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 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 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 caadria2018_057
id caadria2018_057
authors Nandavar, Anirudh, Petzold, Frank, Nassif, Jimmy and Schubert, Gerhard
year 2018
title Interactive Virtual Reality Tool for BIM Based on IFC - Development of OpenBIM and Game Engine Based Layout Planning Tool - A Novel Concept to Integrate BIM and VR with Bi-Directional Data Exchange
doi https://doi.org/10.52842/conf.caadria.2018.1.453
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. 453-462
summary With recent advancements in VR (Virtual Reality) technology in the past year, it has emerged as a new paradigm in visualization and immersive HMI (Human-machine Interface). On the other hand, in the past decades, BIM (Building Information Modelling) has emerged as the new standard of implementing construction projects and is quickly becoming a norm than just a co-ordination tool in the AEC industry.Visualization of the digital data in BIM plays an important role as it is the primary communication medium to the project participants, where VR can offer a new dimension of experiencing BIM and improving the collaboration of various stakeholders of a project. There are both open source and commercial solutions to extend visualization of a BIM project in VR, but so far, there are no complete solutions that offer a pure IFC format based solution, which makes the VR integration vendor neutral. This work endeavors to develop a concept for a vendor-neutral BIM-VR integration with bi-directional data exchange in order to extend VR as a collaboration tool than a mere visualization tool in the BIM ecosystem.
keywords BIM; VR; IFC; Unity; BIM-VR integration; HMI
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2018_162
id ecaade2018_162
authors Alkadri, Miktha, Turrin, Michela and Sariyildiz, Sevil
year 2018
title Toward an Environmental Database - Exploring the material properties from the point cloud data of the existing environment
doi https://doi.org/10.52842/conf.ecaade.2018.2.263
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. 263-270
summary The utilization of point cloud as a 3D laser scanning product has reached across multi-disciplines in terms of data processing, data visualization, and data analysis. This study particularly investigates further the use of typical attributes of raw point cloud data consisting of XYZ (position information), RGB (colour information) and I (intensity information). By exploring the optical and thermal properties of the given point cloud data, it aims at compensating the material and texture information that is usually remained behind by architects during the conceptual design stage. Calculation of the albedo, emissivity and the reflectance values from the existing context specifically direct the architects to predict the type of materials for the proposed design in order to keep the balance of the surrounding Urban Heat Island (UHI) effect. Therefore, architects can have a comprehensive analysis of the existing context to deal with the microclimate condition before a design decision phase.
keywords point cloud data; material characteristics; albedo; emissivity; reflectance value
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2018_394
id ecaade2018_394
authors Rubinowicz, Pawe³
year 2018
title Application of Available Digital Resources for City Visualisation and Urban Analysis
doi https://doi.org/10.52842/conf.ecaade.2018.2.595
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. 595-602
summary The article presents two methods for generating 3D city models. The methods are based on LiDAR and GIS-2D data. The first one enables to create automatically simplified city models that include buildings in the LoD1 standard (excluding roof geometry). The second one provides for generating precise 3D city models including all components of the city space, such as buildings, tall green, city infrastructure. This involves direct transformation of DSM (Digital Surface Model) data as mesh-3D. The analyses presented are based on data available in Poland (in particular GIS). The results of the study can be easily applied for analysing other cities in Europe and elsewhere in the world. The article presents possibilities of using such models to urban analyses. The methods and figures included in the article have been developed using C++ software developed by the author.
keywords airborne LiDAR scanning; Digital Surface Model; BDOT 10k; city visualization; digital urban analysis; urban design
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2018_385
id ecaade2018_385
authors Schulz, Daniel, Reiter, Felix, Metche, Alexander and Werner, Liss C.
year 2018
title Data Flow - a GIS based interactive planning tool for educational facilities
doi https://doi.org/10.52842/conf.ecaade.2018.1.497
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. 497-506
summary This paper describes the development of a Grasshopper-based planning support tool for urban planning. The tool aims at the analysis of demand in educational facilities and the optimization of their location and capacities. It was developed for the use case of Berlin using only publicly available resources and data sets. Through preprocessed GIS- and statistical data plus an easy-access interface, the tool encourages people from different backgrounds and even those with no professional knowledge in planning, to engage in urban decision making. Although being initially aimed at contributing to a moderated participation process, the tool's simple GUI (graphical user interface) and open source backend, make it usable in any setup - without a briefed advisor or the need for later professional evaluation by another party.
