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 322

_id caadria2018_118
id caadria2018_118
authors Chen, Zi-Ru, Liao, Chien-Jung and Chu, Chih-Hsing
year 2018
title An Assembly Guidance System of Tou Kung Based on Augmented Reality
doi https://doi.org/10.52842/conf.caadria.2018.1.349
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 349-358
summary Tou kung represent Chinese architecture. Due to the difficulty of learning from ancient books, some develop 3D assembly models. Still, there are limits while using 2D images for assembly instructions. The purpose of this study is to explore whether the application of AR technology can guide the process of tou kung assembly and address the recognition gap between paper illustrations and the physical assembly process. The method is to observes the user's tou kung assembly behavior and performance. Then the study proposed an dynamic simulation AR guidance system to help people not only understand the structure, but also the culture behind to reach the goal of education promotion.
keywords Augmented Reality; Tou-Kung; assembly
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2018_114
id ecaade2018_114
authors Paneras, Harris, Yip, Michael, Dobbs, Tiara, Doherty, Ben, Fabbri, Alessandra, Gardner, Nicole and Haeusler, M. Hank
year 2018
title Augmented Reality in the Design Process - Using visual effects (VFX) motion tracking techniques to conduct quantification research on the performance of augmented reality
doi https://doi.org/10.52842/conf.ecaade.2018.2.761
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 761-770
summary The research explores how quantitative performance analysis of augmented reality would influence its mainstream adoption within the Built Environment Industry. The process involves the development and quantification of key augmented reality components, through the use of Visual Inertial Odometry and Visual Effects motion tracking techniques. Targeting mobile technology as a case study for the research, its potentials and limitations will be explored and discovered in relation to the industry. Accordingly, the research focuses on assessing the visuality and communicative quality of augmented reality projections from 2D, cuboid, cylindrical, 3D object, geo-location and marker less. Testing this form of technology under realistic scenarios provides a baseline for developers to rationalise their choices in their augmented reality development. This would study the effectiveness of augmented reality projections and vindicate the typical constants and variables when developing augmented reality applications, reducing the need for ongoing practical experimentations to successfully achieve augmentation.
keywords Mobile; Augmented Reality; Performance Analysis; Fundamental Research; Quantitative Research
series eCAADe
email
last changed 2022/06/07 08:00

_id caadria2018_302
id caadria2018_302
authors Lee, Alric, Tei, Hirokazu and Hotta, Kensuke
year 2018
title Body-Borne Assistive Robots for Human-Dependent Precision Construction - The Compensation of Human Imprecision in Navigating 3-Dimensional Space with a Stand-Alone, Adaptive Robotic System
doi https://doi.org/10.52842/conf.caadria.2018.1.545
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 545-554
summary The rapid growth of complex contemporary architecture design, contributed by the advance in parametric CAD/CAM software, is accompanied by challenges in the production process; it demands both highly trained workers and technical equipments. This paper reviews current technologies in robotics-aided construction and wearable computers for generic purposes, and proposes the design of a robotic device for construction guidance. It guides the user, the worker, through the assembly process of precision modular constructions, by providing procedural mechanical or haptic assistance in the 3-dimensional positioning of building components. The device is designed to be wearable, portable, and operable as a completely stand-alone system that requires no external infrastructure. A prototype of the device is tested with a mock-up masonry construction experiment, the result of which is reported in this paper, along with discussion for future improvement and application opportunities within the context of highly developed, condensed Japanese urban environments. A greater objective of this paper is to bridge current studies in Human-Computer Interaction (HCI) and digital fabrication in architecture and promote the potentials of human workers in future construction scenes.
keywords digital fabrication; human-computer interaction; 3d positioning; wearable robotics; guided construction
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaadesigradi2019_425
id ecaadesigradi2019_425
authors Betti, Giovanni, Aziz, Saqib and Ron, Gili
year 2019
title Pop Up Factory : Collaborative Design in Mixed Rality - Interactive live installation for the makeCity festival, 2018 Berlin
doi https://doi.org/10.52842/conf.ecaade.2019.3.115
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 115-124
summary This paper examines a novel, integrated and collaborative approach to design and fabrication, enabled through Mixed Reality. In a bespoke fabrication process, the design is controlled and altered by users in holographic space, through a custom, multi-modal interface. Users input is live-streamed and channeled to 3D modelling environment,on-demand robotic fabrication and AR-guided assembly. The Holographic Interface is aimed at promoting man-machine collaboration. A bespoke pipeline translates hand gestures and audio into CAD and numeric fabrication. This enables non-professional participants engage with a plethora of novel technology. The feasibility of Mixed Reality for architectural workflow was tested through an interactive installation for the makeCity Berlin 2018 festival. Participants experienced with on-demand design, fabrication an AR-guided assembly. This article will discuss the technical measures taken as well as the potential in using Holographic Interfaces for collaborative design and on-site fabrication.Please write your abstract here by clicking this paragraph.
