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

PDF papers
References

Hits 1 to 20 of 606

_id acadia19_458
id acadia19_458
authors Bartosh, Amber; Anzalone, Phillip
year 2019
title Experimental Applications of Virtual Reality in Design Education
doi https://doi.org/10.52842/conf.acadia.2019.458
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
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 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
doi https://doi.org/10.52842/conf.acadia.2019.360
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
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 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
doi https://doi.org/10.52842/conf.caadria.2019.1.535
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
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 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
doi https://doi.org/10.52842/conf.ecaade.2019.3.099
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
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

_id acadia23_v1_196
id acadia23_v1_196
authors Bao, Ding Wen; Yan, Xin; Min Xie, Yi
year 2023
title Intelligent Form
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 196-201.
summary InterLoop employs previously developed workflows that enable multi-planar robotic bending of metal tubes with high accuracy and repeatability (Huang and Spaw 2022). The scale and complexity is managed by employing augmented reality (AR) technology in two capacities, fabrication and assembly (Jahn et al. 2018; Jahn, Newnham, and Berg 2022). The AR display overlays part numbers, bending sequences, expected geometry, and robot movements in real time as the robot fabrication is occurring. For assembly purposes, part numbers, centerlines, and their expected positional relationships are projected via quick response (QR) codes spatially tracked by the Microsoft Hololens 2 (Microsoft 2019). This is crucial due to the length and self-similarity of complex multi-planar parts that make them difficult to distinguish and orient correctly. Leveraging augmented reality technology and robotic fabrication uncovers a novel material expression in tubular structures with bundles, knots, and interweaving (Figure 1).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id caadria2019_196
id caadria2019_196
authors Bekele, Mafkereseb Kassahun and Champion, Erik
year 2019
title Redefining Mixed Reality: User-Reality-Virtuality and Virtual Heritage Perspectives
doi https://doi.org/10.52842/conf.caadria.2019.2.675
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. 675-684
summary The primary objective of this paper is to present a redefinition of Mixed Reality from a perspective emphasizing the relationship between users, virtuality and reality as a fundamental component. The redefinition is motivated by three primary reasons. Firstly, current literature in which Augmented Reality is the focus appears to approach Augmented Reality as an alternative to Mixed Reality. Secondly, Mixed Reality is often considered to encompass Augmented Reality and Virtual Reality rather than specifying it as a segment along the reality-virtuality continuum. Thirdly, most common definitions of Augmented Reality (AR), Augmented Virtuality (AV), Virtual Reality (VR) and Mixed Reality (MxR) in current literature are based on outdated display technologies, and a relationship between virtuality and reality, neglecting the importance of the users necessarily complicit sense of immersion from the relationship. The focus of existing definitions is thus currently technological, rather than experiential. We resolve this by redefining the continuum and MxR, taking into consideration the experiential symbiotic relationship and interaction between users, reality, and current immersive reality technologies. In addition, the paper will suggest some high-level overview of the redefinition's contextual applicability to the Virtual Heritage (VH) domain.
keywords Mixed Reality; Reality-Virtuality Continuum; Virtual Heritage
series CAADRIA
email
last changed 2022/06/07 07:54

