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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_id caadria2018_161
id caadria2018_161
authors Huang, Xiaoran, White, Marcus and Burry, Mark
year 2018
title Design Globally, Immerse Locally - A Synthetic Design Approach by Integrating Agent Based Modelling with Virtual Reality
doi https://doi.org/10.52842/conf.caadria.2018.1.473
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. 473-482
summary The last three decades have witnessed the explosion of technology and its impact on the architecture discipline which has drastically changed the methods of design. New techniques such as Agent-based modeling (ABM) and Virtual Reality (VR) have been widely implemented in architectural and urban design domains, yet the potential integration between these two methods remains arguably unexploited. The investigation in this paper aims to probe the following questions: How can architects and urban designers be informed more comprehensively by melding ABM and VR techniques at the preliminary/conceptual design stage? Which platform is considered more appropriate to facilitate a user-friendly system and reduces the steep learning curve? And what are the potential benefits of this approach in architectural education, particularly for the design studio environment? With those questions, we proposed a prototype in Unity, a multi-platform development tool that originated from the game industry, to simulate and visualize pedestrian behaviors in urban environments with immersive design experience and tested it in a scenario-based case study. This approach has also been further tested in an architectural design studio, demonstrating its technical feasibility as well as the potential contributions to the pedagogy.
keywords Agent based modelling; Virtual Reality; Urban Design
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia18_72
id acadia18_72
authors Nagy, Danil; Stoddart, Jim; Villaggi, Lorenzo; Burger, Shane; Benjamin, David
year 2018
title Digital Dérive. Reconstructing urban environments based on human experience
doi https://doi.org/10.52842/conf.acadia.2018.072
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. 72-81
summary This paper describes a novel method for reconstructing urban environments based on individual occupant experience. The method relies on a low-cost off-the-shelf 360-degree camera to capture video and audio data from a natural walk through the city. It then uses a custom workflow based on an open-source Structure from Motion (SfM) library to reconstruct a dense point cloud from images extracted from the 360-degree video. The point cloud and audio data are then represented within a virtual reality (VR) model, creating a multisensory environment that immerses the viewer into the subjective experience of the occupant.

This work questions the role of precision and fidelity in our experience and representation of a “real” physical environment. On the one hand, the resulting VR environment is less complete and has lower fidelity than digital environments created through traditional modeling and rendering workflows. On the other hand, because each point in the point cloud is literally sampled from the actual environment, the resulting model also captures more of the noise and imprecision that characterizes our world. The result is an uncanny immersive experience that is less precise than traditional digital environments, yet represents many more of the unique physical characteristics that define our urban experiences.

keywords full paper, urban design & analysis, representation + perception, interactive simulations, virtual reality
series ACADIA
type paper
email
last changed 2022/06/07 07:59

_id ecaade2018_246
id ecaade2018_246
authors Qureshi, Cyrus, Schnabel, Marc Aurel and Moleta, Tane
year 2018
title CityAR: Wellington - Exploring Cities through Mixed Realities
doi https://doi.org/10.52842/conf.ecaade.2018.2.687
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. 687-692
summary This paper aims to study the potential impact of Virtual, Augmented and Mixed Realities (VAM) technologies on the built environment and to understand how immersive environments can be used to enhance the human experience within the built environment. In order to investigate and test how these technologies may improve our experience of the city, an augmented reality app is being developed in partnership with Victoria University of Wellington, the Wellington City Council and NEC, New Zealand. The research aims to explore ways in which VAM helps users in exploring cities. The philosophical driver of this project aims to focus on supporting the experience of moving between two points on a map rather than achieving the shortest route to a destination. Once developed, the project proposes the CityAR app which is to be distributed to the general public in order for them to test its functionality and in return, provide user feedback.
keywords Mixed Environments; Augmented Reality; Smart Cities; Cybrids
series eCAADe
email
last changed 2022/06/07 08:00