keywords Holographic Interface; Augmented Reality; Multimodal Interface; Collaborative Design; Robotic Fabrication; On-Site Fabrication
series eCAADeSIGraDi
email
last changed 2022/06/07 07:52

_id caadria2023_362
id caadria2023_362
authors Luo, Jiaxiang, Mastrokalou, Efthymia, Aldabous, Rahaf, Aldaboos, Sarah and Lopez Rodriguez, Alvaro
year 2023
title Fabrication of Complex Clay Structures Through an Augmented Reality Assisted Platform
doi https://doi.org/10.52842/conf.caadria.2023.1.413
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 413–422
summary The relationship between clay manufacturing and architectural design has a long trajectory that has been explored since the early 2000s. From a 3D printing or assembly perspective, using clay in combination with automated processes in architecture to achieve computational design solutions is well established. (Yuan, Leach & Menges, 2018). Craft-based clay art, however, still lacks effective computational design integration. With the improvement of Augmented Reality (AR) technologies (Driscoll et al., 2017) and the appearance of digital platforms, new opportunities to integrate clay manufacturing and computational design have emerged. The concept of digitally transferring crafting skills, using holographic guidance and machine learning, could make clay crafting accessible to more workers while creating the potential to share and exchange digital designs via an open-source manufacturing platform. In this context, this research project explores the potential of integrating computational design and clay crafting using AR. Moreover, it introduces a platform that enables AR guidance and the digital transfer of fabrication skills, allowing even amateur users with no prior making experience to produce complex clay components.
keywords Computer vision, Distributed manufacturing, Augmented craftsmanship, Augmented reality, Real-time modification, Hololens
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2018_219
id ecaade2018_219
authors Bai, Nan, Ye, Wenqia, Li, Jianan, Ding, Huichao, Pienaru, Meram-Irina and Bunschoten, Raoul
year 2018
title Customised Collaborative Urban Design - A Collective User-based Urban Information System through Gaming
doi https://doi.org/10.52842/conf.ecaade.2018.1.419
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 419-428
summary As we step into a new data-based information age, it is important to get citizens involved in the whole design process. Our research tries to build up a user-based urban information system by collecting the data of neighborhood land use preference from all the residents through gaming. The result of each individual decision will be displayed in real time using Augmented Reality technology, while the collective decision dataset will be stored, analyzed and learnt by computer, forming an optimal layout that meets the highest demand of the community. A pre-experiment has been conducted in a. an abstract virtual site and b. an existing site by collecting opinions from 122 participants, which shows that the system works well as a new method for collaborative design. This system has the potential to be applied both in realistic planning processes, as a negotiation toolkit, and in virtual urban forming, in the case of computer games or space colonization.
keywords Collaborative Design; Customization; Urban Design; Gaming; Information System
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2018_044
id caadria2018_044
authors Inoue, Kazuya, Fukuda, Tomohiro, Cao, Rui and Yabuki, Nobuyoshi
year 2018
title Tracking Robustness and Green View Index Estimation of Augmented and Diminished Reality for Environmental Design - PhotoAR+DR2017 project
doi https://doi.org/10.52842/conf.caadria.2018.1.339
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 339-348
summary To assess an environmental design, augmented and diminished reality (AR/DR) have a potential to build a consensus more smoothly through the landscape simulation of new design visualization of the items to be assessed, such as the green view index. However, the current system is still considered to be impractical because it does not provide complete user experience. Thus, we aim to improve the robustness of the AR/DR system and to integrate the estimation of the green view index into the AR/DR system on a game engine. Further, we achieve an improved stable tracking by eliminating the outliers of the tracking reference points using the random sample consensus (RANSAC) method and by defining the tracking reference points over an extensive area of the AR/DR display. Additionally, two modules were implemented, among which one module is used to solve the occlusion problem while the other is used to estimate the green view index. The novel integrated AR/DR system with all modules was developed on the game engine. A mock design project was developed in an outdoor environment for simulation purposes, thereby verifying the applicability of the developed system.
