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 ecaade2017_021
id ecaade2017_021
authors Agirbas, Asli
year 2017
title The Use of Simulation for Creating Folding Structures - A Teaching Model
doi https://doi.org/10.52842/conf.ecaade.2017.1.325
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. 325-332
summary In architectural education, the demand for creating forms with a non-Euclidean geometry, which can only be achieved by using the computer-aided design tools, is increasing. The teaching of this subject is a great challenge for both students and instructors, because of the intensive nature of architecture undergraduate programs. Therefore, for the creation of those forms with a non-Euclidean geometry, experimental work was carried out in an elective course based on the learning visual programming language. The creation of folding structures with form-finding by simulation was chosen as the subject of the design production which would be done as part of the content of the course. In this particular course, it was intended that all stages should be experienced, from the modeling in the virtual environment to the digital fabrication. Hence, in their early years of architectural education, the students were able to learn versatile thinking by experiencing, simultaneously, the use of simulation in the environment of visual programming language, the forming space by using folding structures, the material-based thinking and the creation of their designs suitable to the digital fabrication.
keywords Folding Structures; CAAD; Simulation; Form-finding; Architectural Education
series eCAADe
email
last changed 2022/06/07 07:54

_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 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

_id ijac201715203
id ijac201715203
authors Agirbas, Asli and Emel Ardaman
year 2017
title Macro-scale designs through topological deformations in the built environment
source International Journal of Architectural Computing vol. 15 - no. 2, 134-147
summary Design studies are being done on contemporary master-plans which may be applied in many locations worldwide. Advances in information technology are becoming the base model of design studies, and these may be more effective than the efforts of humans in the field of architecture and urban design. However, urban morphology variables and constants must be considered while designing contemporary master-plans in the existing built environment. The aims of this study were to extend the use of computer software for different applications and to make a topological work in the regional context. Accordingly, a case study was made using the nCloth simulation tools to create non-Euclidean forms while protecting the road system, which is one of the constant parameters of urban morphology in the built environment.
keywords Conceptual design, built environment, simulation, contemporary master-plans, urban morphology, topology
series other
type normal paper
email
last changed 2019/08/02 08:30

_id acadia17_164
id acadia17_164
authors Brugnaro, Giulio; Hanna, Sean
year 2017
title Adaptive Robotic Training Methods for Subtractive Manufacturing
doi https://doi.org/10.52842/conf.acadia.2017.164
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. 164-169
summary This paper presents the initial developments of a method to train an adaptive robotic system for subtractive manufacturing with timber, based on sensor feedback, machine-learning procedures and material explorations. The methods were evaluated in a series of tests where the trained networks were successfully used to predict fabrication parameters for simple cutting operations with chisels and gouges. The results suggest potential benefits for non-standard fabrication methods and a more effective use of material affordances.
keywords design methods; information processing; construction; robotics; ai & machine learning; digital craft; manual craft
series ACADIA
email
last changed 2022/06/07 07:52

_id caadria2017_002
id caadria2017_002
authors Haeusler, M. Hank, Muehlbauer, Manuel, Bohnenberger, Sascha and Burry, Jane
year 2017
title Furniture Design Using Custom-Optimised Structural Nodes
doi https://doi.org/10.52842/conf.caadria.2017.841
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. 841-850
summary Additive manufacturing techniques and materials have evolved rapidly during the last decade. Applications in architecture, engineering and construction are getting more attention as 3D printing is trying to find its place in the industry. Due to high material prices for metal 3d printing and in-homogenous material behaviour in printed plastic, 3D printing has not yet had a very significant impact at the scale of buildings. Limitations on scale, cost, and structural performance have also hindered the advancement of the technology and research up to this point. The research presented here takes a case study for the application of 3D printing at a furniture scale based on a novel custom optimisation approach for structural nodes. Through the concentration of non-standard geometry on the highly complex custom optimised nodes, 3D printers at industrial product scale could be used for the additive manufacture of the structural nodes. This research presents a design strategy with a digital process chain using parametric modeling, virtual prototyping, structural simulation, custom optimisation and additive CAD/CAM for a digital workflow from design to production. Consequently, the digital process chain for the development of structural nodes was closed in a holistic manner at a suitable scale.
keywords Digital fabrication; node optimisation; structural performance; 3D printing; carbon fibre.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2017_gri
id ecaade2017_gri
authors Riether, Gernot
year 2017
title The Digital Design Build Studio
doi https://doi.org/10.52842/conf.ecaade.2017.1.031.2
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. 31-35
summary This talk will present a series of projects from the Digital Design Build Studio. The Studio explores the relation between computation, materiality, tectonics and structure at an architectural scale. The research presented in the talk will have a focus on an investigation on polymers. The talk will also use these explorations to discuss a model of operation for architecture schools in the context of a profession that has been disrupted by digital technology. Talking about some projects in more detail will illustrate the findings of the experimentation with different polymers. The discussion will also highlight the social aspect of these interventions and illustrate how coalitions between non-profit organizations, developers, industry and municipalities may benefit and impact their communities.
series eCAADe
email
last changed 2022/06/07 07:56

