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 624

_id caadria2019_647
id caadria2019_647
authors Camacho, Daniel, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Hands On Design - Integrating haptic interaction and feedback in virtual environments for enhanced immersive experiences in design practice.
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 563-572
doi https://doi.org/10.52842/conf.caadria.2019.1.563
summary The usability of virtual reality (VR) controller interfaces are often complex and difficult for first time users. Most controllers provide minimal feedback which relegates the potential for heightened interaction and feedback within virtual experiences. This research explores how haptic technology systems partnered with VR can deliver immersive interactions between user and virtual environment (VE). This research involves the development of a haptic glove interface prototype that incorporates a force feedback and vibrotactile feedback system. It focuses on determining a workflow that communicates in real-time user interaction and environmental feedback using Unreal Engine and the produced haptic glove system. Testing and calibrating the prototype feedback system provided a baseline for developers to rationalise and improve accuracy of current real-time virtual feedback systems. The evaluation of this research in industry unfolds new technical knowledge for implementing a wider range of haptic technologies within VR. This further development would involve reviewing the usability and interaction standards for VR users in the design process.
keywords Virtual Environments; Haptic Technologies; Feedback; Interaction; Usability
series CAADRIA
email
last changed 2022/06/07 07:54

_id ijac201917203
id ijac201917203
authors Krietemeyer, Bess; Amber Bartosh and Lorne Covington
year 2019
title A shared realities workflow for interactive design using virtual reality and three-dimensional depth sensing
source International Journal of Architectural Computing vol. 17 - no. 2, 220-235
summary This article presents the ongoing development and testing of a “shared realities” computational workflow to support iterative user-centered design with an interactive system. The broader aim is to address the challenges associated with observing and recording user interactions within the context of use for improving the performance of an interactive system. A museum installation is used as an initial test bed to validate the following hypothesis: by integrating three- dimensional depth sensing and virtual reality for interaction design and user behavior observations, the shared realities workflow provides an iterative feedback loop that allows for remote observations and recordings for faster and effective decision-making. The methods presented focus on the software development for gestural interaction and user point cloud observations, as well as the integration of virtual reality tools for iterative design of the interface and system performance assessment. Experimental testing demonstrates viability of the shared realities workflow for observing and recording user interaction behaviors and evaluating system performance. Contributions to computational design, technical challenges, and ethical considerations are discussed, as well as directions for future work.
keywords Interactive architecture, user-centered design, virtual reality, three-dimensional depth sensing, user interactions
series journal
email
last changed 2019/08/07 14:04

_id caadria2019_428
id caadria2019_428
authors Wang, Brandon, Moleta, Tane Jacob and Schnabel, Marc Aurel
year 2019
title The New Mirror - Reflecting on inhabitant behaviour in VR and VR visualisations
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 535-544
doi https://doi.org/10.52842/conf.caadria.2019.1.535
summary Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.
series CAADRIA
email
last changed 2022/06/07 07:58