keywords Environmental Design; Augmented Reality (AR); Diminished Reality (DR); Green View Index; Segmentation
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia24_v2_61
id acadia24_v2_61
authors Bhusry, Nandan; Cupkova, Dana; Sawyer, Azadeh
year 2024
title Shaping Passive Dehumidification for Hot and Humid Climates
source ACADIA 2024: Designing Change [Volume 2: Proceedings of the 44th Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-8-9]. Calgary. 11-16 November 2024. edited by Alicia Nahmad-Vazquez, Jason Johnson, Joshua Taron, Jinmo Rhee, Daniel Hapton. pp. 275-288
summary This research explores adapting architectural material systems as passive dehumidifiers using hygroscopic coatings and material geometry. The study validates increased passive dehumidification through an experimental hybrid lattice system. Human comfort is affected by temperature, humidity, and metabolic heat. In hot and humid climates, elevated tempera¬tures and humidity pose health risks like hyperthermia and mortality (Mora et al. 2017). Historically, vernacular architecture in tropical regions used hygroscopic materials like mud and thatch (Little and Morton 2001; Monzur 2018), to enhance passive cooling through natural ventilation. In contrast, modern construction often relies on mechanical air condi¬tioning, overlooking passive cooling strategies (Korachy 2020). Inspired by vernacular approaches to the built environment, this experiment adapts Isothermal Membrane-Assisted dehumidification (IMAD) technology (Qu et al. 2018) used in mechanical cooling systems to passively extract moisture through hybridization of geometry and matter. While membrane selectivity is adapted to many applications (Woods 2014), its integration into architectural design remains underexplored. Drawing inspiration from Indian Jaali systems, a lattice scaf¬fold is tested to study lattice morphology, and hygroscopic material properties for effective dehumidification at a building scale. Using computational simulation and physical testing, this proposal integrates IMAD into material geometry, focusing on increasing air velocity and passive dehumidification effectiveness (Figure 1).Ultimately, this research aims to rede¬fine architectural design by integrating innovative, passive dehumidification techniques, thus promoting survivability, enhancing human comfort and reducing reliance on mechan¬ical cooling in extreme climates.
series ACADIA
type paper
email
last changed 2025/07/21 11:41

_id ecaaderis2018_116
id ecaaderis2018_116
authors Giannopoulou, Effimia, Montás Laracuente, Nelson Bernardo and Baquero, Pablo
year 2018
title Qualitative Study on two Kinetic System Simulations - Experiments Based on Shape Memory Material and Stepper Motors
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 95-102
keywords This investigation intends to compare two computational design experiments operating on two kinetic architecture (Zuk and Clark 1970) design application domains: Shape-memory material (SMM) activated grids and stepper-actuated (SA) responsive skins. In the first one, the goal was to build a standard way of simulating SMM, which can be used as actuators in the construction of kinetic structures and in the second, to simulate and construct a responsive skin according to human interaction using kinect and stepper motors. In both experiments, a similar generative workflow was employed, combining insights from materials and mechanical systems. The objective is to investigate kinetic performance, kinetic design methodology, simulation implementation and applications within the two separate design domains. The general hypothesis is that both experiments become design workflows in themselves as real-time, dynamic modeling systems. A qualitatively study of both sets of cases, is taking in count general, simulation and application aspects, using evaluation criteria including workflow, material quantity, data capture and mechanical properties.
series eCAADe
email
last changed 2018/05/29 14:33

_id acadia18_294
id acadia18_294
authors Kieffer, Lynn; Nicholas, Paul
year 2018
title Pneumatically Actuated Material. Exploration of the mophospace of an adaptable system of soft actuators
doi https://doi.org/10.52842/conf.acadia.2018.294
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 294-301
summary This research in progress investigates a design and fabrication method of an adaptable and programmable composite material in an embodied computation system. It develops a workflow for a behavior-based model, the exploration of the morpho-space associated with the combinatorial assembly and the actuation of soft elements. The aggregation of individually actuatable and soft units in a system creates a large potential regarding adaptability, flexibility and reconfigurability, through a non-rigid and non-mechanical system. The cells are developed through a process of prototyping on origami and auxetic pattern inspired soft robotic elements. Every soft cell is pneumatically actuated through a negative pressure environment. The computational simulation is informed by the prototyping process and its findings. The simulation-based design of such an assembled system allows prediction of the aggregated shape and outputs a sequencing table, describing the actuation status of every cell and can create a tool to communicate between material and computational system
keywords work in progress,pneumatic actuation, adaptable soft material
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id acadia23_v1_196
id acadia23_v1_196
authors Bao, Ding Wen; Yan, Xin; Min Xie, Yi
year 2023
title Intelligent Form
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 196-201.
