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 ecaadesigradi2019_191
id ecaadesigradi2019_191
authors Engel, Pedro
year 2019
title CONTROLING DESIGN VARIATIONS - DESIGNING A SEMANTIC CONTROLER FOR A GENERATIVE SYSTEM
doi https://doi.org/10.52842/conf.ecaade.2019.2.369
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. 369-376
summary This article will describe the recent steps in the development of a computational generative system based on the selection and combination of ordinary architectural elements. Built as a Grasshopper definition, the system was conceived to generate designs of architectural façades and to produce models, physical and digital, for didactic use. More specifically, The paper will address the conception of controlling devices, that is, the parts of the computational system that govern design variations. This process involved two complementary actions: first, the definition of a clear organizational logic, where elements can be represented as a data structure that encompasses classes, sub-classes, sets, libraries and attributes; secondly, the establishment of means to operate the variations through the use of filters and heuristics based on visual patterns, allowing varying degrees of automation and user control. It will be argued that such organizational model paves the way to increase the number of design possibilities in the future and to and provide means to integrate of architectural criteria into the generation process. This research has received the support of CNPq.
keywords Algorithm; Parametric Design; Architectural Design; Teaching ; Physical Model
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_043
id ecaadesigradi2019_043
authors Vamvakidis, Simos
year 2019
title Computational Design Thinking for first year architectural design studios.
doi https://doi.org/10.52842/conf.ecaade.2019.1.093
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. 93-98
summary Digital design tools are actually changing the way we design architecture, even if we never choose to use any software. This paper examines and proposes an initial design approach towards Computational Design Thinking for first-year architecture students, without the use of any parametric software. It investigates some of the main points of a Computational Design Thinking approach and then proposes a method for teaching design studios. The method refers to digital design tools / software we use as architects, introducing ways to manipulate physical form, almost the same way that digital design software manipulates digital models. Finally, the paper documents the outputs and evaluates the application of this method in teaching first year design studio in a UK university.
keywords Diagram; Generative Design; Transformations; Physical and Digital Modelling; Computational Design Thinking
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_id ecaadesigradi2019_516
id ecaadesigradi2019_516
authors Fioravanti, Antonio and Trento, Armando
year 2019
title Close Future: Co-Design Assistant - How Proactive design paradigm can help
doi https://doi.org/10.52842/conf.ecaade.2019.1.155
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. 155-160
summary The present paper is focused on exploring a new paradigm in architectural design process that should raise the bar for a mutual collaboration between humans and digital assistants, able to face challenging problems of XXI century. Such a collaboration will aid design process freeing designer from middle level reasoning tasks, so they could focus on exploring - on the fly - design alternatives at a higher abstraction layer of knowledge. Such an assistant should explore and instantiate as much as possible knowledge structures and their inferences thanks to an extensive use of defaults, demons and agents, combined with its power and ubiquity so that they will be able to mimic behaviour of architectural design human experts. It aims other than to deal with data (1st layer) and simple reasoning tools (2nd layer) to automate design exploring consequences and side effects of design decisions and comparing goals (3rd layer). This assistant will speed up the evaluation of fresh design solutions, will suggest solutions by means of generative systems and will be able of a digital creativity.
keywords Design process paradigm; Architectural design; Design assistant; Agents; Knowledge structures
series eCAADeSIGraDi
email
last changed 2022/06/07 07:50

