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 351

_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 caadria2019_403
id caadria2019_403
authors Lin, Xuhui and Muslimin, Rizal
year 2019
title RESHAPE - Rapid forming and simulation system using unmanned aerial vehicles for architectural representation
doi https://doi.org/10.52842/conf.caadria.2019.1.413
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. 413-422
summary As digital technology advances, multiple ways of repre-senting objects interactively in space, architects and designers begin to use Virtual Reality (VR) and Immersive Digital Environ-ments (IDE) to communicate their ideas. However, these technolo-gies are bounded with their spatial limitations. In responding to this issue, our paper introduces ReShape, a digital-physical spatial representation system supported by Unmanned Aerial Vehicle (UAV) swarm technology that allows a user to project their unbuilt design and interact with them in real space, unattached by headset, fixed cameras or screen. ReShape can be controlled by user orien-tation and gesture as an input, where the real-time feedback is provided by UAV spatial arrangement in space, augmented by computational simulation. Spatial data is transmitted between the UAV agents for the user to experience the digital model, creating a versatile and computationally efficient platform to edit and en-hance the design in real-space. This paper outlines four systems in ReShape, i.e., (1) detection system to identify and locate the user position and orientation; (2) task-arrangement system to provide spatial information to the UAV agents; (3) UAV's communicating system to control the UAV position and task in space; and (4) Physical-Digital forming system, to project digital simulation by the UAV agents.
keywords UAV system; Spatial representation; a detecting sys-tem; human-computation interaction
series CAADRIA
email
last changed 2022/06/07 07:59

_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
doi https://doi.org/10.52842/conf.ecaade.2019.3.083
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
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_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.
doi https://doi.org/10.52842/conf.caadria.2019.1.563
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
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 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
doi https://doi.org/10.52842/conf.ecaade.2019.2.433
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
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 caadria2019_365
id caadria2019_365
authors Natephra, Worawan and Motamedi, Ali
year 2019
title BIM-based Live Sensor Data Visualization using Virtual Reality for Monitoring Indoor Conditions
doi https://doi.org/10.52842/conf.caadria.2019.2.191
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. 191-200
summary This paper proposes a method for an automated live sensor data visualization of building indoor environment conditions using a VR system. The proposed method is based on the integration of environmental sensors, BIM, and VR technology. Such integration provides an opportunity to utilize an immersive and live sensing technology for improving data visualization. In our case study, the environmental data, such as indoor air temperature, humidity, and light level are captured by sensors connected to Arduino microcontrollers. The data output of sensors obtained from Arduino units are stored onto the BIM model and transferred to the developed VR system. The developed system simultaneously visualizes numerical values of sensors' reading together with the virtual model of the building in a VR headset. The result of the case study showed that the developed system is capable of visualizing various indoor environmental information of the building with the VR technology. It can provide users with useful information to help monitoring indoor thermal comfort conditions of the building in real-time, while performing the walkthrough in the virtual environment.
keywords Building Information Modeling (BIM); environmental sensor; thermal comfort; Virtual Reality (VR); Arduino; IoT
series CAADRIA
email
last changed 2022/06/07 07:59

_id cf2019_029
id cf2019_029
authors Rogers, Jessie; Marc Aurel Schnabel and Tane Moleta
year 2019
title Digital Design Ecology to Generate a Speculative Virtual Environment Reimagining New Relativity Laws
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 234
summary This paper presents the trilogy of virtual classifications, the speculative environment, the virtual inhabitant and the virtual built-form. These combine, generating a new realm of design within immersive architectural space, all to be designed relative to each other, this paper focuses on the speculative environment portion. This challenged computational design and representation through atmospheric filters, visible environment boundaries, materiality and audio experience. The speculative environment was generated manipulating the physical laws of the physical world, applied within the virtual space. The outcome provided a new spatial experience of architectural dynamics enhanced by detailed spatial qualities. Design concepts within this paper suggest at what immersive virtual reality can evolve into. Following an interconnective design methodology framework allowed a high level of complexity and richness to shine through the research case study throughout the process and final dissemination stages.
keywords Virtual Reality, Relativity, Methodology, Immersive, Speculative
series CAAD Futures
email
last changed 2019/07/29 14:15

