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 acadia19_278
id acadia19_278
authors Ca?izares, Galo
year 2019
title Digital Suprematism
doi https://doi.org/10.52842/conf.acadia.2019.278
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. 278-287
summary It is widely held that sometime around 2006, the World Wide Web as we knew it mutated into Web 2.0. This colloquial label signaled a shift from an Internet designed for us to an Internet designed by us. Nowhere was this more explicitly stated than in Time Magazine’s 2006 Person of the Year selection: You. More than a decade later, Internet browsers have evolved into ubiquitous interfaces accessible from mobile devices, tablet computers, public kiosks, workstations, laptops, etc. It would, therefore, not be an overstatement to say that the browser is the most widespread content canvas in the world. Designers frequently use web browsers for their ability to exhibit and organize content. They are the sites for portfolios, announcements, magazines, and at times, discussions. But despite its flexibility and rich infrastructure, rarely is the browser used to generate design elements. Thanks to advanced web development languages like JavaScript and open-source code libraries, such as p5.JS, Matter.JS, and Three.JS, browsers now support interactive and spatial content. Typically, these tools are used to generate gimmicks or visual effects, such as the parallax illusion or the infinite scroll. But if we perceive the browser as a timebased picture plane, we can immediately recognize its architectonic potential. This paper puts forth a method for engaging the creative potential of web-based media and Internet browsers. Through example projects, I argue that the Internet browser is a highly complex spatial plane that warrants more architectural analysis and experimentation.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id caadria2020_093
id caadria2020_093
authors Cerovsek, Tomo and Martens, Bob
year 2020
title The Evolution of CAADRIA Conferences - A Bibliometric Approach
doi https://doi.org/10.52842/conf.caadria.2020.1.325
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 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 325-334
summary This paper presents an analysis of the output, impact, use and content of 1,860 papers that were published in the CAADRIA conference proceedings over the last 20+ years (from 1996 to 2019). The applied methodology is a blend of bibliometrics, webometrics and clustering with text mining. The bibliometric analysis leads to quantitative and qualitative results on three levels: (1) author, (2) article and (3) association. The most productive authors authored over 50 papers, and the top 20% authors have over 80 % of all citations generated by CAADRIA proceedings. The overall impact of CAADRIA may be characterised by nearly 2,000 known citations and by the h-index that is 17. The webometrics based on CumInCAD.org reveals that the CAADRIA papers served over 200 k users, which is a considerable visibility for scientific CAAD output. The keywords most frequently used by authors were digital fabrication, BIM and parametric, generative, computational design. Notably, 90% of the papers' descriptors are 2-grams. This study may be useful to researchers, educators and publishers interested in CAAD.
keywords bibliometrics; open source; text clustering; n-gram
series CAADRIA
email
last changed 2022/06/07 07:55

_id acadia19_564
id acadia19_564
authors Chai, Hua; Marino, Dario; So, ChunPong; Yuan, Philip F.
year 2019
title Design for Mass-Customization
doi https://doi.org/10.52842/conf.acadia.2019.564
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. 564-572
summary Tradition wood tectonics, like interlocking joints, have regained focus against the background of digital design and fabrication technologies. While research on interlocking joints is quite focused on joint geometries, especially for timber plates, there has been less attention on the design and mass customization of interlocking joints for linear timber elements. In this context, this research addresses the challenges of mass customization of interlocking joints for linear elements through the design and realization of a 9-meterhigh timber structure with fully interlocking joints, without the use of any nails or glue. A customized code generation program was developed for the fabrication process, allowing the rapid programming and fabrication for all the 840 elements and 2592 notches. The project demonstrates how innovative structures are allowed through the synthesis of joint geometry, assembly process, and cutting-edge fabrication technology.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_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 ecaade2023_138
id ecaade2023_138
authors Crolla, Kristof and Wong, Nichol
year 2023
title Catenary Wooden Roof Structures: Precedent knowledge for future algorithmic design and construction optimisation
doi https://doi.org/10.52842/conf.ecaade.2023.1.611
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 611–620
