabilities, not possible to accomplish with physical models (see this video in https://goo.gl/5zbdTQ). The tool allows the coherent registration between the real and the digital in the same space. Satisfaction evaluation studies were conducted that have shown that ARch4models improves the building design process when compared with a traditional methodology employing solely physical scale models.
keywords augmented reality; architecture; physical scale model; 3D model; AEC design process
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2017_008
id ecaade2017_008
authors Fukuda, Tomohiro, Inoue, Kazuya and Yabuki, Nobuyoshi
year 2017
title PhotoAR+DR2016 - Integrating Automatic Estimation of Green View Index and Augmented and Diminished Reality for Architectural Design Simulation
doi https://doi.org/10.52842/conf.ecaade.2017.2.495
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. 495-502
summary Urban vegetation has been used to tackle architectural and urban problems by reducing urban heat islands and improving the quality of urban landscapes and biodiversity. The green view index provides end users with a metric to intuitively understand the vegetation scenarios. This study integrates a green view index estimation method and augmented reality (AR) and diminished reality (DR) scenes of future architectural and urban design simulations. We developed the AR/DR system "PhotoAR+DR2016 (photogrammetry-based augmented and diminished reality)" that simultaneously measures the green view index and simulates building, urban, and planting designs with addition, demolition, and removal of the objects such as structures. The developed system enables real-time measurement of the green view index by appropriately reducing the image size and extracting the green area. Using the developed prototype system, the on-site verification can be conducted; in addition, the processing speed and the accuracy and inaccuracy rates can be measured, and the green view index can be sufficiently measured in real time.
keywords Green View Index; Landscape assessment; Design support system; Diminished Reality; Augmented Reality; Image analysis
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2017_271
id ecaade2017_271
authors Narahara, Taro
year 2017
title Collective Construction Modeling and Machine Learning: Potential for Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2017.2.341
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. 341-348
summary Recently, there are significant developments in artificial intelligence using advanced machine learning algorithms such as deep neural networks. These new methods can defeat human expert players in strategy-based board games such as Go and video games such as Breakout. This paper suggests a way to incorporate such advanced computing methods into architectural design through introducing a simple conceptual design project inspired by computational interpretations of wasps' collective constructions. At this stage, the paper's intent is not to introduce a practical and fully finished tool directly useful for architectural design. Instead, the paper proposes an example of a program that can potentially become a conceptual framework for incorporating such advanced methods into architectural design.
keywords Design tools; Stigmergy; Machine learning
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2017_124
id ecaade2017_124
authors Pantazis, Evangelos and Gerber, David
year 2017
title Emergent order through swarm fluctuations - A framework for exploring self-organizing structures using swarm robotics
doi https://doi.org/10.52842/conf.ecaade.2017.1.075
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. 75-84
summary In modern architecture, construction processes are based on top down planning, yet in nature but also in vernacular architecture, the shape of shelters/nests is the result of evolutionary material processes which takes place without any global coordination or plan. This work presents a framework for exploring how self-organizing structures can be achieved in a bottom up fashion by implementing a swarm of simple robots(bristle bots). The robots are used as a hardware platform and operate in a modular 2D arena filled with differently shaped passive building blocks. The robots push around blocks and their behaviour can be programmed mechanically by changing the geometry of their body. Through physical experimentation and video analysis the relationships between the properties of the emergent patterns (size, temporal stability) and the geometry of the robot/parts are studied. This work couples a set of agent based design tools with a robust robotic system and a set of analysis tools for generating and actualising emergent 2D structures.
keywords Multi Agent Systems; Generative Design; Swarm Robotics; Self-organizing patterns
series eCAADe
email
last changed 2022/06/07 08:00

