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 568

_id ecaade2017_215
id ecaade2017_215
authors Sopher, Hadas, Kalay, Yehuda E. and Fisher-Gewirtzman, Dafna
year 2017
title Why Immersive? - Using an Immersive Virtual Environment in Architectural Education
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. 313-322
doi https://doi.org/10.52842/conf.ecaade.2017.1.313
summary Teaching the process of design is a primary objective of the architectural studio. Due to the complexity of the process, the studio encourages active learning and peer participation during crit sessions. This paper explores the potential of immersive virtual environments (IVEs) for enhancing architectural learning, and proposes a framework for evaluating its educational potential.We have developed a model for coding the three main activities of the architectural design process (analysis, synthesis and evaluation), along with their physical and social settings. The model comprises of units we call Knowledge Construction Activities (KCAs). We suggest that this model presents a detailed description of the environmental implications of each activity. Applying the KCA model to a studio course that used both a traditional classroom and an IVE revealed that the IVE increased the number of synthesis KCAs, and supported effective criticism. Though limited in scope, the results clearly indicate IVEs potential contribution to architecture pedagogy.
keywords Architectural education; Design process; Immersion; Virtual environments; Place
series eCAADe
email
last changed 2022/06/07 07:56

_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_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
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
doi https://doi.org/10.52842/conf.ecaade.2017.2.729
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 caadria2017_158
id caadria2017_158
authors Moleta, Tane J.
year 2017
title Digital Ephemera - Autonomous Real-Time Events in Virtual Environments
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
doi https://doi.org/10.52842/conf.caadria.2017.013
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 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
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
doi https://doi.org/10.52842/conf.ecaade.2017.2.711
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 participaçăo dos clientes nas decisőes 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 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
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
doi https://doi.org/10.52842/conf.acadia.2017.600
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_021
id ecaade2017_021
authors Agirbas, Asli
year 2017
title The Use of Simulation for Creating Folding Structures - A Teaching Model
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
doi https://doi.org/10.52842/conf.ecaade.2017.1.325
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 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
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
doi https://doi.org/10.52842/conf.acadia.2017.110
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
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
doi https://doi.org/10.52842/conf.acadia.2017.178
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 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 acadia17_62
id acadia17_62
authors Al-Assaf, Nancy S.; Clayton, Mark J.
year 2017
title Representing the Aesthetics of Richard Meier’s Houses Using Building Information Modeling
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. 62-71
doi https://doi.org/10.52842/conf.acadia.2017.062
summary Beyond its widespread use for representing technical aspects and matters of building and construction science, Building information modeling (BIM) can be used to represent architectural relationships and rules drawn from aesthetic theory. This research suggests that BIM provides not only vocabulary but also syntactical tools that can be used to capture an architectural language. In a case study using Richard Meier’s language for single-family detached houses, a BIM template has been devised to represent the aesthetic concepts and relations therein. The template employs parameterized conceptual mass objects, syntactical rules, and a library of architectonic elements, such as walls, roofs, columns, windows, doors, and railings. It constrains any design produced using the template to a grammatically consistent expression or style. The template has been used as the starting point for modeling the Smith House, the Douglas House, and others created by the authors, demonstrating that the aesthetic template is general to many variations. Designing with the template to produce a unique but conforming design further illustrates the generality and expressiveness of the language. Having made the formal language explicit, in terms of syntactical rules and vocabulary, it becomes easier to vary the formal grammar and concrete vocabulary to produce variant languages and styles. Accordingly, this approach is not limited to a specific style, such as Richard Meier's. Future research can be conducted to demonstrate how designing with BIM can support stylistic change. Adoption of this approach in practice could improve the consistency of architectural designs and their coherence to defined styles, potentially increasing the general level of aesthetic expression in our built environment.
keywords design methods; information processing; BIM; education
series ACADIA
email
last changed 2022/06/07 07:54

_id caadria2017_040
id caadria2017_040
authors Haslop, Blaire, Schnabel, Marc Aurel and Aydin, Serdar
year 2017
title Glitch Space - Experiments on Digital Decay to Remap the Anatomy of Glitch in 3D
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. 591-600
doi https://doi.org/10.52842/conf.caadria.2017.591
summary This research informs of a series of experimental design practices for the understanding computational glitches in architecture which appears to be equivalently a 'given' as well as an 'informed'. 'Glitch-space' is introduced to navigate the discussion through a spatial interpretation of digital decay. Currently glitches are only explored as forms of 2D art. We however, look to reconnect the underlying data to its digital architectural spatial form. Our methodology a systematic iterative process of transformational change to explore design emergence on the base of computational glitches. A numerical data driven process is explored using decayed files which are turned into 3D formal expressions. In this context, stereoscopic techniques are experimented, helping understand further how glitch can be performed within a 3D virtual environment. Ultimately we explore digital architectural form existing solely in the digital realm that confidently expresses glitch in both its design process and aesthetic outcome. Thus, our research intends to bring a level of authenticity with the notion of 'glitch-space' by discussing 3D interpretations of glitch in an architectural form.
keywords Digital Decay; Glitch; Digital Design Methods; Glitch-space; Data Interpretation
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2017_183
id ecaade2017_183
authors Wendell, Augustus and Altin, Ersin
year 2017
title Learning Space - Incorporating spatial simulations in design history coursework
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. 261-266
doi https://doi.org/10.52842/conf.ecaade.2017.1.261
summary Art and architectural history education has long relied on photographic imagery. The geography of architectural history often demands an analog representation for the built form and photographic recordings have long been the widely adopted standard. In many cases, specific buildings have been taught for generations based on a handful of historical exposures. The impact of this precedent is an imperfect and highly privileged conception of architectural forms. Students learn only of a particular viewpoint of any given building, rather than understanding the building as a whole. Augmenting the tradition of select and static imagery in the classroom with new technologies can create a more comprehensive understanding of architectural precedents. This paper discusses an experiment conducted in Spring 2017 in presenting an architectural case study to a history class using a Virtual Reality 3D experience in comparison to a set of canonical photographs.
keywords Unreal Engine; Virtual Reality; Photography; 3D; Education
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2017_142
id ecaade2017_142
authors Gönenç Sorguç, Arzu, Kruşa Yemişcio?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
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
doi https://doi.org/10.52842/conf.ecaade.2017.1.401.2
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_014
id ecaade2017_014
authors Ireland, Tim
year 2017
title Teaching architecture students to code - Thrills and spills
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. 363-372
doi https://doi.org/10.52842/conf.ecaade.2017.1.363
summary This paper will present the introduction of computer programming for design to students at the Leicester School of Architecture (LSA). It will describe the course and teachings, explain the trials and tribulations, and illustrate the results. An important weight on students of architecture, when it comes to the inclusion of coding into their architectural education, is the pressure of meeting certain professional criteria. The MArch Architecure course results in a professional level award that is prescribed by the ARB, and accredited by the RIBA for Part II exemption from their examinations. Consequently, students are required to articulate through their design work that they have met the learning outcomes associated with the stipulated professional criteria. Given the task of meeting the learning outcomes is challenging enough, the pressure of then learning to code, and to apply that skill to the design process in the course of the traditional process is a pressure few students of architecture seem willing to take on. The paper will conclude with a discussion as to the merits of coding and reason why students of architecture should learn to code.
keywords Programming; Code; Processing; Teaching; Architectural Education
series eCAADe
email
last changed 2022/06/07 07:50

_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 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 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
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
doi https://doi.org/10.52842/conf.ecaade.2017.2.327
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
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
doi https://doi.org/10.52842/conf.caadria.2017.063
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

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