_id acadia19_360
id acadia19_360
authors Dackiw, Jean-Nicolas Alois; Foltman, Andrzej; Garivani, Soroush; Kaseman, Keith; Sollazzo, Aldo
year 2019
title Cyber-physical UAV Navigation and Operation
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 360-367
doi https://doi.org/10.52842/conf.acadia.2019.360
summary The purpose of this paper is to present a work in progress pertaining to drone pose estimation and flight calibration. This paper intends to underline the increasing importance of determining alternative path planning instruments through accurate localization for Unmanned Aerial Vehicles (UAVs) with the purpose of achieving complex flight operations for the emerging applications of autonomous robotics in surveying, design, fabrication, and on-site operations. This research is based on the implementation of novel technologies such as Augmented Reality (AR), Robot Operating System (ROS), and computational approaches to define a drone calibration methodology, leveraging existing methods for drone path planning. Drones are equipped with measurement systems to provide geo-location and time information such as onboard Global Positioning System (GPS) sensors, and Inertial Measurement Units (IMU). As stated in previous research, to increase navigation capabilities, measurements and data processing algorithms have a critical role (Daponte et al. 2015). The outcome of this work in progress showcases valuable results in calculating and assessing accurate positioning for UAVs, and developing data exchanges in transmission, reception, and tracking.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id ecaadesigradi2019_318
id ecaadesigradi2019_318
authors Al Bondakji, Louna, Lammich, Anne-Liese and Werner, Liss C.
year 2019
title ViBe (Virtual Berlin) - Immersive Interactive 3D Urban Data Visualization - Immersive interactive 3D urban data visualization
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. 83-90
doi https://doi.org/10.52842/conf.ecaade.2019.3.083
summary The project investigates the possibility of visualizing open source data in a 3D interactive virtual environment. We propose a new tool, 'ViBe'. We programmed 'ViBe' using Unity for its compatibility with HTC VIVE glasses for virtual reality (VR). ViBe offers an abstract visualization of open source data in a 3D interactive environment. The ViBe environment entails three main topics a) inhabitants, b) environmental factors, and c) land-use; acting as representatives of parameters for cities and urban design. Berlin serves as a case study. The data sets used are divided according to Berlin's twelve administrative districts. The user immerses into the virtual environment where they can choose, using the HTC Vive controllers, which district (or Berlin as a whole) they want information for and which topics they want to be visualized, and they can also teleport back and forth between the different districts. The goal of this project is to represent different urban parameters an abstract simulation where we correlate the corresponding data sets. By experiencing the city through visualized data, ViBe aims to provide the user with a clearer perspective onto the city and the relationship between its urban parameters. ViBe is designed for adults and kids, urban planners, politicians and real estate developers alike.
keywords 3D-Visualization; open source data; immersive virtual reality; interactive ; Unity
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id caadria2019_005
id caadria2019_005
authors Alva, Pradeep, Janssen, Patrick and Stouffs, Rudi
year 2019
title A Spatial Decision Support Framework For Planning - Creating Tool-Chains for Organisational Teams
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 11-20
doi https://doi.org/10.52842/conf.caadria.2019.2.011
summary In practice, most planners do not make significant use of planning support systems. Although significant research has been conducted, the focus tends to be on supporting individual tasks, and the outcomes are often the development of new stand-alone tools that are difficult to integrate into existing workflows. The knowledge contribution in this paper focuses on developing a novel spatial decision support framework focusing on the workflows and tool-chains that span across different teams within an organisation, with varying skill sets and objectives. In the proposed framework, the core decision-making process uses set decision parameters that are combined using a weighted decision tree. The framework is evaluated by developing and testing tool-chains for a real-world land suitability case study. The tool-chain was implemented on top of a GIS platform.
keywords GIS SDSS PSS; Planning Automation; Geoprocessing; Data Analytics; Geoinformatics
series CAADRIA
email
last changed 2022/06/07 07:54

_id ijac201917403
id ijac201917403
authors Alva, Pradeep; Patrick Janssen and Rudi Stouffs
year 2019
title Geospatial tool-chains: Planning support systems for organisational teams
source International Journal of Architectural Computing vol. 17 - no. 4, 336-356
summary In practice, most planners do not make significant use of planning support systems. Although extensive research has been conducted, the focus tends to be on supporting individual tasks, and the outcomes are often the development of new stand-alone tools that are difficult to integrate into existing workflows. The knowledge contribution in this article focuses on developing a novel spatial decision support framework focusing on the workflows and tool-chains that span across different teams with varying skill sets and objectives, within an organisation. In the proposed framework, the core decision-making process uses a set of decision parameters that are combined using a weighted decision tree. The framework is evaluated by developing and testing a workflow and GIS tool-chain for a real-world case study of land suitability and mixed-use potentiality analysis.
keywords GIS, SDSS, PSS, planning automation, TOD, raster geoprocessing, data analytics, geoinformatics
series journal
email
last changed 2020/11/02 13:34