summary InterLoop employs previously developed workflows that enable multi-planar robotic bending of metal tubes with high accuracy and repeatability (Huang and Spaw 2022). The scale and complexity is managed by employing augmented reality (AR) technology in two capacities, fabrication and assembly (Jahn et al. 2018; Jahn, Newnham, and Berg 2022). The AR display overlays part numbers, bending sequences, expected geometry, and robot movements in real time as the robot fabrication is occurring. For assembly purposes, part numbers, centerlines, and their expected positional relationships are projected via quick response (QR) codes spatially tracked by the Microsoft Hololens 2 (Microsoft 2019). This is crucial due to the length and self-similarity of complex multi-planar parts that make them difficult to distinguish and orient correctly. Leveraging augmented reality technology and robotic fabrication uncovers a novel material expression in tubular structures with bundles, knots, and interweaving (Figure 1).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id acadia23_v1_180
id acadia23_v1_180
authors Huang, Lee-Su; Spaw, Gregory
year 2023
title InterLoop
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 180-187.
summary InterLoop employs previously developed workflows that enable multi-planar robotic bending of metal tubes with high accuracy and repeatability (Huang and Spaw 2022). The scale and complexity is managed by employing augmented reality (AR) technology in two capacities, fabrication and assembly (Jahn et al. 2018; Jahn, Newnham, and Berg 2022). The AR display overlays part numbers, bending sequences, expected geometry, and robot movements in real time as the robot fabrication is occurring. For assembly purposes, part numbers, centerlines, and their expected positional relationships are projected via quick response (QR) codes spatially tracked by the Microsoft Hololens 2 (Microsoft 2019). This is crucial due to the length and self-similarity of complex multi-planar parts that make them difficult to distinguish and orient correctly. Leveraging augmented reality technology and robotic fabrication uncovers a novel material expression in tubular structures with bundles, knots, and interweaving (Figure 1).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id ecaade2018_402
id ecaade2018_402
authors Ron, Gili, Shallaby, Sara and Antonako, Theofano
year 2018
title On-Site Fabrication and Assembly for Arid Region Settlements
doi https://doi.org/10.52842/conf.ecaade.2018.1.801
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 801-810
summary With fast growing population rates and the further desertification of the global climate, desert regions, covering one fifth of the world's surface, provide an opportunity for future habitats. However, their extreme climatic conditions and remoteness pose a planning challenge, currently addressed with prefabrication and layered design; wasteful and costly solutions. This article proposes a bespoke design, fabrication and assembly process: performed in-situ with using local resources and novel automation. The research addresses challenges in on-site robotic forming and assembly of mono-material discrete elements, made in waterless concrete of sand-Sulphur composite. The formed components are examined in formwork-free assembly of wall and arch, with Pick & Place tool-path. The component's design incorporates topological and osteomorphic interlocking, facilitating structural integrity, as well as self-shading and passive cooling, to fit with local climate. This work culminates in a design proposal for constructing desert habitats, climatically adapted for Zagora oasis in the Moroccan Sahara: a remote site of hyper-arid climate.