_id acadia17_502
id acadia17_502
authors Rosenwasser, David; Mantell, Sonya; Sabin, Jenny
year 2017
title Clay Non-Wovens: Robotic Fabrication and Digital Ceramics
doi https://doi.org/10.52842/conf.acadia.2017.502
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. 502- 511
summary Clay Non-Wovens develops a new approach for robotic fabrication, applying traditional craft methods and materials to a fundamentally technical and precise fabrication methodology. This paper includes new explorations in robotic fabrication, additive manufacturing, complex patterning, and techniques bound in the arts and crafts. Clay Non-Wovens seeks to develop a system of porous cladding panels that negotiate circumstances of natural daylighting through parameters dealing with textile (woven and non-woven) patterning and line typologies. While additive manufacturing has been built predominantly on the basis of extrusion, technological developments in the field of 3D printing seldom acknowledge the bead or line of such extrusions as more than a nuisance. Blurring of recognizable layers is often seen as progress, but it does away with visible traces of a fabrication process. Historically, however, construction methods in architecture and the building industry have celebrated traces of making ranging from stone cutting to log construction. With growing interest in digital craft within the fields of architecture and design, we seek to reconcile our relationship with the extruded bead and reinterpret it as a fiber and three-dimensional drawing tool. The traditional clay coil is to be reconsidered as a structural fiber rather than a tool for solid construction. Building upon this body of robotically fabricated clay structures required the development of three distinct but connected techniques: 1. construction of a simple end effector for extrusion; 2. development of a clay body and; 3. using computational design tools to develop formwork and toolpath geometries.
keywords design methods; information processing; fabrication; digital craft; manual craft; prototyping
series ACADIA
email
last changed 2022/06/07 07:56

_id cf2017_259
id cf2017_259
authors Yan, Chao; Yuan, Philip F.
year 2017
title Spherical Perspective: Notational Drawing System for non-Euclidean Geometry
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. 259-275.
summary As a traditional design media, drawing usually has limitations in dealing with non-Euclidean geometrical problem, and therefore is highly challenged by the digital tools in contemporary architecture. This paper offers an explanation of the working mechanism of spherical perspective, an alternative projection instrument, to explore the potential of drawing in digital design scenario. Firstly, the paper reviews how architects notated nonorthogonal geometry by introducing perspective projection into the drawing system of Stereotomy in history. Then based on the conclusion from historical research, the paper develops a design tool, which would be able to translate geometry from orthogonal projection system to spherical one to generate non-Euclidean form. In the end, the paper brings further discussions about the formal and spatial effects brought by this new tool, and its potential and difficulty to be developed into professional design and representation media for architectural practice.
keywords Form Study, Spherical Perspective, Projective Geometry, Non-Euclidean Geometry, Notational Drawing
series CAAD Futures
email
last changed 2017/12/01 14:38

_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 ecaade2017_244
id ecaade2017_244
authors Chaltiel, Stephanie, Bravo, Maite and Chronis, Angelos
year 2017
title Digital fabrication with Virtual and Augmented Reality for Monolithic Shells
doi https://doi.org/10.52842/conf.ecaade.2017.2.211
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. 211-218
summary The digital fabrication of monolithic shell structures is presenting some challenges related to the interface between computational design and fabrication techniques, such as the methods chosen for the suitable parametrization of the geometry based on materiality characteristics and construction constrains, the digital optimization criteria of variables, and the translation of the relevant code used for digital fabrication. Specifically, the translation from the digital to the physical when a definite materiality appears during the digital fabrication process proves to be a crucial step, which is typically approached as a linear and predetermined sequence. This often-difficult step offers the potential of embedding a certain level of interactivity between the fabricator and the materialized model during the fabrication process in order to allow for real time adjustments or corrections. This paper features monolithic shell construction processes that promote a simple interface of live interaction between the fabricator and the tool control during the digital fabrication process. The implementation of novel digital and physical methods will be explored, offering the possibility of being combined with automated fabrication actions controlled by real time inputs with virtual reality [VR] influenced by 3d scanning and 3d CAD programs, and the possibility of incorporating augmented reality [AR].
keywords virtual reality; augmented reality; monolithic shells
series eCAADe
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 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 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 cf2017_597
id cf2017_597
authors Gül, Leman Figen; Uzun, Can; Halici, Süheyla Müge
year 2017
title Studying Co-design: How Place and Representation Would Change the Codesign Behavior?
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. 597.
summary This paper reports the results of a protocol study which explores behavior of designers while they design in pairs using sketching (analogue and remote) and 3D modeling tools (co-located and remote) in co-located and remote locations. The design protocol videos were collected, transcribed, segmented and coded with the customized coding scheme. The coded protocol data was examined to understand the changes of designers’ co-design process and their activities of making representation in four different settings. This paper discusses the impact of location and types of representation on collaborative design. The paper concludes that designers were able to adapt their collaboration and design strategies in accordance with the affordability of the used digital environments.
keywords Collaborative design, Remote sketching, Augmented reality, Virtual worlds, Protocol analysis
series CAAD Futures
email
last changed 2017/12/01 14:38

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