_id acadia19_458
id acadia19_458
authors Bartosh, Amber; Anzalone, Phillip
year 2019
title Experimental Applications of Virtual Reality in Design Education
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 458-467
doi https://doi.org/10.52842/conf.acadia.2019.458
summary By introducing rapid reproduction, algorithms, and complex formal configurations, the digital era of architecture began a revolution. Architects incorporated the computational capacity of the computer into the design process both as a tool and as a critical component of the theories and practice of architecture as a whole. As we move into what has been coined “the second digital turn,” a period in which digital integration is considered ubiquitous, how can we consider, prepare, and propel towards the next technological innovation to significantly inform design thinking, representation, and manifestation? What tools are available to investigate this speculative design future and how can they be implemented? If the integration of technology in architecture is now a given, perhaps the next digital design era is not just digital but virtual. As new technologies emerge the potential for integrating the virtual design world with our physical senses affords novel possibilities for interactive design, simulation, analysis and construction. Hybrid reality technologies including virtual reality (VR) and augmented reality (AR), embody the potential to supersede conventional representation methodologies such as drawing, rendering, physical modeling, and animation. As they become increasingly pervasive, they will transform how we communicate ideas and data as spatial concepts. Further, they will reform the construct of the built environment when applied to both materiality and fabrication. This paper will describe the incorporation of VR as a tool in various classroom and laboratory settings, recognize the educational outcomes of this incorporation, and identify the potential relationship of these technologies to future academic exploration and application to practice.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id ecaadesigradi2019_342
id ecaadesigradi2019_342
authors Costa Couceiro, Mauro, Lobo, Rui and Monteiro, António
year 2019
title Inserting and Encircling - Two complementary immersive strategies for mixed-reality applied to cultural heritage *
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. 91-98
doi https://doi.org/10.52842/conf.ecaade.2019.3.091
summary To accomplish the aims of a three-year research project we are developing, connected to cultural heritage, we became interested in the fusion of Virtual Reality and Augmented Reality, two emergent development fields that gave birth to what was coined as Mixed Reality. Both dimensions have intricate connections with hardware and software improvements related with the so called "4th Industrial Revolution".Virtual Reality (VR), an interactive experience generated by a computer, takes place inside of simulated environments, which can be analogous to the real world or which can be created as imaginary contexts. On the other hand, Augmented Reality (AR) is always based in an interactive experience inside a tangible environment where the elements of that reality are nurtured with digital information, across several senses, to empathize certain aspects of reality. Our research combines both VR and AR to empathize sensory and intellectual experience. To do so, several senses, mainly visual and auditory, are stimulated.We therefore explore two Case-Studies from our research project in order to show two different strategies. The intention of both situations is to create immersive mixed reality environments where the fusion of the digital and analogue elements can be persistently sustained by the visual outputs.
keywords Santa Cruz Monastery; Mixed Reality; VR/AR; 3D scanning; 3D modeling; Lost heritage
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id ecaadesigradi2019_334
id ecaadesigradi2019_334
authors Dembski, Fabian, Wössner, Uwe and Letzgus, Mike
year 2019
title The Digital Twin - Tackling Urban Challenges with Models, Spatial Analysis and Numerical Simulations in Immersive Virtual Environments.
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 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 795-804
doi https://doi.org/10.52842/conf.ecaade.2019.1.795
summary For the built environment's transformation we are confronted with complex dynamics connected to economic, ecologic and demographic change (Czerkauer-Yamu et al., 2013; Yamu, 2014). In general, cities are complex systems being a "heterogeneous mosaic" of a variety of cultures and functions, characterised by diverging perceptions and interests (ibid). The juxtaposed perceptions and interests in relation to ongoing spatial processes of change create a particularly complex situation. Thus, for planning processes we are in need of approaches that are able to cope not only with the urban complexity but also allow for participatory processes to empower citizens. This paper presents the approach of using Digital Twins in virtual reality (VR) for civic engagement in urban planning, enriched with quantitative and qualitative empirical data as one promising approach to tackle not only the complexity of cities but also involve citizens in the planning process.
keywords Digital Twin; Collaborative Planning; Planning and Decision Support; Participation; Virtual Reality; Global System Science
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_645
id ecaadesigradi2019_645
authors Diniz, Nancy, Melendez, Frank, Boonyapanachoti, Woraya and Morales, Sebastian
year 2019
title Body Architectures - Real time data visualization and responsive immersive environments
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 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 739-746
doi https://doi.org/10.52842/conf.ecaade.2019.2.739
summary This project sets up a design framework that promotes augmenting the human body's interactions exploring methods for merging and blending the users of physical and virtual environments, through the design of wearable devices that are embedded with sensors and actuators. This allows for haptic and visual feedback through the use of data that reflects changes in the surrounding physical environment, and visualized in the immersive Virtual Reality (VR) environment. We consider the Body Architectures project to serve as mechanisms for augmenting the body in relation to the virtual architecture. These wearable devices serve to bring a hyper-awareness to our senses, as closed-loop cybernetic systems that utilize 'digitized' biometric and environmental data through the use of 3D scanning technologies and cloud point models, virtual reality visualization, sensing technologies, and actuation. The design of Body Architectures relies on hybrid design, transdisciplinary collaborations, to explore new possibilities for wearable body architectures that evolve human-machine-environment interactions, and create hyper awareness of the temporal, atmospheric qualities that make up our experience of space, as 'sensorial envelopes' (Lally 2014).