keywords Material System; Vernacular Architecture; Digital Morphogenesis; Topological Interlocking; Robotic Fabrication; Robotic Assembly
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2022_368
id ecaade2022_368
authors Das, Avishek, Brunsgaard, Camilla and Madsen, Claus Brondgaard
year 2022
title Understanding the AR-VR Based Architectural Design Workflow among Selected Danish Architecture Practices
doi https://doi.org/10.52842/conf.ecaade.2022.1.381
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 381–388
summary Virtual reality (VR) and augmented reality (AR) have been proposed to be additional architectural design mediums for at least 25 years (Dagit, 1993). Despite rapid technical and technological development, it has not been adopted into architectural design practices as compared to academia and research. Surveys from the American Institute of Architects (AIA) and Royal Institutes of British Architects (RIBA) demonstrate the state of architectural practices; 72% of architects and 65% of architects respectively are not using any kind of virtual, augmented, or mixed reality in their practices(RIBA and Microsoft, 2018; Hampson, 2020). In this paper, the authors investigate the state of practices, issues, challenges, and opportunities of the utilization of virtual, augmented, and mixed realities in six architectural practices in the Danish context. Three of the practices are large architectural practices, one medium-sized practice specializing in institutional, healthcare and cultural architecture, and one firm designing private family houses, kindergartens, daycares and places for people with disability and, one experimental design studio. All these practices have used VR/AR in their projects to various degrees. In recent years Danish architectural practices have been involved in various VR/AR-based exhibitions, demonstrations, and tool developments to promote the usage of the same in design practice. Through a set of qualitative interviews with personnel from key architectural practices, the authors would like to demonstrate the present state of practices. The investigation explores the usage of VR and AR in Danish architecture practices by identifying challenges and opportunities regarding skill levels, architectural typology, use cases, toolchains, and workflow and shows similarities and differences between traditional and VR-based design processes. The main findings show how VR/AR-based visualization helps architects to perceive spatiality and also ushers creativity through immersion and overlays.
keywords Virtual Reality, Augmented Reality, Architectural Design Practice, Denmark
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2018_295
id ecaade2018_295
authors Dezen-Kempter, Eloisa, Cogima, Camila Kimi, Vieira de Paiva, Pedro Victor and Garcia de Carvalho, Marco Antonio
year 2018
title BIM for Heritage Documentation - An ontology-based approach
doi https://doi.org/10.52842/conf.ecaade.2018.1.213
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 213-222
summary In the recent decades, the high-resolution remote sensing, through 3D laser scanning and photogrammetry benefited historic buildings maintenance, conservation, and restoration works. However, the dense surface models (DSM) generated from the data capture have nonstructured features as lack of topology and semantic discretization. The process to create a semantically oriented 3D model from the DSM, using the of Building Information Model technology, is a possibility to integrate historical information about the life cycle of the building to maintain and improving architectural valued building stock to its functional level and safeguarding its outstanding historical value. Our approach relies on an ontology-based system to represent the knowledge related to the building. Our work outlines a model-driven approach based on the hybrid data acquisition, its post-processing, the identification of the building' main features for the parametric modeling, and the development of an ontological map integrated with the BIM model. The methodology proposed was applied to a large-scale industrial historical building, located in Brazil. The DSM were compared, providing a qualitative assessment of the proposed method.
keywords Reality-based Surveying; Ontology-based System; BIM; Built heritage management
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2018_145
id ecaade2018_145
authors Fukuda, Tomohiro, Zhu, Yuehan and Yabuki, Nobuyoshi
year 2018
title Point Cloud Stream on Spatial Mixed Reality - Toward Telepresence in Architectural Field
doi https://doi.org/10.52842/conf.ecaade.2018.2.727
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 727-734
summary In remote meetings that involve the study of buildings and cities, sharing three-dimensional (3D) virtual spatial of buildings and cities is just as necessary as sharing the appearances and voices of meeting participants. Because of this, system development and pilot projects have attempted to share 3D virtual models via the internet in real-time but is still insufficient compared with face-to-face meeting. Therefore, this research explores the applicability of a spatial mixed reality (MR) system that displays point cloud streams to realize 3D remote meeting in architecture and urban fields. MR is a new technology that enables 3D presentations of various information, combining the physical and virtual worlds. One MR method is telepresence, which is expected to give people a way to communicate remotely as if face to face in a realistic way. We first developed a MR system named PcsMR (Point cloud stream on mixed reality) to display point cloud streams. The PcsMR system's operation consists of generating and transferring a point cloud stream and then rendering a point cloud stream using MR. The PcsMR acquired the point cloud stream in real-time using Kinect for Windows v2 and transferred it to Microsoft HoloLens, which uses optical see-through MR. Then we constructed two prototypes based on PcsMR and carried out pilot projects. Through observing the experiments, application possibilities for architecture and urban fields are found in meetings and communications that share real-time 3D objects and include the movement of remote participants and objects. The proposed method was evaluated feasible and effective.