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

_id 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 *
doi https://doi.org/10.52842/conf.ecaade.2019.3.091
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
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_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
doi https://doi.org/10.52842/conf.ecaade.2019.1.551
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
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 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_027
id ecaadesigradi2019_027
authors Erzetic, Catherine, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Enhancing User-Engagement in the Design Process through Augmented Reality Applications
doi https://doi.org/10.52842/conf.ecaade.2019.2.423
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. 423-432
summary Augmented Reality (AR) technologies are often perceived as the most impactful method to enhance the communication between the designer and the client during the iterative design process. However, the significance of designing the User Interface (UI) and the User Experience (UX) are often underestimated. To intercede, this research aims to employ new and existing techniques to develop UI's, and comparatively assess "the accuracy and completeness with which specified users can achieve specified goals in particular environments" (Stone, 2005) - a notion this research delineates as 'effectiveness'. Prompted by the work of key scholars, the developed UI's were assessed through the lens of existing UI evaluation techniques, including: Usability Heuristics (Nielsen, 1994) and Visual and Cognitive Heuristics (Zuk and Carpendale, 2006). In partnership with PTW Architects, characteristics such as the rapidity and complexity of interactions, in conjunction with the interface's simplicity and intuitiveness, were extracted from 15 trials underwent by architectural practitioners. The outcomes of this research highlights strategies for the effective development of user interface design for mobile augmented reality applications.
keywords User Interface; Human Centered Design; User Experience; Heuristics; Usability Inspection Method
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id caadria2019_211
id caadria2019_211
authors Globa, Anastasia, Wang, Rui and Beza, Beau B.
year 2019
title Sensory Urbanism and Placemaking - Exploring Virtual Reality and the Creation of Place
doi https://doi.org/10.52842/conf.caadria.2019.2.737
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. 737-746
summary Sensory Urbanism is an experimental prototyping project exploring the potential of immersive Virtual Reality (VR) environments to support the incorporation of sensory and intangible aspects of place. The study investigates how sensory exploration of urban places can be integrated into decision making regarding the future of cities. In the past, numerous studies reported various sophisticated 'livability' measures, deeming to determine what makes a city a great place to live in. While a part of these measures can be quantified and be represented as text, graphs or images, most of the qualitative aspects of place are inherently abstract and sensory. These aspects have to be experienced to be understood and therefore they are extremely difficult to communicate using conventional representation means. The proposition explored in this study is that the increasing ubiquity of VR and Augmented Reality (AR) technologies can provide new opportunities to engage with the multi-sensory and temporal aspects of urban place. A mixed media approach was adopted, tapping into a temporal dimension as well as visual, aural and kinesthetic range of human senses. The paper reports on the development of the VR sensory urbanism prototype and the initial pilot study that demonstrated the proof-of-concept.
keywords Sensory Urbanism; Immersive Environments; Virtual Reality; Design Evaluation; Placemaking
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2020_426
id caadria2020_426
authors Goepel, Garvin and Crolla, Kristof
year 2020
title Augmented Reality-based Collaboration - ARgan, a bamboo art installation case study
doi https://doi.org/10.52842/conf.caadria.2020.2.313
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 313-322
summary ARgan is a geometrically complex bamboo sculpture that relied on Mixed Reality (MR) for its joint creation by multiple sculptors and used latest Augmented Reality (AR) technology to guide manual fabrication actions. It was built at the Chinese University of Hong Kong in the fall of 2019 by thirty participants of a design-and-build workshop on the integration of AR in construction. As part of its construction workflow, holographic setups were created on multiple devices, including a series of Microsoft HoloLenses and several handheld Smartphones, all linked simultaneously to a single digital base model to interactively guide the manufacturing process. This paper critically evaluates the experience of extending recent AR and MR tool developments towards applications that centre on creative collaborative production. Using ARgan as a demonstrator project, its developed workflow is assessed on its ability to transform a geometrically complex digitally drafted design to its final physically built form, highlighting the necessary strategic integration of variability as an opportunity to relax notions on design precision and exact control. The paper concludes with a plea for digital technology's ability to stimulate dialogue and collaboration in creative production and augment craftsmanship, thus providing greater agency and more diverse design output.
keywords Augmented-Reality; Mixed-Reality; Post-digital; High-tech vs low-tech; Bamboo
series CAADRIA
email
last changed 2022/06/07 07:51