_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
doi https://doi.org/10.52842/conf.ecaade.2019.2.739
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
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 acadia19_346
id acadia19_346
authors Gehron, Luke; Chernick, Adam; Morse, Christopher; Naumovski, Sabrina; Ren, Zeyu
year 2019
title Sound Space
doi https://doi.org/10.52842/conf.acadia.2019.346
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
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 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 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
doi https://doi.org/10.52842/conf.ecaade.2019.1.641
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
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 cf2019_007
id cf2019_007
authors Kim, Jong Bum and Bimal Balakrishnan
year 2019
title Visualize Smart Growth Development with Parametric BIM: A Case Study of Columbia Unified Development Plan
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 26
summary Smart Growth is a multifaceted urban planning approach that has embraced planning regulation reforms across the municipalities in the United States. Urban planning regulations undoubtedly have formed built environment, but their impact on sustainability is often unforeseen in the early stage of community development. This research investigates an urban modeling framework that can envision Smart Growth development with parametric modeling, Building Information Modeling (BIM), Virtual Reality (VR), and software prototyping. As a pilot test, the paper presents a case study of Downtown Columbia Unified Development Code.
keywords Smart Growth, Parametric Building Information Modeling, Immersive Visualization, Community Design/ Development
series CAAD Futures
email
last changed 2019/07/29 14:08

_id caadria2019_197
id caadria2019_197
authors Qian, Kaijie
year 2019
title Building Simplification - A fabrication method based on Augmented Reality
doi https://doi.org/10.52842/conf.caadria.2019.1.495
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. 495-504
summary Digital design techniques have improved significantly to enable designers to design with fewer limitations. However, the construction methods to fabricate these design proposals are still lagging behind due to a lack of skilled labour, material constraints, and the effects of gravity. Augmented reality has been developed in recent years, and this allows users to impose 3D virtual objects onto the real world. This essay will thus discuss whether augmented reality can guide unskilled labourers to complete complex work, thus overcoming one of the constraints on fabrication for complicated construction. This essay covers the results of three augmented reality tests using a Kinect device, a projector, and Microsoft HoloLens. It aims to show that augmented reality can indeed be used to guide unskilled labourers during construction to narrow the gap between complex design methods and basic construction techniques. The results indicate that augmented reality can guide such fabrication and thus improve construction methods.
keywords Augmented Reality; Kinect; Microsoft HoloLens; Projector; Unskilled labour
series CAADRIA
email
last changed 2022/06/07 08:00

_id cf2019_012
id cf2019_012
authors Su, Zhouzhou
year 2019
title Optimizing Spatial Adjacency in Hospital Master Planning
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 101
summary Hospitals are one of the most complex building types. Each is comprised of a wide range of service areas and functional spaces. Spatial relationships comprise one of the most critical design criteria, to be considered early-on in the master planning stage. Proper adjacency contributes to shorter travel distances, better wayfinding, improved patient care, higher satisfaction, and reduced overall cost. However, there is a lack of research on the automatic generation of design solutions that can be applied to real-world hospital master planning projects. Moreover, given the complexity of hospital design, an optimization tool is needed that is capable of evaluating both machine- and human-generated solutions. This study proposes a rating system for evaluating existing plans and proposed designs in hospital master planning, and explores optimal design solutions through rapid computational simulations. The first stage of this work presents interviews with senior professionals in the industry to explore best practices regarding spatial relationships in hospital planning. The second stage describes an automatic analysis tool for ranking the design options generated by healthcare planners and examining optimal design solutions that feature the best spatial adjacencies. This tool was employed in a recent master planning project with over fifty programming spaces, in order to test its validity.
keywords Optimization, Spatial Adjacency, Hospital Master Planning
series CAAD Futures
email
last changed 2019/07/29 14:08

_id ecaadesigradi2019_179
id ecaadesigradi2019_179
authors Castelo-Branco, Renata, Leit?o, António and Santos, Guilherme
year 2019
title Immersive Algorithmic Design - Live Coding in Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2019.2.455
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. 455-464
summary As many other areas of human activity, the architectural design process has been recently shaken by Virtual Reality (VR), as it offers new ways to experience and communicate architectural space. In this paper we propose Live Coding in Virtual Reality (LCVR), a design approach that allows architects to benefit from the advantages of VR within an algorithmic design workflow. LCVR integrates a live coding solution, where the architect programs his design intent and immediately receives feedback on the changes applied to the program; and VR, which means this workflow takes place inside the virtual environment, where the architect is immersed in the model that results from the program he is concurrently updating from inside VR. In this paper we discuss the possible impacts of such an approach, as well as the most pressing implementation issues. We offer a critical analysis and comparison of the various solutions available in the context of two different programming paradigms: visual and textual.
keywords Virtual Reality; Algorithmic Design; Live Coding
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_412
id ecaadesigradi2019_412
authors Leit?o de Souza, Thiago, Fialho, Valéria, Bicalho, Giovany, Schelk, Vinicius and Mendes, Isabella
year 2019
title An Immersive 360° Experience in Rio de Janeiro in the Late 19th Century - The panorama of Victor Meirelles and Henri Langerock
doi https://doi.org/10.52842/conf.ecaade.2019.3.107
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. 107-114
summary This essay is related to the research project "The immersive experience in 360°: investigation, representation and digital immersion in the city of Rio de Janeiro in the 19th and 20th centuries", developed at PROURB in FAU-UFRJ, Rio de Janeiro/Brazil. This work will investigate the Panorama of Rio de Janeiro looking for memories and historical truths in its context: Which part represents a historical point of view? Which part is invention? How were the city and its landscape represented on the canvas? As the most well-known Rio de Janeiro's panorama, which project was idealized by the Brazilian painter Victor Meirelles de Lima (1832-1903) and the Belgian photo-painter Henri Charles Langerock (1830-1915), it was exhibited in Brussels 1888, Paris 1889, and Rio de Janeiro 1891-1896, with great recognition in all these cities. This paper will explore this Panorama, its initial studies, its landscape and the architecture depicted, newspapers descriptions of its exhibitions, and mainly, distinguishing among memories, historical truths and verisimilitudes. In order to achieve these objectives, digital and analogical systems of representations, sketches and computer graphics techniques, specially, tridimensional models will be developed and applied.
keywords Panorama of Rio de Janeiro; Immersive experience in 360°; Geolocation; Virtual Reality; Digital Technologies; Cultural Heritage
series eCAADeSIGraDi
email
last changed 2022/06/07 07:52