summary The timber industry is expanding, including construction wood product applications such as glue-laminated wood products (R. Sikkema et al., 2023). To boost further utilisation of engineered wood products in architecture, further development and optimisation of related tectonic systems is required. Integration of digital design technologies in this endeavour presents opportunities for a more performative and spatially diverse architecture production, even in construction contexts typified by limited means and/or resources. This paper reports on historic precedent case study research that informs an ongoing larger study focussing on novel algorithmic methods for the design and production of lightweight, large-span, catenary glulam roof structures. Given their structural operation in full tension, catenary-based roof structures substantially reduce material needs when compared with those relying on straight beams (Wong and Crolla, 2019). Yet, the manufacture of their non-standard geometries typically requires costly bespoke hardware setups, having resulted in recent projects trending away from the more spatially engaging geometric experiments of the second half of the 20th century. The study hypothesis that the evolutionary design optimisation of this tectonic system has the potential to re-open and expand its practically available design solution space. This paper covers the review of a range of built projects employing catenary glulam roof system, starting from seminal historic precedents like the Festival Hall for the Swiss National Exhibition EXPO 1964 (A. Lozeron, Swiss, 1964) and the Wilkhahn Pavilions (Frei Otto, Germany, 1987), to contemporary examples, including the Grandview Heights Aquatic Centre (HCMA Architecture + Design, Canada, 2016). It analysis their structural concept, geometric and spatial complexity, fabrication and assembly protocols, applied construction detailing solutions, and more, with as aim to identify methods, tools, techniques, and construction details that can be taken forward in future research aimed at minimising construction complexity. Findings from this precedent study form the basis for the evolutionary-algorithmic design and construction method development that is part of the larger study. By expanding the tectonic system’s practically applicable architecture design solution space and facilitating architects’ access to a low-tech producible, spatially versatile, lightweight, eco-friendly, wooden roof structure typology, this study contributes to environmentally sustainable building.
keywords Precedent Studies, Light-weight architecture, Timber shell, Catenary, Algorithmic Optimisation, Glue-laminated timber
series eCAADe
email
last changed 2023/12/10 10:49

_id acadia20_192p
id acadia20_192p
authors Doyle, Shelby; Hunt, Erin
year 2020
title Melting 2.0
source ACADIA 2020: Distributed Proximities / Volume II: Projects [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95253-6]. Online and Global. 24-30 October 2020. edited by M. Yablonina, A. Marcus, S. Doyle, M. del Campo, V. Ago, B. Slocum. 192-197
summary This project presents computational design and fabrication methods for locating standard steel reinforcement within 3D printed water-soluble PVA (polyvinyl alcohol) molds to create non-standard concrete columns. Previous methods from “Melting: Augmenting Concrete Columns with Water Soluble 3D Printed Formwork” and “Dissolvable 3D Printed Formwork: Exploring Additive Manufacturing for Reinforced Concrete” (Doyle & Hunt 2019) were adapted for larger-scale construction, including the introduction of new hardware, development of custom programming strategies, and updated digital fabrication techniques. Initial research plans included 3D printing continuous PVA formwork with a KUKA Agilus Kr10 R1100 industrial robotic arm. However, COVID-19 university campus closures led to fabrication shifting to the author’s home, and this phase instead relied upon a LulzBot TAZ 6 (build volume of 280 mm x 280 mm x 250 mm) with an HS+ (Hardened Steel) tool head (1.2 mm nozzle diameter). Two methods were developed for this project phase: new 3D printing hardware and custom GCode production. The methods were then evaluated in the fabrication of three non-standard columns designed around five standard reinforcement bars (3/8-inch diameter): Woven, Twisted, Aperture. Each test column was eight inches in diameter (the same size as a standard Sonotube concrete form) and 4 feet tall, approximately half the height of an architecturally scaled 8-foot-tall column. Each column’s form was generated from combining these diameter and height restrictions with the constraints of standard reinforcement placement and minimum concrete coverage. The formwork was then printed, assembled, cast, and then submerged in water to dissolve the molds to reveal the cast concrete. This mold dissolving process limits the applicable scale for the work as it transitions from the research lab to the construction site. Therefore, the final column was placed outside with its mold intact to explore if humidity and water alone can dissolve the PVA formwork in lieu of submersion.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_id ecaadesigradi2019_239
id ecaadesigradi2019_239
authors Garrido, Federico and Meyer, Joost
year 2019
title Dexterity-controlled Design Procedures
doi https://doi.org/10.52842/conf.ecaade.2019.1.659
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. 659-668
summary This paper explores the development of design procedures in relationship to their digital proceedings, in order to interface human movement and parametric design procedures. The research studied the use of Leap Motion controller, a gesture recognition device using infrared sensors combined with time-based generative tools in Rhinoceros Grasshopper. A physical, artistic procedure was used as a reference to model a digital design procedure, including a series of parametric definitions combined with them in an attempt to produce complex three-dimensional designs in real time. In a later stage of this research, a modular, open source, digitizing arm was developed to capture hand movement and interact with an autonomous parametric definition, augmenting even more the range of applications of dexterity-based digital design. The challenge of this experimental investigation lies in the negotiation of the designer's needs for a complex yet open design process and the possibilities of defined soft- and hardware solutions.