_id acadia19_430
id acadia19_430
authors Goepel, Garvin
year 2019
title Augmented Construction
doi https://doi.org/10.52842/conf.acadia.2019.430
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. 430-437
summary This paper discusses the integration of Mixed Reality in the design and implementation of non-standard architecture. It deliberates a method that does not require conventional 2D drawings, and the need for skilled labor, by using the aid of holographic instructions. Augmented Construction allow builders to execute complex tasks and to understand structural relations intuitively by overlaying digital design information onto their field of view on the building site. This gives the implementation system authors different levels of control. As a proof of concept, a group of non-professionals reconstructed the south wall of Corbusier’s Ronchamp chapel, the Notre-Dame du Haut, at scale 1:5 using no architectural 2D drawings but only custom-built Augmented Reality apps for HoloLens and mobile devices. This project focused on the assembly of non-standard prefabricated elements, based on an optimized parametric structure that enables designers to integrate imprecision within the construction phases into the design through a constant feedback-loop between the real and the digital. The setup was designed in a non-linear process that allows the integration of new information during the Augmented Construction phases. The paper evaluates applied Augmented Construction for further improvements and research and concludes by discussing the impact potential of Augmented Construction on architectural design, socio-cultural, and economical levels.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_218
id ecaadesigradi2019_218
authors Grasser, Alexander
year 2019
title Towards an Architecture of Collaborative Objects
doi https://doi.org/10.52842/conf.ecaade.2019.1.325
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. 325-332
summary Towards an Architecture of Collaborative Objects, explores the potential of playing with Collaborative Objects in real, augmented and mixed realities. A multi-player game platform App: VoxelCO, developed by the author, provides a speculative playground to research, the interaction with objects, things and people, as well as provokes new opportunities to engage deeply with its content and context. Furthermore, VoxelCO, reveals new modes of participation, to design and collaborate in real-time with augmented reality, using millennial tools: mobile devices. A case study project, the VoxelStage, offered an opportunity to apply VoxelCO to design a stage together with a group of students. To merge the collaboratively aggregated virtual objects of VoxelCO with reality, real WireCubes were augmented and assembled, proposing an architecture of socially augmented fuzzy formations.
keywords Collaborative Objects; Augmented Reality; Realtime; Fuzzy; Play
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

_id caadria2019_626
id caadria2019_626
authors Hahm, Soomeen, Maciel, Abel, Sumitiomo, Eri and Lopez Rodriguez, Alvaro
year 2019
title FlowMorph - Exploring the human-material interaction in digitally augmented craftsmanship
doi https://doi.org/10.52842/conf.caadria.2019.1.553
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. 553-562
summary It has been proposed that, after the internet age, we are now entering a new era of the '/Augmented Age/' (King, 2016). Physician Michio Kaku imagined the future of architects will be relying heavily on Augmented Reality technology (Kaku, 2015). Augmented reality technology is not a new technology and has been evolving rapidly. In the last three years, the technology has been applied in mainstream consumer devices (Coppens, 2017). This opened up possibilities in every aspect of our daily lives and it is expected that this will have a great impact on every field of consumer's technology in near future, including design and fabrication. What is the future of design and making? What kind of new digital fabrication paradigm will emerge from inevitable technological development? What kind of impact will this have on the built environment and industry? FlowMorph is a research project developed in the Bartlett School of Architecture, B-Pro AD with the collaboration of the authors and students as a 12 month MArch programme, we developed a unique design project trying to answer these questions which will be introduced in this paper.
keywords Augmented Reality, Mixed Reality, Virtual Reality, Design Augmentation, Digital Fabrication, Cognition models, Conceptual Designing, Design Process, Design by Making, Generative Design, Computational Design, Human-Machine Collaboration, Human-Computer Collaboration, Human intuition in digital fabrication
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_311
id ecaadesigradi2019_311
authors Hansen, Lasse Hedegaard and Kjems, Erik
year 2019
title Augmented Reality for Infrastructure Information - Challenges with information flow and interactions in outdoor environments especially on construction sites
doi https://doi.org/10.52842/conf.ecaade.2019.2.473
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. 473-482
summary This paper discusses Augmented Reality (AR) as means to interact with information regarding infrastructure projects before, under and after construction. For that purpose, two different prototypes were developed using Apples ARKit and Unity's game design platform and tested on two use cases. However, the main focus of this paper is interacting with infrastructure information through AR rather than researching core AR technology. We learned that using AR under the constructing phase with subsurface utilities is still facing several difficulties. Especially when it comes to accessing and interacting with information in a changing construction environment. These difficulties will be discussed and also the challenges regarding information flow between civil engineering and AR software.
keywords Augmented Reality; ARKit; Information flow; Subsurface utilities ; Highway construction project; Construction site
series eCAADeSIGraDi
email
last changed 2022/06/07 07:50