keywords urban planning; data visualization; gamification; education; GIS
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2018_335
id ecaade2018_335
authors Seifert, Nils and Petzold, Frank
year 2018
title Architects & Algorithms - Developing Interactive Visualizations for Architectural Communication
doi https://doi.org/10.52842/conf.ecaade.2018.1.361
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. 361-370
summary The paper presents the concept and results of a seminar that addresses the intersecting fields of architecture and urbanism, data and information visualization as well as information technology. In the first part of the paper, an introduction to the seminar topic and relevance in the context of architectural education and practice is given. Subsequently, the course concept, the learning contents and the corresponding learning objectives are presented. In the second part, selected student projects are shown as exemplary course results. In the conclusion, the results of the seminar for students, teachers and research implications are discussed. The overall aim of this publication is to draw on the experience gained in this field of education to offer starting points for others in developing similar teaching concepts and support for their implementation.
keywords Urban Planning; Programming; Information Design; Data Visualization; Smart City; Processing
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2018_211
id caadria2018_211
authors Zhao, Yao, Guo, Zhe, Yin, Hao, Yao, Jiawei and Yuan, Philip F.
year 2018
title Behavioral Data Analysis and Visualization System Base on UWB Interior Positioning Technology
doi https://doi.org/10.52842/conf.caadria.2018.2.217
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 217-226
summary The behavioral patterns of human in buildings influence the rational setting of space and function dramatically. However, due to the lack of data acquisition methods and data accuracy, big data analysis and visualization research in the microscopic aspects of indoor space is hampered. With the maturity of indoor positioning technology, UWB (Ultra Wideband) positioning technology based on narrow pulse has the characteristics of high transmission rate, low transmit power and strong penetrating ability, which provides more accurate results for the behavior data acquisition in indoor space. In this research, the big data thinking has been introduced into the behavioral performance analysis process. Therefore, data acquisition, data storage and management, behavioral data visualization and machine learning algorithms are integrated into a set of behavioral data analysis and visualization system, to quantitative research the behavioral characteristics of visitors in the exhibition hall by the on-site experiment .
keywords UWB interior positioning technology; Behavior Data Visualization; on-site experiment
series CAADRIA
email
last changed 2022/06/07 07:57

_id sigradi2018_1813
id sigradi2018_1813
authors Gomes Vieira de Jesus, Elaine; Leão de Amorim, Arivaldo; Groetelaars, Natalie Johanna; de Oliveira Fernandes, Vivian
year 2018
title Urban modeling for 3D GIS purposes from laser scanning: an implementation for university campus
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. 617-624
summary 3D Geographic Information Systems (3D GIS) are systems capable of performing spatial analyzes that consider a three-dimensional representation of objects, through their planialtimetric coordinates. City Geography Markup Language (CityGML) is used for city and urban applications. The main challenges for this system implementation refer to the techniques used to obtain data, and their formats, in addition to the various software used in geometric modeling. In this way, this article aims to discuss geometric modeling for a university campus using airborne laser scanning data, aiming at the creation of database for applications development.
keywords 3D GIS; SIG 3D; CityGML; Geometric modeling
series SIGRADI
email
last changed 2021/03/28 19:58

_id ijac201816102
id ijac201816102
authors Harmon, Brendan A.; Anna Petrasova, Vaclav Petras, Helena Mitasova and Ross Meentemeyer
year 2018
title Tangible topographic modeling for landscape architects
source International Journal of Architectural Computing vol. 16 - no. 1, 4-21
summary We present Tangible Landscape—a technology for rapidly and intuitively designing landscapes informed by geospatial modeling, analysis, and simulation. It is a tangible interface powered by a geographic information system that gives three- dimensional spatial data an interactive, physical form so that users can naturally sense and shape it. Tangible Landscape couples a physical and a digital model of a landscape through a real-time cycle of physical manipulation, three-dimensional scanning, spatial computation, and projected feedback. Natural three-dimensional sketching and real-time analytical feedback should aid landscape architects in the design of high performance landscapes that account for physical and ecological processes. We conducted a series of studies to assess the effectiveness of tangible modeling for landscape architects. Landscape architecture students, academics, and professionals were given a series of fundamental landscape design tasks—topographic modeling, cut-and-fill analysis, and water flow modeling. We assessed their performance using qualitative and quantitative methods including interviews, raster statistics, morphometric analyses, and geospatial simulation. With tangible modeling, participants built more accurate models that better represented morphological features than they did with either digital or analog hand modeling. When tangibly modeling, they worked in a rapid, iterative process informed by real-time geospatial analytics and simulations. With the aid of real-time simulations, they were able to quickly understand and then manipulate how complex topography controls the flow of water.