_id acadia19_298
id acadia19_298
authors Leach, Neil
year 2019
title Do Robots Dream of Digital Sleep?
doi https://doi.org/10.52842/conf.acadia.2019.298
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. 298-309
summary AI is playing an increasingly important role in everyday life. But can AI actually design? This paper takes its point of departure from Philip K Dick’s novel, Do Androids Dream of Electric Sheep? and refers to Google’s DeepDream software, and other AI techniques such as GANs, Progressive GANs, CANs and StyleGAN, that can generate increasingly convincing images, a process often described as ‘dreaming’. It notes that although generative AI does not possess consciousness, and therefore cannot literally dream, it can still be a powerful design tool that becomes a prosthetic extension to the human imagination. Although the use of GANs and other deep learning AI tools is still in its infancy, we are at the dawn of an exciting – but also potentially terrifying – new era for architectural design. Most importantly, the paper concludes, the development of AI is also helping us to understand human intelligence and 'creativity'.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_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 ecaadesigradi2019_176
id ecaadesigradi2019_176
authors Giantini, Guilherme, Negris de Souza, Larissa, Turczyn, Daniel and Celani, Gabriela
year 2019
title Environmental Ceramics - Merging the digital and the physical in the design of a performance -based facade system
doi https://doi.org/10.52842/conf.ecaade.2019.2.749
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. 749-758
summary Environmental comfort and space occupancy are essential considerations in architectural design process. Façade systems deeply impact both aspects but are usually standardized. However, performance-based facade systems tackle these issues through computational design to devise non-homogeneous elements. This work proposes a ceramic facade system designed according to a performance-based process grounded on environmental analysis and parametric design to allow adaptation and geometric variation according to specific building demands on environmental comfort and functionality. In this process, the Design Science Research method guided the exploration of both design and evaluation, bridging the gap between theory and practice. Positive facade environmental performance were found from digital and physical models assessment in terms of radiation, illuminance, dampness (with ventilation) and temperature. Computational processes minimized radiation inside the building while maximized illuminance. Their association influenced on operative temperature, which dropped according to local dampness and material absorption. Accordingly, this design process associates not only environmental comfort and functionality concepts but also adaptability, flexibility, mass customization, personal fabrication, additive manufacturing concepts, being an example architectural design changes in the 4th Industrial Revolution.
keywords sustainable design; facade system; computational design; environmental analysis; evolutionary algorithm
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_262
id ecaadesigradi2019_262
authors Globa, Anastasia, Costin, Glenn, Wang, Rui, Khoo, Chin Koi and Moloney, Jules
year 2019
title Hybrid Environmental-Media Facade - Full-Scale Prototype Panel Fabrication
doi https://doi.org/10.52842/conf.ecaade.2019.2.685
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. 685-694
summary This paper reports the design, fabrication and evaluation strategies of full-scale aluminium panel prototypes developed for a kinetic hybrid facade system. The concept of a hybrid facade system was proposed as a solution to maximise the value of kinetic intelligent building systems by repurposing the animation sunscreening as a low-resolution media display. The overarching research project investigates the potential, feasibility and real-life applications of a hybrid facade that integrates the: environmental, media and individual micro-control functions in one compound system that operates through autonomous wirelessly controlled hexagonal rotating panels. The study explores new ways of communication and connectivity in architectural and urban context, utilising and fusing together a wide range of technologies including: artificial intelligence, robotics, wireless control technologies, calibration of physical and digital simulations, development of fully autonomous self-organised and powered units and the use of additive digital manufacturing. This article reports the third research stage of the hybrid facade project development - the manufacture of full scale panel prototypes.
keywords kinetic facade; digital fabrication; full-scale prototype; intelligent building systems; hybrid facade
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

_id caadria2019_637
id caadria2019_637
authors Han, Dongchen, Zhang, Hong, Cui, Weiwen and Huang, Jie
year 2019
title Towards to a Hybrid Model-Making Method based on Translations between Physical and Digital Models - A case study of the freeform architectural design
doi https://doi.org/10.52842/conf.caadria.2019.2.561
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. 561-570
summary The extensive applications of digital models might decrease the capacity of physical model-making for perceptual thinking and enlarge the gap between architects and physical space with limited visual experience. This study aims to propose a reverse process for realizing translations between physical and digital model-making methods from which architects could maximize their initial ideas in conceptual design while allowing for rational digitalization in the detailed design. A review of Reverse Engineering architectural applications is presented and the hybrid method is proposed and examined in a freeform design case. The research shows that in the first translation phase, from handmade physical models to parametric digital models, freeform geometry could be better parameterized in a low degree of deformation based on photogrammetry. Meanwhile, in the second translation phase, from detailed digital models to large-scale physical models, the digitally-driven fabrication could be applied more precisely and automatically based on error handling by 3D laser scanning. Moreover, the process and algorithms developed for the hybrid model-making method indicate the possibility of being applied to further freeform architectural design cases.
keywords Physical models; Digital models; RE technologies; Freeform design; Accuracy
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia19_16
id acadia19_16
authors Hosmer, Tyson; Tigas, Panagiotis
year 2019
title Deep Reinforcement Learning for Autonomous Robotic Tensegrity (ART)
doi https://doi.org/10.52842/conf.acadia.2019.016
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. 16-29
summary The research presented in this paper is part of a larger body of emerging research into embedding autonomy in the built environment. We develop a framework for designing and implementing effective autonomous architecture defined by three key properties: situated and embodied agency, facilitated variation, and intelligence.We present a novel application of Deep Reinforcement Learning to learn adaptable behaviours related to autonomous mobility, self-structuring, self-balancing, and spatial reconfiguration. Architectural robotic prototypes are physically developed with principles of embodied agency and facilitated variation. Physical properties and degrees of freedom are applied as constraints in a simulated physics-based environment where our simulation models are trained to achieve multiple objectives in changing environments. This holistic and generalizable approach to aligning deep reinforcement learning with physically reconfigurable robotic assembly systems takes into account both computational design and physical fabrication. Autonomous Robotic Tensegrity (ART) is presented as an extended case study project for developing our methodology. Our computational design system is developed in Unity3D with simulated multi-physics and deep reinforcement learning using Unity’s ML-agents framework. Topological rules of tensegrity are applied to develop assemblies with actuated tensile members. Single units and assemblies are trained for a series of policies using reinforcement learning in single-agent and multi-agent setups. Physical robotic prototypes are built and actuated to test simulated results.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id ecaadesigradi2019_305
id ecaadesigradi2019_305
authors Kabošová, Lenka, Worre Foged, Isak, Kme, Stanislav and Katunský, Dušan
year 2019
title Building envelope adapting from and to the wind flow
doi https://doi.org/10.52842/conf.ecaade.2019.2.131
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. 131-138
summary The paper presents research for wind-responsive architecture. The main objective is the digital design methodology incorporating the dynamic, fluctuating wind flow into the shape-generating process of architectural envelopes. These computational studies are advanced and informed through physical prototyping models, allowing a hybrid method approach. The negative impacts of the wind at the building scale (wind loads), as well as urban scale (wind discomfort), can be avoided and even transformed into an advantage by incorporating the local wind conditions to the process of creating architectural envelopes with adaptive structures. The paper proposes a tensegrity-membrane system which, when exposed to the dynamic wind flow, enables a local passive shape adaptation. Thus, the action of the wind pressure transforms the shape of the building envelope to an unsmoothed, dimpled surface. As a consequence, the aerodynamic properties of the building are modified, which contributes to reducing wind suction and drag force. Moreover, the slight shape change materializes and articulates the immaterial wind phenomena. For a better understanding of the dynamic geometric properties, one unit of the wind-responsive envelope is tested through simulations, and through physical prototypes. The idea and material-geometric studies are subsequently applied in a specific case study, including a designed building envelope in an industrial silo cluster in Stockholm.
keywords adaptive envelope; tensegrity; wind flow; digital designing; shape-change
series eCAADeSIGraDi
email
last changed 2022/06/07 07:52