_id acadia23_v1_180
id acadia23_v1_180
authors Huang, Lee-Su; Spaw, Gregory
year 2023
title InterLoop
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 180-187.
summary InterLoop employs previously developed workflows that enable multi-planar robotic bending of metal tubes with high accuracy and repeatability (Huang and Spaw 2022). The scale and complexity is managed by employing augmented reality (AR) technology in two capacities, fabrication and assembly (Jahn et al. 2018; Jahn, Newnham, and Berg 2022). The AR display overlays part numbers, bending sequences, expected geometry, and robot movements in real time as the robot fabrication is occurring. For assembly purposes, part numbers, centerlines, and their expected positional relationships are projected via quick response (QR) codes spatially tracked by the Microsoft Hololens 2 (Microsoft 2019). This is crucial due to the length and self-similarity of complex multi-planar parts that make them difficult to distinguish and orient correctly. Leveraging augmented reality technology and robotic fabrication uncovers a novel material expression in tubular structures with bundles, knots, and interweaving (Figure 1).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id acadia23_v2_340
id acadia23_v2_340
authors Huang, Lee-Su; Spaw, Gregory
year 2023
title Augmented Reality Assisted Robotic: Tube Bending
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 340-349.
summary The intent of this research is to study potential improvements and optimizations in the context of robotic fabrication paired with Augmented Reality (AR), leveraging the technology in the fabrication of the individual part, as well as guiding the larger assembly process. AR applications within the Architecture, Engineering, and Construction (AEC) industry have seen constant research and development as designers, fabricators, and contractors seek methods to reduce errors, minimize waste, and optimize efficiency to lower costs (Chi, Kang, and Wang 2013). Recent advancements have made the technology very accessible and feasible for use in the field, as demonstrated by seminal projects such as the Steampunk Pavilion in Tallinn, Estonia (Jahn, Newnham, and Berg 2022). These types of projects typically improve manual craft processes. They often provide projective guidelines, and make possible complex geometries that would otherwise be painstakingly slow to complete and require decades of artisanal experience (Jahn et al. 2019). Building upon a previously developed robotic tube bending workflow, our research implements a custom AR interface to streamline the bending process for multiple, large, complex parts with many bends, providing a pre-visualization of the expected fabrication process for safety and part-verification purposes. We demonstrate the utility of this AR overlay in the part fabrication setting and in an inadvertent, human-robot, collaborative process when parts push the fabrication method past its limits. The AR technology is also used to facilitate the assembly process of a spatial installation exploring a unique aesthetic with subtle bends, loops, knots, bundles, and weaves utilizing a rigid tube material.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id ecaadesigradi2019_506
id ecaadesigradi2019_506
authors Kontovourkis, Odysseas, Georgiou, Christos, Stroumpoulis, Andreas, Kounnis, Constantinos, Dionyses, Christos and Bagdati, Styliana
year 2019
title Implementing Augmented Reality for the Holographic Assembly of a Modular Shading Device
doi https://doi.org/10.52842/conf.ecaade.2019.3.149
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. 149-158
summary The development of innovative digital design and fabrication tools for material processing and manufacturing of complex and non-standard forms, apart from their advantages, have brought a number of challenges. These might be related to the effectiveness and sustainable potential of implementation associated with environmental, cost and time-related parameters, particularly in cases of large number of elements construction and complex assembly. Augmented Reality (AR) is an emerging technology with great potential for implementation in the construction industry, since it can enhance the real world with additional digital information, and thus, can assist towards manufacture and assemble of these particular systems. This study presents an AR methodology for assembling a modular shading device and discusses the advantages and disadvantages that this application can bring to the Architecture, Engineering and Construction (AEC) industry by taking into account precision and construction time issues based on the handling of the process by skilled and unskilled users/workers. Our aim is to investigate the potential implementation of AR in the assembly, and consequently, in the construction process as a whole. Also, this study aims at exploring existing constraints of the technology and suggests ways of improvement.
keywords Augmented Reality; Holographic assembly; Modular system; Shading device
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 30HOMELOGIN (you are user _anon_83947 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002