keywords Telepresence; Mixed reality; Point cloud stream; Remote meeting; Real time
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2018_141
id ecaade2018_141
authors Hermund, Anders, Klint, Lars Simon, Bundgaard, Ture Slot and Noël Meedom Meldgaard Bj?rnson-Langen, Rune
year 2018
title The Perception of Architectural Space in Reality, in Virtual Reality, and through Plan and Section Drawings - A case study of the perception of architectural atmosphere
doi https://doi.org/10.52842/conf.ecaade.2018.2.735
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 735-744
summary This paper presents the findings from a comparative study of an architectural space communicated as the space itself and its two different representations, i.e. a virtual reality model and traditional plan and section drawings. Using eye tracking technology in combination with qualitative questionnaires, a case study of an architectural space is investigated in physical reality, a virtual reality 3D BIM model, and finally through representation of the space in plan and section drawings. In this study, the virtual reality scenario seems closer to reality than the experience of the same space experienced through plan and section drawings. There is an overall higher correlation of both the conscious reflections and the less conscious behaviour between the real physical architectural space and the virtual reality space, than there is between the real space and the space communicated through plan and section drawings. We can conclude that the scenario with the best overall size estimations, compared to the actual measures, is the virtual reality scenario. The paper further discusses the future applications of virtual reality in architecture.
keywords Architectural representation; Virtual Reality; Perception; Tradition
series eCAADe
email
last changed 2022/06/07 07:49

_id caadria2018_066
id caadria2018_066
authors Hopfenblatt, James and Balakrishnan, Bimal
year 2018
title The "Nine-Square Grid" Revisited: 9-Cube VR - An Exploratory Virtual Reality Instruction Tool for Foundation Studios
doi https://doi.org/10.52842/conf.caadria.2018.1.463
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 463-471
summary While the original Nine Square Grid problem, developed by John Hejduk and other influential educators, has shown many time-tested strengths; the value of the foundation studio project relies strongly on repetition and iteration. This activity oftentimes can be tedious when executed using traditional media. To expand upon the pedagogical goals of the original Nine Square Grid problem,we developed a virtual reality tool titled 'Nine Cube VR.' This tool expands upon the pedagogical goals of the original Nine Square Grid problem. Our tool takes advantage of immersive technology and its capacity to maximize object and spatial presence to aid in teaching beginning design students. Using the Unity game engine for development, zSpace Virtual/Augmented Reality desktop monitor and the HTC Vive head-mounted display, we created a multi-platform, easy-to-use kit-of-parts to educate beginning design students in architecture and interior design foundation design concepts.
keywords Virtual Reality; Architectural Education; Interaction
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2018_234
id ecaade2018_234
authors Loh, Paul, Leggett, David and Prohasky, Daniel
year 2018
title CNC Adjustable Mould to Eliminate Waste in Concrete Casting
doi https://doi.org/10.52842/conf.ecaade.2018.1.735
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 735-742
summary Fabricating complex curvature in concrete panel typically required unique one-off formwork which is usually computer numerically controlled (CNC) milled, generating enormous waste as a by-product. What if, we can produce complex curvature in concrete with minimal or no immediate construction waste? This paper presents a novel machine designed by a team of architects and engineer to eliminate waste in concrete casting. Using a hyperbolic paraboloid geometric model, the machine produces variable shape using a single mould design reducing waste and cost to the casting process. The paper discussed the design framework of the system and its fabrication workflow. The outcome is digitally scanned and verified to satisfy industry standard. The paper concludes by reviewing the application of the system and highlighting the need for future research into digital fabrication and design that is less wasteful and waste conscious to better the process of constructing our built environment.
keywords Digital fabrication; Concrete casting; Adjustable mould
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2018_1785
id sigradi2018_1785
authors Mendonça, David; Passaro, Andrés; Castro Henriques, Gonçalo
year 2018
title WikiHouse: A Generativeandparametric tool to customize curved geometries
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 714-718
summary Current research departs from the WikiHouse an open-source constructive system that enables self-construction and customization in engineered wood. The public platform favours the design and construction using CNC technology and digital manufacture. However, the system application and form vocabulary are bounded to orthogonal profiles geometry. Current research intended to automate the system in an algorithm and to expand the design to curved geometries, what was tested using digital fabrication in 1:1. The system developed allows the personalization of solutions of shell-like geometries that might use less material in more robust solutions, opening new design possibilities for the system.
keywords WikiHouse; Digital fabrication; Open Source; Parametric design; curved geometries
series SIGRADI
email
last changed 2021/03/28 19:58

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