keywords Virtual Reality; Wearable Design; Physical Computing; Data Visualization; Immersive Environments; Responsive Architecture
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_421
id ecaadesigradi2019_421
authors Djuric, Isidora, Stojakovic, Vesna, Misic, Snezana, Kekeljevic, Igor, Vasiljevic, Ivana, Obradovic, Milos and Obradovic, Ratko
year 2019
title Church Heritage Multimedia Presentation - Case study of the iconostasis as the characteristic art and architectural element of the Christian Orthodox churches
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 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 551-560
doi https://doi.org/10.52842/conf.ecaade.2019.1.551
summary This paper is part of ongoing research which aims is to develop the methodology for the church heritage digitization and visualization. The subject of the presented work is the iconostasis, as a significant part of the Christian Orthodox church heritage, distinguished by its bilateral character, as an architectural element of a church interior and an art piece composed of icons. Considering that iconostases can be seen only in situ, we developed the methodology for its digitization and virtual representation dissemination, which provides a user with the possibility to visualize iconostases outside the physical borders of sacral interiors. The proposed methodology relies on techniques for photogrammetric surveying, 3D modeling, and augmented reality visualization, and it is presented in a particular case study of the iconostasis. An outcome is shown as the multimedia presentation of an exhibition, realized throughout collaboration between the university and the museum.
keywords church heritage; iconostasis; multimedia presentation; photogrammetry; AR
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_309
id ecaadesigradi2019_309
authors Dokonal, Wolfgang and Medeiros, Marina Lima
year 2019
title I Want To Ride My Bicycle – I Want To Ride My Bike - Using low cost interfaces for Virtual reality
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 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 465-472
doi https://doi.org/10.52842/conf.ecaade.2019.2.465
summary The paper will give an overview of our experiments in the past years in developing different interfaces and workflows for the use of low cost Head Mounted Displays (HMD) for Virtual Reality solution. We are mainly interested in using VR tools for designers in the early phases of their design. In our opinion VR tools can help to bring back a better understanding of space and scale which have been lost a little bit in the last century with the change from analogue to digital tools. After teaching architectural and urban design for many years we can clearly say that this effect is still ongoing and it is time that we develop digital tools that try to reverses thi effect. We will then concentrate within this paper on discussing some aspects of data reduction that are important to be able to use these tools in the design process. We are also showing how we use our interfaces presenting some results of student projects for a design in Hong Kong and the strategies and methods for using VR for a ongoing work on a project about the establishment of a so called "bicycle highway" in the city of Graz in Austria.
keywords Virtual Reality; Head Mounted Displays; Low Cost Interfaces; EeZee click
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ijac201917404
id ijac201917404
authors Erdolu, Emek
year 2019
title Lines, triangles, and nets: A framework for designing input technologies and interaction techniques for computer-aided design
source International Journal of Architectural Computing vol. 17 - no. 4, 357-381
summary This article serves to the larger quest for increasing our capacities as designers, researchers, and scholars in understanding and developing human-computer interaction in computer-aided design. The central question is on how to ground the related research work in input technologies and interaction techniques for computer-aided design applications, which primarily focus on technology and implementation, within the actual territories of computer-aided design processes. To discuss that, the article first reviews a collection of research studies and projects that present input technologies and interaction techniques developed as alternative or complimentary to the mouse as used in computer-aided design applications. Based on the mode of interaction, these studies and projects are traced in four categories: hand-mediated systems that involve gesture- and touch-based techniques, multimodal systems that combine various ways of interaction including speech-based techniques, experimental systems such as brain-computer interaction and emotive-based techniques, and explorations in virtual reality- and augmented reality-based systems. The article then critically examines the limitations of these alternative systems related to the ways they have been envisioned, designed, and situated in studies as well as of the two existing research bases in human-computer interaction in which these studies could potentially be grounded and improved. The substance of examination is what is conceptualized as “frameworks of thought”—on variables and interrelations as elements of consideration within these efforts. Building upon the existing frameworks of thought, the final part discusses an alternative as a vehicle for incorporating layers of the material cultures of computer-aided design in designing, analyzing, and evaluating computer-aided design-geared input technologies and interaction techniques. The alternative framework offers the potential to help generate richer questions, considerations, and avenues of investigation.
keywords Computer-aided design (CAD), human-computer interaction (HCI), input technologies and interaction techniques, material culture of computer-aided design (CAD), architectural design, engineering design, computational design
series journal
email
last changed 2020/11/02 13:34