keywords Human–computer interaction, tangible interfaces, tangible interaction, landscape architecture, performance, geospatial modeling, topographic modeling, hydrological modeling
series journal
email
last changed 2019/08/07 14:03

_id ecaade2018_285
id ecaade2018_285
authors Tsikoliya, Shota, Vasko, Imrich, Miškovièová, Veronika, Olontsev, Ivan and Kovaøík, David
year 2018
title Programmable Bending - grain-informed simulation and design
doi https://doi.org/10.52842/conf.ecaade.2018.2.309
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. 309-316
summary The project investigates the potential of programmable bending - a strategy, which informs bending simulations of multilayered veneer elements with the data of its anisotropic grain structure. Project further examines the possibilities of using these irregular material characteristics as a design driver. The project questions the possibility of informing the design with the particular characteristics of the material structure and of creating complex geometries from non-customized or minimally customizes mass-produced elements. Project develops a workflow, in which a two-dimensional scan of the material is transformed into a vector field and consequently into a mesh with variable stiffness characteristics. The stiffness of each edge within a mesh was calculated basing on an angle between this edge and the relevant vector within a vector-field. That resulted in realistic simulation, which differentiated bending characteristics along the grain and perpendicular to the grain. Uneven connection of several layers of active-bended veneer allows to accumulate local stresses and pre-program bending characteristics of the structure. As a result active-bended structure forms particular predefined and predesigned shape and possesses locally variable stiffness and flexibility. The project applies this strategy to the design of the pavilion located within the urban context of a public space.
keywords programmable bending; grain-informed simulation; veneer; computational design
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2018_158
id ecaade2018_158
authors Zhou, Jing, Klumpner, Hubert and Brillembourg, Afredo
year 2018
title The Dynamic Geometric Network Model for Representing Verticalized Urban Environment and its Generation
doi https://doi.org/10.52842/conf.ecaade.2018.1.525
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. 525-530
summary Against the background of urbanization and the fast growth of population in big cities, there will be more and more high-rises emerged in the future. In some big cities, the various layers of public transpiration networks such as metro systems also played an essential role in the urban life. In the verticalized urban environment, the complexity of the multi-layers space system connected by various horizontal and vertical connections have been beyond people's cognition. The boundaries between private space and public space, outdoor-space and indoor-space have already blurred. The graph theory based urban spatial analysis approaches are adopted in urban studies to tackle with the urban complexity issues. However, at present, most of the methods proposed are specializing in open urban spaces, and they cannot describe the three-dimensional completely and accurately. Therefore, in this paper, a new graph theory based representation method, the Dynamic Geometric Network Model, which adapted to the verticalized urban environment will be proposed. And the approach of how to automatically generate such a representation model according to the urban layout will also be introduced.
keywords Graph Model Representation; Graph Model Generation; Verticalized Urban Environment
series eCAADe
email
last changed 2022/06/07 07:57

_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 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 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_88
id acadia18_88
authors Jahn, Gwyllim; Newnham, Cameron; Beanland, Matthew
year 2018
title Making in Mixed Reality. Holographic design, fabrication, assembly and analysis of woven steel structures
doi https://doi.org/10.52842/conf.acadia.2018.088
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. 88-97
summary The construction industry’s reliance on two-dimensional documentation results in inefficiency, inconsistency, waste, human error, and increased cost, and limits architectural experimentation with novel form, structure, material or fabrication approaches. We describe a software platform that enables designers to create interactive holographic instructions that translate design models into intelligent processes rather than static drawings. A prototypical project to design and construct a pavilion from bent mild steel tube illustrates the use of this software to develop applications assisting with the design, fabrication, assembly and analysis of the structure. We further demonstrate that fabrication within mixed reality environments can enable unskilled construction teams to assemble complex structures in short time frames and with minimal errors, and outline possibilities for further improvements.