_id caadria2018_309
id caadria2018_309
authors Oprean, Danielle, Verniz, Debora, Zhao, Jiayan, Wallgrün, Jan Oliver, Duarte, José P. and Klippel, Alexander
year 2018
title Remote Studio Site Experiences: Investigating the Potential to Develop the Immersive Site Visit
doi https://doi.org/10.52842/conf.caadria.2018.1.421
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. 421-430
summary Immersive technologies are now enabling better and more affordable immersive experiences, offering the opportunity to revisit their use in the architectural and landscape studio to gain site information. Considering when travel to a site is limited or not possible, immersive experiences can help with conveying site information by overcoming issues faced in earlier virtual studios. We focused on developing three applications to understand the workflow for incorporating site information to generate an immersive site experience. The applications were implemented in a semester-long joint architecture and landscape architecture studio focused on remotely designing for the Santa Marta informal settlement in Rio, Brazil. Preliminary results of implementing the applications indicate a positive outlook towards using immersive experiences for site information particularly when a site is remote.
keywords immersive experience; site visit; virtual reality
series CAADRIA
email
last changed 2022/06/07 08:00

_id ecaade2018_188
id ecaade2018_188
authors Coppens, Adrien, Mens, Tom and Gallas, Mohamed-Anis
year 2018
title Parametric Modelling Within Immersive Environments - Building a Bridge Between Existing Tools and Virtual Reality Headsets
doi https://doi.org/10.52842/conf.ecaade.2018.2.711
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. 711-716
summary Even though architectural modelling radically evolved over the course of its history, the current integration of Augmented Reality (AR) and Virtual Reality (VR) components in the corresponding design tasks is mostly limited to enhancing visualisation. Little to none of these tools attempt to tackle the challenge of modelling within immersive environments, that calls for new input modalities in order to move away from the traditional mouse and keyboard combination. In fact, relying on 2D devices for 3D manipulations does not seem to be effective as it does not offer the same degrees of freedom. We therefore present a solution that brings VR modelling capabilities to Grasshopper, a popular parametric design tool. Together with its associated proof-of-concept application, our extension offers a glimpse at new perspectives in that field. By taking advantage of them, one can edit geometries with real-time feedback on the generated models, without ever leaving the virtual environment. The distinctive characteristics of VR applications provide a range of benefits without obstructing design activities. The designer can indeed experience the architectural models at full scale from a realistic point-of-view and truly feels immersed right next to them.
keywords Computer-aided Design; Parametric modelling; Virtual Reality; Architectural modelling; Human-Computer Interaction
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2018_162
id caadria2018_162
authors Hawton, Dominic, Cooper-Wooley, Ben, Odolphi, Jorke, Doherty, Ben, Fabbri, Alessandra, Gardner, Nicole and Haeusler, M. Hank
year 2018
title Shared Immersive Environments for Parametric Model Manipulation - Evaluating a Workflow for Parametric Model Manipulation from Within Immersive Virtual Environments
doi https://doi.org/10.52842/conf.caadria.2018.1.483
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. 483-492
summary Virtual reality (VR) and augmented reality (AR) provide designers with new visual mediums through which to communicate their designs. There is great potential for these mediums to positively augment current visual communication methods by improving remote collaboration. Enabling designers to interact with familiar computational tools through external virtual interfaces would allow them to both calibrate design parameters and visualise parametric outcomes from within the same immersive virtual environment. The current research outlines a workflow for parametric manipulation and mesh replication between immersive applications developed in the Unity game engine and McNeel's Grasshopper plugin. This paper serves as a foundation for future research into integrating design tools with external VR and AR applications in an effort of enhancing remote collaborative designs.
keywords Augmented Reality; Virtual Reality; Parametric Design; Procedural; Grasshopper
series CAADRIA
email
last changed 2022/06/07 07:49