keywords digital design; dexterity; parametric design; motion detection
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 ecaadesigradi2019_149
id ecaadesigradi2019_149
authors Gonzalez-Quintial, Francisco and Martin-Pastor, Andres
year 2019
title Convolutas - Developable strips and digital fabricated lightweight architecture
doi https://doi.org/10.52842/conf.ecaade.2019.1.585
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. 585-594
summary The present research is mainly focused on the development of a system that would be able to offer the potentiality of constructing free-form surfaces by using developable surfaces. Through a deep revision of pre-computational traditional geometric systems based on the classical Descriptive Geometry, after a re-interpretation that design and algorithmic generation tools allow by using computers and digital fabrication hardware as testing ground, a geometric control process has been designed in order to offer the possibility of managing double-curvature complex forms and their adaptation by using developable surfaces. The focal point of this system is proving how developable surfaces are suitable to build architectonical elements at real scale.
keywords Geometry; Developable Surfaces; Algorithmic Approach; Digital Fabrication
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

_id ijac201917303
id ijac201917303
authors Heidari, Parvin and Cigdem Polatoglu
year 2019
title Pen-and-paper versus digital sketching in architectural design education
source International Journal of Architectural Computing vol. 17 - no. 3, 284–302
summary This study aimed to compare and evaluate the digital-based sketching versus conventional pen-and-paper sketching through conducting an experiment via protocol study in educational field. To this aim, the linkography analysis technique was used to obatin the related data from the protocol study. Linkography technique allows analyzing design as a system and is capable of tracing the design ideas and their connections; therefore, it facilitated the purposes of the current study. The results demonstrated that designers had a richer design process and more opportunities for generating ideas in the pen-and-paper sketching versus digital sketching. Furthermore, the designers’ performance in the digital media with two-dimensional sketching software was more satisfactory than the digital session with three-dimensional sketching software. However, digital media encouraged designers to make more integration among the ideas.
keywords Conceptual design, pen-and-paper sketching, digital sketching, linkography
series journal
email
last changed 2020/11/02 13:34

_id caadria2019_671
id caadria2019_671
authors Mun, Kristine, Clemenson, Dane and Bogosian, Biayna
year 2019
title The Well Tempered Environment of Experience - (Neuro)Scientific Methods for Data Collection, Analysis & Visualization
doi https://doi.org/10.52842/conf.caadria.2019.1.573
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. 573-582
summary In our ever increasing media(ted) world, the robustness of digital communication networked environment is transforming how we relate to our environment. With the rise of the Internet of Things (IOTs) and other ubiquitous mobile communication devices connecting our bodies to our environments, our spaces are requiring a recalibration of the 'well tempered environment'. As technological devices are becoming seamlessly fused with our everyday lifestyles, habits and spaces, articulating experience is one of the most important topics to discuss in human-centered approach to design. This paper presents the initial methods for a data-driven process to enhance human experience as the central motivation. Combining knowledge from neuroscience and experimenting with embodied medias such as Virtual and Augmented Reality (+ MR) , the inquiries into the human dimension is explored in novel ways. The aim is to show how data-driven experiments could be used to assist designers find better performative solutions and that new collaborations between scientist and designers are on the rise as data moves fluidly between bodies and spaces like air in our 21st century.
keywords Experience Design; Human-Computer-Interface; Emotion; Neuroscience; VR, AR & Mixed Reality, Human Centered Design, Data-Driven Design; Interactivity
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2020_138
id ecaade2020_138
authors Patel, Sayjel Vijay, Tchakerian, Raffi, Lemos Morais, Renata, Zhang, Jie and Cropper, Simon
year 2020
title The Emoting City - Designing feeling and artificial empathy in mediated environments
doi https://doi.org/10.52842/conf.ecaade.2020.2.261
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 261-270
summary This paper presents a theoretical blueprint for implementing artificial empathy into the built environment. Transdisciplinary design principles have oriented the creation of a new model for autonomous environments integrating psychology, architecture, digital media, affective computing and interactive UX design. 'The Emoting City', an interactive installation presented at the 2019 Shenzhen Bi-City Biennale of Urbanism/Architecture, is presented as a first step to explore how to engage AI-driven sensing by integrating human perception, cognition and behaviour in a real-world scenario. The approach described encompasses two main elements: embedded cyberception and responsive surfaces. Its human-AI interface enables new modes of blended interaction that are conducive to self-empathy and insight. It brings forth a new proposition for the development of sensing systems that go beyond social robotics into the field of artificial empathy. The installation innovates in the design of seamless affective computing that combines 'alloplastic' and 'autoplastic' architectures. We believe that our research signals the emergence of a potential revolution in responsive environments, offering a glimpse into the possibility of designing intelligent spaces with the ability to sense, inform and respond to human emotional states in ways that promote personal, cultural and social evolution.