_id ecaadesigradi2019_065
id ecaadesigradi2019_065
authors Fukuda, Tomohiro, Novak, Marcos and Fujii, Hiroyuki
year 2019
title Development of Segmentation-Rendering on Virtual Reality for Training Deep-learning, Simulating Landscapes and Advanced User Experience
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 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 433-440
doi https://doi.org/10.52842/conf.ecaade.2019.2.433
summary Virtual reality (VR) has been suggested for various purposes in the field of architecture, engineering, and construction (AEC). This research explores new roles for VR toward the super-smart society in the near future. In particular, we propose to develop post-processing rendering, segmentation-rendering and shadow-casting rendering algorithms for novel VR expressions to enable more versatile approaches than the normal photorealistic red, green, and blue (RGB) expressions. We succeeded in applying a wide variety of VR renderings in urban-design projects after implementation. The developed system can create images in real time to train deep-learning algorithms, can also be applied to landscape analysis and contribute to advanced user experience.
keywords Super-smart society; Virtual Reality; Segmentation; Deep-learning; Landscape simulation; Shader
series eCAADeSIGraDi
email
last changed 2022/06/07 07:50

_id acadia19_346
id acadia19_346
authors Gehron, Luke; Chernick, Adam; Morse, Christopher; Naumovski, Sabrina; Ren, Zeyu
year 2019
title Sound Space
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 346-351
doi https://doi.org/10.52842/conf.acadia.2019.346
summary Sound Space, an interactive virtual reality tool, allows architects and designers to simulate and visualize the acoustic implications of their building designs. By providing designers with the ability to pause, rewind and fast forward a sound wave within a virtual built environment, we empower them to let acoustics influence their design decisions. With a focus on simulation accuracy as well as user experience, we let the user interact with, explore, and curate their own experience while gaining an intuitive understanding of the acoustic implications of their design. Sound Space explores the opportunities that a linked BIM connection may bring within game engine based experiences, and looks at some of the tools we used to try to make that connection. Sound Space focuses on evaluating the acoustic performance of a space in an interactive and visual experience. For buildings such as symphony halls or theaters, acoustic engineers are a part of the design process from the beginning, but the majority of projects such as schools, hospitals, or museums might employ acoustic specialists only near the end, if at all. At this point it is often too late to make meaningful changes to account for the important acoustic characteristics that can make such spaces work better for students, patients, and visitors. Our goal was to create an environment that was visually interesting enough to immerse and retain users in the experience, and accurate enough to give useful results to the users for them to make informed choices about their design decisions.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_492
id ecaadesigradi2019_492
authors Geropanta, Vasiliki, Karagianni, Anna and Parthenios, Panagiotis
year 2019
title ICT for user-experience transformations in Sustainable - Smart Tourism Projects - VR, AR and MR in Rome's historical center
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 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 593-602
doi https://doi.org/10.52842/conf.ecaade.2019.2.593
summary This paper explores the user - experience transformations that occur after the deployment of ICT in the redevelopment projects of three archeological - monumental spaces, in Rome, Italy. The study consists in a detailed analysis of their contextual and typological configuration aiming to explain the following: how different is the user experience in these three different Smart tourism projects, how this experience is spatially transformed and how does preserving the cultural heritage through the use of ICT transforms the user experience? The analysis showed that ICT supports new ways of thinking about user experience, while it alters the shaping of this experience per se at macro and micro scales and in terms of the emotional state and user learning path.
keywords ICT; Digital Heritage; Smart Tourism; Virtual Reality; Augmented Reality
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_124
id ecaadesigradi2019_124
authors Ham, Jeremy, Woessner, Uwe, Kieferle, Joachim and Harvey, Lawrence
year 2019
title Exploring the Affordances and Musico-Spatial Performance Opportunities of a Virtual Drumming Environment
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 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 441-448
doi https://doi.org/10.52842/conf.ecaade.2019.2.441
summary The intersection of music and architecture (spatial design) has remained a fascination for practitioners and researchers for many years. This paper reports on the development of a Virtual Drumming Environment (VDE) that provides a research and cross-domain performance environment for musico-spatial design research explorations.The VDE is explored as a means of revealing affordances related to the complexities of polyrhythmic drumming through cross-domain representation of MIDI data as polyrhythmic event-time-dynamics molecules (PM) within virtual space. Further to this, we explore the VDE as a cross-domain performance environment where new modes of musico-spatial improvisation are revealed that extend drumming's 'known worlds' (Bruford, 2015).
keywords Music and Architecture; Cross-Domain Representation; Virtual Reality; Musico-Spatial performance; Affordance
series eCAADeSIGraDi
email
last changed 2022/06/07 07:50