_id sigradi2018_1402
id sigradi2018_1402
authors Presente de Souza, Marcio; Imai, César; Hidemi Azuma, Maurício
year 2018
title Immersive virtual reality device to support the housing design process
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. 854-859
summary This paper discusses the process of communication between designers and users during the initial stages of defining the housing design. The objective is to demonstrate the application of a three-dimensional device with virtual reality technology as a tool to facilitate communication between stakeholders in a participatory design context. The method consists of a simulation dynamics, and the application of cognitive walkthrough, verbal protocol and participant observation. The results showed that the simulation model can facilitate the user's understanding of the project represented, as well as stimulate productive discussions about their preferences, needs and wishes about the designed space.
keywords Simulation; Virtual reality; Participatory design; User
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaade2018_361
id ecaade2018_361
authors Schneider, Sven, Kuliga, Saskia, Weiser, René, Kammler, Olaf and Fuchkina, Ekaterina
year 2018
title VREVAL - A BIM-based Framework for User-centered Evaluation of Complex Buildings in Virtual Environments
doi https://doi.org/10.52842/conf.ecaade.2018.2.833
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. 833-842
summary The design of buildings requires architects to anticipate how their future users will experience and behave in them. In order to do this objectively and systematically user studies in Virtual Environments (VEs) are a valuable method. In this paper, we present a framework for setting up, conducting and analysing user studies in VEs. The framework is integrated in the architectural design process by using BIM as a common modeling and visualisation platform. In order to define the user studies simple and flexible for the individual purposes we followed a modular concept. Modules thereby refer to different kinds of user study methods. Currently we developed three modules (Wayfinding, Spatial Experience and Qualitative Annotations), each having their individual requirements regarding their setup, interaction method and visualisation of results. In the course of a architectural design studio, students applied this framework to evaluate their building designs from a user perspective.
keywords Pre-Occupancy Evaluation; Virtual Reality; User-centered Design; Building Information Modeling; Architectural Education
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2018_248
id ecaade2018_248
authors Silcock, David, Rushton, Hannah, Rogers, Jessie and Schnabel, Marc Aurel
year 2018
title Tangible and Intangible Digital Heritage - Creating Virtual Environments to Engage Public Interpretation
doi https://doi.org/10.52842/conf.ecaade.2018.2.225
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. 225-232
summary This research developed an immersive, multi-dimensional Virtual Experience of the 'Gordon Wilson Flats', a Modern apartment block constructed during the 1950s in Wellington, New Zealand. The project explored methods to virtually reconstruct the spatial qualities of the building and document the flats in both their current and original states within the context of Wellington City. This digital heritage project documents both the tangible and intangible characteristics of the building to inform public discussion focused upon the flats. This approach was in an effort to capture the effect of time on the buildings tangible elements, and with the addition of oral histories, develop a narrative which is intended to facilitate architectural understanding and heighten engagement within the immersive virtual environment. This paper presents a digital methodology for the creation of a digital heritage experience with the purpose of engaging and informing public discussion.
keywords Digital Heritage; Virtual Reality ; Immersive Environments ; Modern Architectural Heritage; Digital Methodology
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2018_107
id ecaade2018_107
authors Sopher, Hadas, Fisher-Gewirtzman, Dafna and Kalay, Yehuda E.
year 2018
title Use of Immersive Virtual Environment in the Design Studio - An Assessment Model
doi https://doi.org/10.52842/conf.ecaade.2018.2.843
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. 843-852
summary The Architectural Studio is dedicated to teaching students the design process. Students learn by developing an architectural artefact in increasing complexity. They do so through three phases: structuring the problem, developing design proposals and converging decisions into a detailed solution state. This process has been taking place mostly in traditional physical settings. The advent of new technologies, most notably Immersive Virtual Environments (IVEs), introduces a new kind of setting that holds promise to influence the architectural learning process. This paper describes a model we have developed to assess the impact of IVE on this learning process. To do so, we have developed a method for coding learners' design decisions and the way they are developed, accounting for their educational settings - whether a traditional studio classroom or an IVE. The method consists of units we term Knowledge Construction Activities (KCAs) and reveals the relationship between the learning process and the educational setting in which it takes place, through time. The results revealed that the IVE supported extensive design development, especially during the second and third learning phases, calling for an informed integration of IVEs in future Studio syllabi.
keywords Design Studio; Knowledge Construction Activities; Immersion; Design process; Design analysis
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2018_000
id ecaade2018_000
authors Kepczynska-Walczak, A, Bialkowski, S (eds.)
year 2018
title Computing for a better tomorrow, Volume 1
doi https://doi.org/10.52842/conf.ecaade.2018.1
source Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, 858 p.
summary The theme of the 36th eCAADe Conference is Computing for a better tomorrow. When we consider the aims of research activities, design efforts and mastering towards ideal solutions in the area of digital technologies in the built environment, such as CAD, CAM, CAE, BIM, FM, GIS, VR, AR and others, we may realise the actual reason for that is to make life better, healthier, prettier, happier, more sustainable and smarter. The usefulness of undertaken studies might be tested and proved by the noticeable shared approach of putting humans and their environments in a central position: man and the environment, nature and design, art and technology... Natural disasters and climate change, crime and terrorism, disabilities and society ageing - architects, designers and scientists active in the built environment domain are not able to eliminate all the risk, dangers and problems of contemporary world. On the other hand, they have social and moral responsibilities to address human needs and take up this multifaceted challenge. It involves a co-operation and, moreover, an interdisciplinary and user-oriented approach. The complexity of raised problems should not discourage us, on the contrary, it should stimulate activities towards living up to human dreams of a better and sustainable tomorrow. This calls for a revision of methods and tools applied in research, teaching and practice. Where are we? What are the milestones and roadmaps at the end of the second decade of the 21st century? Do we really take the most of the abundance of accumulated knowledge? Or we skip to explore another undiscovered domains? We invited academicians, researchers, professionals and students from all over the world to address the multifaceted notions of using computing in architectural and related domains for developing a better tomorrow. Approaches discussing the theme from the perspective of computer aided design education; design processes and methods; design tool developments; and novel design applications, as well as real world experiments and case studies were welcomed. In order to specifically address some of the questions above, we defined subthemes and organised specific sessions around these subthemes, during the conference as well as in the proceedings.
series eCAADe
last changed 2022/06/07 07:49