keywords Artificial Intelligence; Responsive Architecture; Affective Computation; Human-AI Interfaces; Artificial Empathy
series eCAADe
email
last changed 2022/06/07 07:59

_id lasg_whitepapers_2019_291
id lasg_whitepapers_2019_291
authors Sabin, Jenny
year 2019
title Lumen
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.291 - 318
summary This paper documents the computational design methods, digital fabrication strategies, and generative design process for [Lumen], winner of MoMA & MoMA PS1’s 2017 Young Architects Program. The project was installed in the courtyard at MoMA PS1 in Long Island City, New York, during the summer of 2017. Two lightweight 3D digitally knitted fabric canopy structures composed of responsive tubular and cellular components employ recycled textiles, photo-luminescent and solar active yarns that absorb and store UV energy, change color, and emit light. This environment offers spaces of respite, exchange, and engagement as a 150 x 75-foot misting system responds to visitors’ proximity, activating fabric stalactites that produce a refreshing micro-climate. Families of robotically prototyped and woven recycled spool chairs provide seating throughout the courtyard. The canopies are digitally fabricated with over 1,000,000 yards of high tech responsive yarn and are supported by three 40+ foot tensegrity towers and the surrounding matrix of courtyard walls. Material responses to sunlight as well as physical participation are integral parts of our exploratory approach to the 2017 YAP brief. The project is mathematically generated through form-finding simulations informed by the sun, site, materials, program, and the material morphology of knitted cellular components. Resisting a biomimetic approach, [Lumen] employs an analogic design process where complex material behavior and processes are integrated with personal engagement and diverse programs. The comprehensive installation was designed by Jenny Sabin Studio and fabricated by Shima Seiki WHOLEGARMENT, Jacobsson Carruthers, and Dazian with structural engineering by Arup and lighting by Focus Lighting.
keywords living architecture systems group, organicism, intelligent systems, design methods, engineering and art, new media art, interactive art, dissipative systems, technology, cognition, responsiveness, biomaterials, artificial natures, 4DSOUND, materials, virtual projections,
email
last changed 2019/07/29 14:02

_id ecaadesigradi2019_225
id ecaadesigradi2019_225
authors Sedrez, Maycon and de Martino, Jarryer
year 2019
title Amor SP - Understanding socio-spatial emotions of urban poor in S?o Paulo
doi https://doi.org/10.52842/conf.ecaade.2019.2.829
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. 829-836
summary In the last decades, the quantity of information produced and distributed due to digital resources has been growing; big data is contributing to a better perception of our cities. The aim of this paper is to understand spatial segregation in the city of S?o Paulo (a city known by its social inequality and urban poverty) by scraping social media tags of emotions. We compared aspects that suggest socio-spatial inequalities: urban poor versus feelings of love and hate, versus feelings of joy and fear and the social vulnerability index as background. Three issues are considered in this research: the emergence of urban space big data, digital inclusion, and architects and urbanists' access to big data. To unveil urban poor singularities through social media is an opportunity to reconnect communities to urban design.
keywords Parametrics; Social media; Urban analytics; Socio-spatial interactions
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id cf2019_031
id cf2019_031
authors Shireen, Naghmi; Halil Erhan and Robert Woodbury
year 2019
title Encoding Design Process using Interactive Data Visualization
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 253
summary The existing research on design space exploration favors the exploration of multiple parallel designs, however the act of exploring a design space is still to be integrated in the design of new digital media. We conducted an experiment to understand how designers navigate through large numbers of design alternatives generated from parametric models. We analyzed the data with a purpose-built visualization tool. We observed that participants changed the task environment and took design actions, frequently combining these into action combinations. Five tasks emerged from our analysis: Criteria Building, Criteria Testing, Criteria Applying, Reflection and (Re)Setting. From our analysis, we suggest several features for future systems for interacting with design alternatives.