_id acadia19_542
id acadia19_542
authors Klemmt, Christoph; Pantic, Igor; Gheorghe, Andrei; Sebestyen, Adam
year 2019
title Discrete vs. Discretized Growth
doi https://doi.org/10.52842/conf.acadia.2019.542
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. 542-553
summary Discrete computational growth simulations, such as Cellular Automata of Diffusion Limited Aggregation, appear often to be difficult to use for architectural design as their geometric outcomes tend to be difficult to control. On the contrary, free-form growth simulations such as Differential Growth or cell-based growth algorithms produce highly complex geometries that are difficult to construct at a larger scale. We, therefore, propose a methodology of discretized free-form Cellular Growth algorithms in order to utilize the emerging qualities of growth simulations for a feasible architectural design. The methodology has been tested within the framework of a workshop and resulted in the efficient construction of a large physical prototype.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id cf2019_015
id cf2019_015
authors Ladron de Guevara, Manuel; Luis Ricardo Borunda and Ramesh Krishnamurti
year 2019
title A Multi-Resolution Design Methodology Based on Discrete Models
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 129
summary The use of programming languages in design opens up unexplored and previously unworkable territories, mainly, in conventional architectural practice. In the 1990s, languages of continuity, smoothness and seamlessness dominated the architectural inquiry with the CNC milling machine as its manufacturing tool. Today’s computational design and fabrication technology look at languages of synthesis of fragments or particles, with the 3D printer as its fabrication archetype. Fundamental to this idea is the concept of resolution– the amount of information stored at any localized region. Construction of a shape is then based on multiple regions of resolution. This paper explores a novel design methodology that takes this concept of resolutions on discrete elements as a design driver for architectural practice. This research has been tested primarily through additive manufacturing techniques.
keywords Multi-Resolution Design Methodology; Discrete-Based Computational Design; Resolutions; Additive Manufacturing
series CAAD Futures
email
last changed 2019/07/29 14:08

_id caadria2019_194
id caadria2019_194
authors Leitão, António, Castelo-Branco, Renata and Santos, Guilherme
year 2019
title Game of Renders - The Use of Game Engines for Architectural Visualization
doi https://doi.org/10.52842/conf.caadria.2019.1.655
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. 655-664
summary Good visualization mechanisms offer architects, and their clients, a better grasp of how their designs are going to turn out when built, and the experience one might have inside the constructions. This also helps the architect orient the design in a more informed manner. However, typically used modeling tools do not offer satisfactory visualization solutions. The operations available to view and navigate through the 3D space are flawed in terms of speed, interactivity, and real-time rendering quality. To solve this issue, we propose the coupling of a portable algorithmic design framework with a Game Engine (GE) to support interactive visualization of architectural models and increase the rendering performance of the framework. We explain in detail this integration, and we evaluate this workflow by implementing a case study and comparing the performance of the GE to architectural modeling tools.
keywords Algorithmic Design; Game Engine; Interactive Visualization
series CAADRIA
email
last changed 2022/06/07 07:52