_id ecaade2018_001
id ecaade2018_001
authors Kepczynska-Walczak, A, Bialkowski, S (eds.)
year 2018
title Computing for a better tomorrow, Volume 2
doi https://doi.org/10.52842/conf.ecaade.2018.2
source Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, 860 p.
summary The theme of the 36th eCAADe Conference is Computing for a better tomorrow. When we consider the aims of research activities, design efforts and mastering towards ideal solutions in the area of digital technologies in the built environment, such as CAD, CAM, CAE, BIM, FM, GIS, VR, AR and others, we may realise the actual reason for that is to make life better, healthier, prettier, happier, more sustainable and smarter. The usefulness of undertaken studies might be tested and proved by the noticeable shared approach of putting humans and their environments in a central position: man and the environment, nature and design, art and technology... Natural disasters and climate change, crime and terrorism, disabilities and society ageing - architects, designers and scientists active in the built environment domain are not able to eliminate all the risk, dangers and problems of contemporary world. On the other hand, they have social and moral responsibilities to address human needs and take up this multifaceted challenge. It involves a co-operation and, moreover, an interdisciplinary and user-oriented approach. The complexity of raised problems should not discourage us, on the contrary, it should stimulate activities towards living up to human dreams of a better and sustainable tomorrow. This calls for a revision of methods and tools applied in research, teaching and practice. Where are we? What are the milestones and roadmaps at the end of the second decade of the 21st century? Do we really take the most of the abundance of accumulated knowledge? Or we skip to explore another undiscovered domains? We invited academicians, researchers, professionals and students from all over the world to address the multifaceted notions of using computing in architectural and related domains for developing a better tomorrow. Approaches discussing the theme from the perspective of computer aided design education; design processes and methods; design tool developments; and novel design applications, as well as real world experiments and case studies were welcomed. In order to specifically address some of the questions above, we defined subthemes and organised specific sessions around these subthemes, during the conference as well as in the proceedings.
series eCAADe
last changed 2022/06/07 07:49

_id acadia18_108
id acadia18_108
authors Sanchez, Jose
year 2018
title Platforms for Architecture: Imperatives and Opportunities of Designing Online Networks for Design
doi https://doi.org/10.52842/conf.acadia.2018.108
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. 108-117
summary The rise of platforms such as Facebook, YouTube, and Uber, initially celebrated as part of a disruptive new era of the internet, has slowly been reassessed as a problematic and unregulated form of twenty-first-century info-capitalism that contributes to inequality, mistrust, and user polarization. The internet has become a place for content creation, not only consumption, and the content freely created by the network of users has defined a self-organizing system of ad-hoc audiences following echo chambers organized through artificial intelligence, which amplifies previously identified trends. While a large portion of the content created by users seems to be aimed at personal forms of entertainment, a few remarkable projects, such as Wikipedia, have allowed hundreds of users to contribute to a collective goal. While we can observe that the platform model has appeared in diverse disciplines, allowing the creation of content from news articles to music, we have not seen the emergence of a robust design platform intended to proliferate and advance the discipline of architecture.