keywords design space exploration, design alternatives, coding protocol and analysis, creativity support tools, interfaces for design galleries
series CAAD Futures
email
last changed 2019/07/29 14:15

_id ecaadesigradi2019_051
id ecaadesigradi2019_051
authors Stojanovic, Vladeta, Trapp, Matthias, Richter, Rico, Hagedorn, Benjamin and Döllner, Jürgen
year 2019
title Semantic Enrichment of Indoor Point Clouds - An Overview of Progress towards Digital Twinning
doi https://doi.org/10.52842/conf.ecaade.2019.2.809
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. 809-818
summary This paper presents an approach towards the development of a service-oriented platform for semantic enrichment of indoor point clouds. It mainly focuses on integrated methods for the capture of as-is 3D point clouds using commodity mobile hardware, classification of point cloud clusters using a multiview-based method, geometric reconstruction of room boundaries, interactive 3D visualization, sensor data visualization, and tracking of spatial changes and user annotations via a secure ledger. Implementing the methods in a prototypical web-based application, we demonstrate our approach for the semantic enrichment of indoor point clouds and the generation of base data for Digital Twin representation.
keywords Digital Twin; Indoor Point Cloud; Semantic Enrichment; Real Estate 4.0
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id ecaadesigradi2019_168
id ecaadesigradi2019_168
authors Varinlioglu, Guzden and Halici, Suheyla Muge
year 2019
title Gamification of Heritage through Augmented Reality
doi https://doi.org/10.52842/conf.ecaade.2019.1.513
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. 513-518
summary This paper focuses on a game on architectural heritage, possibilities for using gamification for conveying information through the reanimation of an ancient city. It proposes an immersive AR game involving the portrayal of cultural heritage through mobile devices. The game includes an AR application for Android devices which enabled rendering of 3D content in combination with camera input. This application is an independent game, tracking targets through GPS on a larger scale and using object recognition on a smaller scale. Our research aims to propose implementing game mechanics on an AR system at an archaeological site in order to increase visitors' interest, and promote the dissemination of cultural heritage.
keywords digital heritage; model-based tracking; augmented reality; gamification; public archaeology
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_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 caadria2019_329
id caadria2019_329
authors Zhao, Yao, Zhu, Weiran and Yuan, Philip F.
year 2019
title From Acoustic Data Perception to Visualization Design
doi https://doi.org/10.52842/conf.caadria.2019.1.393
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. 393-402
summary This research project is based on the research results from the "Acoustic Visualization Group" of Digital FUTURES Summer Workshop in Shanghai, 2018. In this workshop, students use sound data acquisition sound collection equipment to collect sound information in the space and transform it into digital data. After analyzing the data, they present it as a visible form and design the sound interaction device based on the results. This study combines the media art and digital technology to transform the invisible acoustics digital information into a tangibly visible experiencing space and to mix the virtual acoustics space, realistic light- and- shadow space and the three-dimension material space in multi-dimensions through the digital programming and generative art design. Acoustic visualization interaction design is a comprehensive attempt which mixed with several research fields such as architecture device design, digital media technology, human-computer interaction and architecture environment science.
keywords Acoustic Visualization; Digital FUTURES; Interaction Device
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2019_225
id caadria2019_225
authors Khoo, Chin Koi and Wee, H. Koon
year 2019
title PixelGreen - A hybrid green media wall for existing high-rise buildings
doi https://doi.org/10.52842/conf.caadria.2019.2.131
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. 131-140
summary Vertical farms and gardens are not new in dense urban environments, but few examples further explore the architectural potential and possibilities of the form to apply the same design approach to existing surfaces and walls of buildings. In addition, there is a design opportunity to exploit existing wall surfaces as 'analogue' media screens by using the vertical farm and garden as a medium of representation. In this paper we explore the opportunity for new design possibilities to achieve a hybrid architectural wall system as a reciprocal retrofit for existing building surfaces, integrating a vertical micro-farm and media screen. This architectural opportunity is explored through agile methods and the early design stages of a hybrid green media wall, PixelGreen. PixelGreen will be retrofitted to an existing wall of a high-rise building to convey mediated, graphical, artistic content and provide edible plant micro-farming simultaneously. The physical proof of concept is given through a modular mock-up with a programmed UAV (unmanned aerial vehicle) serving as the 'agent' for constant updating of mediated content, maintenance and a regular farming cycle. The outcome of this approach provides preliminary insight into how to feasibly implement a hybrid green media wall with autonomous robotics and computation technology.
keywords Green wall; media facade; vertical farm; architectural intervention
series CAADRIA
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