keywords full paper, vr/ar/mr, digital fabrication, digital craft
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id ecaade2018_230
id ecaade2018_230
authors Kreutzberg, Anette
year 2018
title Visualising Architectural Lighting Concept with 360° Panoramas
doi https://doi.org/10.52842/conf.ecaade.2018.2.745
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. 745-752
summary This paper presents the establishment and refinement of a visualisation workflow based on initial learnings from introducing mobile Virtual Reality (VR) as representational medium for visualising and visually evaluating architectural lighting concepts using rendered 360° panoramas. Four student projects are described, each with a different aim and approach towards visualising architectural light in space: Two projects aiming at conveying reality with physically based lighting simulations and two projects with an artistic approach to conveying light impressions. The 360° panoramas were used at low resolution during the design process to qualify the projects, and the final panoramas were presented with great success as a supplement to visualisations, diagrams, technical drawings and physical models at Bachelor and Master exams. The benefits of using familiar simulation and render software together with low cost, accessible and portable VR HMD's in the authors opinion far outweighs the reduced Field of View, lower frame-rate, lack of parallax and dynamic Point of View compared to realtime rendered high end VR.
keywords Architectural lighting; 360° panorama; Virtual Reality; Visualisation workflow
series eCAADe
email
last changed 2022/06/07 07:51

_id ecaade2018_238
id ecaade2018_238
authors Moleta, Tane, Wang, Brandon and Schnabel, Marc Aurel
year 2018
title The Virtual Mirror - Cognitive Loads in VR and VR Visualisations
doi https://doi.org/10.52842/conf.ecaade.2018.2.815
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. 815-822
summary This paper begins to look at how human data can be collected via Virtual, Augmented and Mixed Reality alongside Eye Tracking data for design Verification. This paper presents preliminary testing and results from participants to demonstrate a data pipeline methodology and data processing to begin to understand and verify the impact of certain design elements have on ones cognitive experience.All testing and aims have been focused on basic design elements and how they may effect the experience of pathfinding and navigating through a conceptual design within an architectural practice situation.
keywords Cognitive Loads; Virtual Reality; Eye Tracking; Design Verification
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2018_251
id ecaade2018_251
authors Park, Hyejin, Panya, David Stephen, Goo, Hyungmo, Kim, Teahoon and Seo, Jihyo
year 2018
title BIM-based Virtual Reality and Human Behavior Simulation For Safety Design
doi https://doi.org/10.52842/conf.ecaade.2018.2.823
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. 823-832
summary The constant development of Building Information Modelling and Virtual reality in architecture and construction has gone beyond visualization and marketing in architecture to enhancing workflows of architects with assets such as immersion and interaction that assists Architects to make more informed decisions from design to construction. Using virtual reality complex decisions can be simulated and analyzed to produce iterations for the optimizing design. Recently, safety design to protect users from the risk of life has become an issue. BIM and VR for Safety Design is a beneficial collaboration for the designer to experience user safety in a virtual built environment immersively. There is a need for intensive experimentation and simulation into user-centered design safety due to the complexity of this part of the design process. The most unpredictable elements of user design safety is human behavior. this paper explores Human behavior using intelligent virtual agents in emergency situations, as this is when user safety is at highest risk in a built environment. In this paper, we explore the potential of a BIM based VR and human behavior simulation in relation to emergency situations.
keywords BIM; Virtual Reality; Safety simulation; Safety design; human behavior
series eCAADe
email
last changed 2022/06/07 08:00

_id acadia18_82
id acadia18_82
authors Sun, Chengyu; Zheng, Zhaohua; Sun, Tongyu
year 2018
title Hybrid Fabrication. A free-form building process with high on-site flexibility and acceptable accumulative error
doi https://doi.org/10.52842/conf.acadia.2018.082
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. 82-87
summary Although digital fabrication has a booming development in the building industry, especially in freeform building, its further application in onsite operations is still limited because of the huge flexibility required in programming. On the contrary, traditional manual fabrication onsite deals perfectly with problems that always accompany fatal accumulative errors in freeform building. This study explores a hybrid fabrication paradigm to take advantage of both in an onsite freeform building project, in which there is a cycling human–computer interactive process consisting of manual operation and computer guidance in real time. A Hololens-Kinect system in a framework of typical project camera systems is used in the demonstration. When human builders perceive, decide, and operate the irregular foam bricks in a complex onsite environment, the computer keeps updating the current form through 3D scanning and prompting the position and orientation of the next brick through augmented display. From a starting vault, the computer always fine tunes its control surface according to the gradually installed bricks and keeps following a catenary formula. Thus, the hybrid fabrication actually benefits from the flexibility based on human judgment and operation, and an acceptable level of accumulative error can be handled through computer guidance concerning the structural performance and formal accuracy.
keywords work in progress, vr/ar/mr, hybrid practices
series ACADIA
type paper
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