This paper makes the case that video game technology and its audiences have reached a state of technical capability that could allow for architectural platforms to emerge, one in which players could learn, create, and share architectural designs. Such a platform comes with a series of ethical imperatives, questions of value proposition, and liabilities, as well as a high potential to communicate and proliferate architectural knowledge and know-how. Common’hood, currently under development, will be used as a case study to engage the development of an ethical architectural platform that develops a proposition towards authorship, ownership, and collective engagement.

keywords full paper, platforms, capitalism, network, video game, combinatorics, information theory, entropy, co-ops, platform cooperativism, privacy, encryption
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id ecaade2018_232
id ecaade2018_232
authors Al Bondakji, Louna, Chatzi, Anna-Maria, Heidari Tabar, Minoo, Wesseler, Lisa-Marie and Werner, Liss C.
year 2018
title VR-visualization of High-dimensional Urban Data
doi https://doi.org/10.52842/conf.ecaade.2018.2.773
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. 773-780
summary The project aims to investigate the possibility of VR in a combination of visualizing high-dimensional urban data. Our study proposes a data-based tool for urban planners, architects, and researchers to 3D visualize and experience an urban quarter. Users have a possibility to choose a specific part of a city according to urban data input like "buildings, streets, and landscapes". This data-based tool is based on an algorithm to translate data from Shapefiles (.sh) in a form of a virtual cube model. The tool can be scaled and hence applied globally. The goal of the study is to improve understanding of the connection and analysis of high-dimensional urban data beyond a two-dimensional static graph or three-dimensional image. Professionals may find an optimized condition between urban data through abstract simulation. By implementing this tool in the early design process, researchers have an opportunity to develop a new vision for extending and optimizing urban materials.
keywords Abstract Urban Data Visualization; Virtual Reality; Geographical Information System
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2018_377
id ecaade2018_377
authors Beaudry Marchand, Emmanuel, Dorta, Tomás and Pierini, Davide
year 2018
title Influence of Immersive Contextual Environments on Collaborative Ideation Cognition - Through design conversations, gestures and sketches
doi https://doi.org/10.52842/conf.ecaade.2018.2.795
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. 795-804
summary In the design studio, Virtual Reality (VR) has mainly been included as a visualization tool to explore pre-designed ideas developed in traditional 3D software or using pen on paper. Meanwhile, a reshaping of the design process has been taking place, bringing forward interaction/experiential concerns and co-design approaches throughout disciplines in a push for a more thorough consideration of projects' contexts. This paper reports an exploratory study of how immersive contextual representations influence the co-ideation process. Audio-video recordings of co-ideation sessions (9) from a pedagogical studio were analyzed through verbal and representational (sketches and design gestures) exchanges as occurring in three different conditions: (a) pen on paper, immersive headset-free VR (b) without, and (c) with the use of contextual immersive environment (photogrammetric scans and 3D models). Results show that, although design conversations were similar across all conditions, design gestures were more often directly related to- than independent from the graphical representation only when using an immersive contextual environment. Furthermore, the rate of sketching episodes in general and sketching explanations were considerably lower in this condition. This could imply that use of pre-made context greatly reduces the need of sketching elements to support a clearer co-ideation.
keywords Immersive context; Design gestures; Design conversations; Sketches; Co-design studio; Design cognition
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2018_133
id ecaade2018_133
authors Eloy, Sara, Ourique, Lázaro, Woessner, Uwe, Kieferle, Joachim and Schotte, Wolfgang
year 2018
title How Present am I - Three virtual reality facilities testing the fear of falling
doi https://doi.org/10.52842/conf.ecaade.2018.2.717
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. 717-726