_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 caadria2019_345
id caadria2019_345
authors Marschall, Max and Burry, Jane
year 2019
title Can the Use of Stochastic Models of Occupants' Environmental Control Behavior Influence Architectural Design Outcomes? - How field data can influence design outcomes
doi https://doi.org/10.52842/conf.caadria.2019.1.715
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. 715-724
summary Thermal comfort research has shown that natural ventilation can reduce energy consumption while increasing comfort. However, giving occupants control over their environment introduces uncertainty into building performance which is challenging to emulate using current simulation techniques. Traditionally, window operation is modelled deterministically, for instance by assuming windows to be opened at a predefined temperature. Studies have shown this to be inaccurate, often causing large discrepancies between simulated and actual performance; instead, probabilistic models have emerged based on field study data. The literature on this topic is currently limited to building science and lacks an analysis of how these insights may affect architecture. In a design study, we used evolutionary computation to determine comfort-optimized housing designs for various climates, each time comparing the results of both window operation models. The resulting designs varied considerably; most notably, using the stochastic approach resulted in more shading elements, especially in warmer climates.
keywords window operation model; stochastic; natural ventilation; thermal comfort; occupant behavior
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaadesigradi2019_541
id ecaadesigradi2019_541
authors Mesa, Olga, Mhatre, Saurabh, Singh, Malika and Aukes, Dan
year 2019
title CREASE - Synchronized Gait Through Folded Geometry.
doi https://doi.org/10.52842/conf.ecaade.2019.3.197
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. 197-206
summary Robotics have expanded exponentially in the last decade. Within the vast examples of ambulatory robots, traditional legged robots necessitate engineering expertise and the use of specialized fabrication technologies. Micro electromechanical (MEM) robots are useful for a wide range of applications yet in most cases, difficult to fabricate and excessively intricate. Advances in pop-up laminate construction have generated a model shift in the development of robot morphologies due to their ease of fabrication and scalability from the millimeter to centimeter scale. This research continues to investigate the link between kinematics and pop-up origami structures in robotics. The objective was to design a robot that exhibited efficient and controlled locomotion minimizing number of motors. "Crease", an origami robot that emerges from a two-dimensional sheet into its three-dimensional configuration was developed. By amplifying a simple rotational motion through the geometry of folds in the robot, a complex gait was achieved with minimal motorized actuation. Variations in gait, control, and steering were studied through physical and computational models. Untethered Creases that sense their environment and steer accordingly were developed. This research contributes not only to the field of robotics but also to design where efficiency, adjustability and ease of fabrication are critical.
keywords Digital Fabrication and Robotics, Smart Geometry, Origami Robotics, Laminate Construction.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_id caadria2019_081
id caadria2019_081
authors Sheldon, Aron, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank, Ramos, Cristina and Zavoleas, Yannis
year 2019
title Putting the AR in (AR)chitecture - Integrating voice recognition and gesture control for Augmented Reality interaction to enhance design practice
doi https://doi.org/10.52842/conf.caadria.2019.1.475
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. 475-484
summary The architectural design process involves the development of spatial explorable 3D models, but the computer screen is main medium to communicate information to clients. Yet, Augmented Reality (AR) and Virtual Reality (VR) are the closest way to replicate our world, create new ones and interact within them. AR and VR headsets offer different ways to allow multiple stakeholders to effectively immerse themselves in 3D representations of design projects. But, to interact within these spaces and to perform design modifications, the development of new workflows is required. This research presents a new method where AR is used to visualize and edit project models using both voice recognition and hand-gestures software. While numerous projects are addressing software interoperability issues, user-interaction in an AR space remains a developing area of crucial relevance in research. Although hand-gestures are the usual form of model-state control employed in such systems, voice-control is emerging as a highly desirable and everyday form of human-computer interaction. This paper presents a plugin for the Hololens that allows the user to use voice and hand gestures to enhance the ability to work with 3D models and discusses and evaluates the project.
keywords Augmented Reality; Design Workflows; Interaction Design; Voice Recogition; Gesture Recognition
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaadesigradi2019_002
id ecaadesigradi2019_002
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 3
doi https://doi.org/10.52842/conf.ecaade.2019.3
source 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, 374 p.
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

_id ecaadesigradi2019_001
id ecaadesigradi2019_001
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 2
doi https://doi.org/10.52842/conf.ecaade.2019.2
source 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, 872 p.
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

_id ecaadesigradi2019_000
id ecaadesigradi2019_000
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 1
doi https://doi.org/10.52842/conf.ecaade.2019.1
source 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, 835 p.
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

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