_id caadria2017_033
id caadria2017_033
authors Qu, Tengteng, Zang, Wei, Peng, Zhenwei, Liu, Jun, Li, Weiwei, Zhu, Yun, Zhang, Bin and Wang, Yongsheng
year 2017
title Construction Site Monitoring Using UAV Oblique Photogrammetry and BIM Technologies
doi https://doi.org/10.52842/conf.caadria.2017.655
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. 655-662
summary Traditional construction site monitoring primarily relies on a human presence. Automated construction progress monitoring is expected to make this process much more efficient and precise. The planned state of construction (as-planned) must be validated by the actual state (as-built) during automated construction progress monitoring. This research uses an integrated application of high-resolution low-altitude UAV (Unmanned Aerial Vehicle) oblique photogrammetry and Building Information Modeling (BIM) technologies for construction site management. A case study was carried out for a renewable energy development program in the JiaDing District of Shanghai, China. A high-resolution 3D model of the construction site acquired by our multi-motor UAV provides data to illustrate the as-built state of the construction program. Comparison of the UAV-based 3D model (as-built) with the BIM-based 3D model (as-planned) for a specific chimney was used for dynamic construction site monitoring. Our results show 3D illustrations of construction progress. This research demonstrates that the BIM technology in conjunction with the use of UAV photogrammetry provides efficient and precise as-built data collection and illustration of construction progress.
keywords Oblique Photogrammetry; UAV; 3D modeling; BIM; construction site monitoring
series CAADRIA
email
last changed 2022/06/07 08:00

_id sigradi2017_027
id sigradi2017_027
authors Rendón Sallard, Mario Yadir; Rosa María Mendoza Robles, Fernando Saldaña Córdoba
year 2017
title Calidad en Producción de Maquetas y Tutoriales en Línea [Scale Models Quality Production and Online Tutorials]
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.193-197
summary The university student faces multiple challenges to acquiring knowledge for their degrees. We study the ways the architecture student at Universidad de Sonora overcomes such difficulties, in a process of academic resilience, through the use of a video tutorial repository covering topics related to architecture scale model fabrication, among other study materials. This repository meets the demand for web-based, Spanish-language study materials. It was tested in terms of usefulness and acceptability: video tutorials were not only considered helpful by the students, but a handy tool when attempting to learn new abilities and knowledge, or reinforce those they already acquired.
keywords Maquetas; Tutoriales; Arquitectura; Educación Resiliente
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaade2017_274
id ecaade2017_274
authors Lanham, Thomas, Shaifa, Irvin, Poustinchi, Ebrahim and Luhan, Gregory
year 2017
title Craft and Digital Consequences - Micro-Hybrid Explorations at (Full) Scale
doi https://doi.org/10.52842/conf.ecaade.2017.2.327
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. 327-336
summary This paper presents a comprehensive project-based research investigation that uses both drawing and modeling to challenge conventional design space. Situated at the University of Kentucky-College of Design Applied Computation Center (CoDACC) in Lexington, KY, this independent undergraduate research project reveals an immersive framework that develops, evaluates, and assesses both graphic and three-dimensional information at full scale. This research provides a framework that seamlessly negotiates analog and digital means of communication and prototyping. This paper outlines the micro-hybrid design process to frame topics germane to today's increasingly complex built environment. The paper also includes the micro-hybrid decision-making matrix and discusses the evaluation of the produced artifacts. The research demonstrates how the micro-hybrid process can reveal both the craft and consequences related to design experimentation and construction. Further, the micro-hybrid process has been shown to deepen a student's understanding of the composition of materials and a student's awareness of forces and structural loads, which in turn has produced a deeper appreciation for the principles of structures and an improved mastery of manufacturing jointing details.
keywords Digital; Pedagogy; Fabrication; Experimentation; Simulation
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2017_004
id caadria2017_004
authors Lo, Tian Tian, Schnabel, Marc Aurel and Moleta, Tane J.
year 2017
title Gamification for User-Oriented Housing Design - A Theoretical Review
doi https://doi.org/10.52842/conf.caadria.2017.063
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. 63-72
summary Fluctuating economies and changing family demographics have increased the complexity in meeting the spatial needs for contemporary housing. Digital systems that allow flexibility are growing in demand but its rate of development is not catching up with the rapid changes. This paper explores how digital interventions can limit or help the process of collaborative design in high-density mass housing context. One key factor in user-oriented design system is participation. Many researchers have looked into system usability, design simplification and realistic visualisation to provide an immersive experience for users to engage the design. This paper argues how gamification acts as a form of decision support within a bigger framework model for a user-oriented digital design system. Using three levels of rules: constitutive rules, operational rules and implicit rules, the aim is for users to generate a housing design outcome not only for themselves but also collaboratively with other users through gamification.
keywords gamification; user-oriented; digital intervention; decision support; mass housing
series CAADRIA
email
last changed 2022/06/07 07:59

_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

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