summary Virtual reality environments have long been used in studies related to architecture simulation. The main objective of this paper is to measure the sense of presence that different virtual reality devices provide to users so as to evaluate their effectiveness when used to simulate real environments and draw conclusions of people's behaviors when using them. The study also aims at investigating, in a quantitative way, the influence of architectural elements on the comfort of use of a built environment, namely considering the fear of falling reported by adults while using these architectural elements. Using a between-subjects design randomly distributed between two experimental conditions (safe and unsafe), a set of three studies were conducted in three different virtual reality environments using a 5-sided-CAVE, a Powerwall or a Head Mounted Display. The study shows that immersive virtual reality devices give users a higher sense of presence than semi-immersive ones. One of the conclusions of the study is that a higher sense of presence helps to enhance the building spaces perceived impacts on users (in this case the fear of falling).
keywords Virtual Reality; Presence; Fear of falling; CAVE; HMD; Powerwall
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2018_270
id ecaade2018_270
authors Gönenç Sorguç, Arzu, Kruºa Yemiºco?lu, Müge and Özgenel, Ça?lar F?rat
year 2018
title Multiverse of a Form - Snowflake to Shelder
doi https://doi.org/10.52842/conf.ecaade.2018.2.411
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. 411-416
summary The almost seamless integration of computation, fabrication and immersion technologies in architecture not only constitutes potentials for exploring design instances through multiple media but also changes design paradigm from form-formation to form-formation-exploration. In this sense, multiverse of design as proposed in this study and integration of various design technologies from virtual to real aims to advance higher order thinking skills and a more exclusive design exploration in computational design process. Undoubtedly, the multiverse of design cannot be handled without emerging technologies temptingly easing fabrication in both physical and virtual realms. On the other hand, such technologies can easily be deceptive in regard with scale, choice of material, details and etc.Therefore, how and which modes of exploration (physical or virtual) should be integrated into the design process is critical. "Exploration of design" in the realm of new technologies does not only connote a formal exploration of design and its performance but it also becomes a way learning/thinking of design enhancing critical thinking and constructivist learning. Within the scope of this study, the multiverse of a form(ation) is explained throughly and examplified through snowflake pavilion which is issued to 4th year and graduate students in the scope of an elective studio course. Snowflake pavillon comprises physical, virtual and mapped reality as a triskelion for immersive experience for visitors.
keywords Virtual Reality; Augmented Reality; Physical Reality; Fabrication Technologies; Multiverse of Design
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 sigradi2018_1327
id sigradi2018_1327
authors Lobosco, Tales
year 2018
title Virtual Reality as a tool to regain tactual procedures in digital design
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. 37-43
summary This article aims to analyze the transformations undergone in design since the implementation of the digital processes. Seeking to discuss the limits for the construction of an operational model that does not act directly on the generated form and where the gesture and the materiality lost their place. In this sense, this paper proposes a project experience based on the interaction between analogue and virtual reality tools, allowing the retrieval of tactile and material interactions, with the direct manipulation of the final shape of the object in a digital design environment.
keywords Digital design; Tactual; Materiality; Virtual reality; Gesture
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2018_201
id ecaade2018_201
authors Mansourimajoumerd, Parinaz and Mahdavinejad, Mohammadjavad
year 2018
title Kinetic Architecture - Reinterpreting Persian Mathematics and Astronomy
doi https://doi.org/10.52842/conf.ecaade.2018.1.605
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. 605-612
summary The world where humans live in, is constantly changing. In order to interact with these conditions, it is necessary for the architects to create an environment with sufficient dynamics based on the needs and behavior of its users. Kinetic architecture allows occupants to experience new environments which could cause raising the efficiency of the buildings. Therefore, constructions with kinetic elements could serve better utilitarian purposes in different fields.In the following essay, studies are about using kinetic design and fabrication method in one project despite ordinary ways regard to the two main points; 1. The impact of Khayyam's mathematics and astronomy on the proposed kinetic architecture and 2. Creating interaction Between Indigenous ideas and Contemporary Architecture in Khayyam Memorial Pavilion. As a result, a model is designed and several prototypes have been built.This essay illustrates that with making a connection among architecture and other fields of study could lead designers to be more creative according to the existing limitation in each project.
keywords Kinetic architecture; Interactive architecture; Hyperboloid modules; Omar Khayyam
series eCAADe
email
last changed 2022/06/07 07:59

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