_id acadia19_422
id acadia19_422
authors Morse, Christopher; Soulos, Foteinos
year 2019
title Interactive Facade Detail Design Reviews with the VR Scope Box
doi https://doi.org/10.52842/conf.acadia.2019.422
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. 422-429
summary We present the development of the VR Scope Box as an example of the potential for Virtual Reality to enhance the design process as an interactive medium. The opportunities afforded designers by virtual environments should not be limited to simple immersive visualization. The VR scope box is shown to able to visualize details in 3-dimensional space at a 1:1 scale with accurate material representations. This visualization is not restricted to a single typical example detail, but rather allows for the dynamic exploration of the entire facade system. At the same time, the building exterior as a whole is also visible, to allow for a simultaneous understanding of the connections and the consequences of those details on the building as a whole. Additionally, we discuss the importance of user experience on the usability and adoption of new tools within architectural design reviews and the advantages of developing such tools in-house.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id caadria2019_342
id caadria2019_342
authors Qureshi, Cyrus, Moleta, Tane Jacob and Schnabel, Marc Aurel
year 2019
title Beyond the portal - A Study of the Tangible and Intangible Rituals within Sacred Spaces
doi https://doi.org/10.52842/conf.caadria.2019.1.525
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. 525-534
summary In its ambitions, the paper aims to propose a proof of concept for a Virtual, Augmented and Mixed (VAM) environment that digitally overlays a multifaith space in order to optimize their use, essentially transforming itself to the spiritual needs of the user. In order to do so, a mixed reality experience was developed by investigating and interpreting both the tangible and intangible rituals of prayer. By incorporating an immersive experience, the project promotes the idea of a multifaith space that moves beyond the notion of an "empty white room (Crompton, 2013, p.487)". To develop an immersive experience that caters to people of all religions or no religion is beyond the scope of this project. Hence, by creating a VAM environment for users of the Muslim faith the project may be able to support design ideologies for others, furthering research in this field.
keywords Tangible and Intangible Rituals; Multifaith Space; Mixed Reality; Digital Mosque
series CAADRIA
email
last changed 2022/06/07 08:00

_id caadria2019_077
id caadria2019_077
authors Rogers, Jessie, Schnabel, Marc Aurel and Moleta, Tane Jacob
year 2019
title Reimagining Relativity - Transitioning the physical body into a virtual inhabitant
doi https://doi.org/10.52842/conf.caadria.2019.2.727
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. 727-736
summary This paper explores the ideas and mechanics through a case study which generated a reimagined means of inhabiting a speculative immersive environment. Currently, many users reside within virtual environments for their own leisure, work, or any other reason desired from short amounts of time to extreme lengths. This paper shows the generation directly relative to the inhabitant, where gravity, orientation, scale, and locomotion is completely dynamic. Details within this paper experiment with the laws and bounds of the virtual space within a real-time game engine where reimagining the way one inhabits space compared to current norms of real-world inhabitation is possible with creativity and applied knowledge. Escher's lithograph of Relativity is the driving concept explored within this paper beginning with creating gravitational pulls in multiple directions within the immersive virtual reality environment to accommodate various sources of gravity. The result of the case study demonstrated the generation of new virtual relativity laws reimagining how the virtual space is inhabited, in short, omnidirectional flying, gravitation defined by the inhabitant to geometry relationship, controlled local scaling, and populating space with multiple inhabitants in a unique manner.
keywords Virtual Reality; Speculative; Relativity; Inhabitant; Architecture
series CAADRIA
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
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