_id ecaadesigradi2019_117
id ecaadesigradi2019_117
authors Kido, Daiki, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2019
title Development of a Semantic Segmentation System for Dynamic Occlusion Handling in Mixed Reality for Landscape Simulation
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 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 641-648
doi https://doi.org/10.52842/conf.ecaade.2019.1.641
summary The use of mixed reality (MR) for landscape simulation has attracted attention recently. MR can produce a realistic landscape simulation by merging a three-dimensional computer graphic (3DCG) model of a new building on a real space. One challenge with MR that remains to be tackled is occlusion. Properly handling occlusion is important for the understanding of the spatial relationship between physical and virtual objects. When the occlusion targets move or the target's shape changes, depth-based methods using a special camera have been applied for dynamic occlusion handling. However, these methods have a limitation of the distance to obtain depth information and are unsuitable for outdoor landscape simulation. This study focuses on a dynamic occlusion handling method for MR-based landscape simulation. We developed a real-time semantic segmentation system to perform dynamic occlusion handling. We designed this system for use in mobile devices with client-server communication for real-time semantic segmentation processing in mobile devices. Additionally, we used a normal monocular camera for practice use.
keywords Mixed Reality; Dynamic occlusion handling; Semantic segmentation; Deep learning; Landscape simulation
series eCAADeSIGraDi
email
last changed 2022/06/07 07:52

_id ecaadesigradi2019_399
id ecaadesigradi2019_399
authors Kieferle, Joachim and Woessner, Uwe
year 2019
title Virtual Reality in Early Phases of Architectural Studies - Experiments with first year students in immersive rear projection based virtual environments
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. 99-106
doi https://doi.org/10.52842/conf.ecaade.2019.3.099
summary Virtual Reality is quite commonly used in architectural education, however mostly in higher semesters and within elective courses. This paper reports about various teaching scenarios using Virtual Reality in projection based immersive environments at very early phases of architectural studies, within the first two semesters. Various student questionnaires were carried out and clearly show benefits for students to gain spatial awareness in their design projects, and for discussing their design intentions. Experiences with cyber sickness and issues like accessibility to the immersive environments are discussed as well within the given context.
keywords Virtual Reality; Education; Curriculum
series eCAADeSIGraDi
email
last changed 2022/06/07 07:52

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