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 616

_id cf2019_024
id cf2019_024
authors Tuncer, Bige; Francisco Benita, and Francesco Scandola
year 2019
title Data-driven Thinking for Urban Spaces, Immediate Environment, and Body Responses
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, pp. 172-184
summary This paper presents a methodology to implement data-driven thinking in the context of urban design. We conducted a 7-day workshop with international students from landscape design and architecture backgrounds, with the objective of designing an experimental setup to measure real-time urban spaces, immediate environment, and body responses. The goal of the workshop was to expose participants to data-driven thinking through experimental design, multi-sensor data collection, data analysis, visualization, and insight generation. We made use of mixed methods, including validated pre- and postquestionnaires, and content analyses of the visualizations and results generated by the participants. The evidence suggest that the workshop resulted in an increase in participants’ knowledge about measuring, visualizing and understanding data of the surrounding built environment.
keywords Data-driven Thinking; Urban sensing; Body responses; Pedagogy; Comfort; Big Data; Design Support
series CAAD Futures
email
last changed 2019/07/29 14:15

_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
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
doi https://doi.org/10.52842/conf.caadria.2019.2.737
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 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
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
doi https://doi.org/10.52842/conf.caadria.2019.1.573
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 cf2019_033
id cf2019_033
authors Soltani, Sahar; Ning Gu, Jorge Ochoa Paniagua, Alpana Sivam and Tim McGinley
year 2019
title Investigating the Social Impacts of Highdensity Neighbourhoods through Spatial Analysis
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 255
summary Studies argue that higher density areas incur social problems such as lack of safety [1], while other studies provide evidence for the positive impact of high-density urban areas, for instance opportunities for social interactions and equal form of accessibility [2]. This paper argues that design factors can mediate the impacts of density on social aspects. Therefore, this study explores the extent to which design factors can be correlated to the social outcomes of different density areas. To do this, data from an empirical study conducted in the UK, which identified the relationship between density and social sustainability through cases of fifteen neighbourhoods, have been utilised. This paper has conducted further analysis based on these cases using a mixed method with spatial analysis tools. Outcomes show that some of the social results in the UK study such as safety are correlated with spatial factors like normalised angular choice. Moreover, the regression model created from the spatial indices can be used to predict the overall social sustainability index reported by the UK study.
keywords Urban Density, Social Sustainability, Spatial Analysis, Space Syntax, Urban Network Analysis
series CAAD Futures
email
last changed 2019/07/29 14:15

_id ecaadesigradi2019_318
id ecaadesigradi2019_318
authors Al Bondakji, Louna, Lammich, Anne-Liese and Werner, Liss C.
year 2019
title ViBe (Virtual Berlin) - Immersive Interactive 3D Urban Data Visualization - Immersive interactive 3D urban data visualization
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 83-90
doi https://doi.org/10.52842/conf.ecaade.2019.3.083
summary The project investigates the possibility of visualizing open source data in a 3D interactive virtual environment. We propose a new tool, 'ViBe'. We programmed 'ViBe' using Unity for its compatibility with HTC VIVE glasses for virtual reality (VR). ViBe offers an abstract visualization of open source data in a 3D interactive environment. The ViBe environment entails three main topics a) inhabitants, b) environmental factors, and c) land-use; acting as representatives of parameters for cities and urban design. Berlin serves as a case study. The data sets used are divided according to Berlin's twelve administrative districts. The user immerses into the virtual environment where they can choose, using the HTC Vive controllers, which district (or Berlin as a whole) they want information for and which topics they want to be visualized, and they can also teleport back and forth between the different districts. The goal of this project is to represent different urban parameters an abstract simulation where we correlate the corresponding data sets. By experiencing the city through visualized data, ViBe aims to provide the user with a clearer perspective onto the city and the relationship between its urban parameters. ViBe is designed for adults and kids, urban planners, politicians and real estate developers alike.
keywords 3D-Visualization; open source data; immersive virtual reality; interactive ; Unity
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id ecaadesigradi2019_414
id ecaadesigradi2019_414
authors Costa Lima, Mariana, Cardoso, Daniel and Freitas, Clarissa
year 2019
title Informal Settlements and City Information Modeling - Producing data to inform land use regulation in Fortaleza-Brazil
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. 323-332
doi https://doi.org/10.52842/conf.ecaade.2019.3.323
summary In recent years, several advances have occurred concerning the legitimacy of precarious informal settlements in Brazil. In spite of this progress in the legal dimension, little has been made concerning standards to ensure urban space quality. The difficulties of reversing this exclusionary logic are due to several complex factors. A factor less discussed, especially in the national literature, but that has begun to draw the attention of scholars, is the invisibility of the informal city. This research assumes that it is necessary to regulate the urban form of precarious informal settlements, in order to prevent the deterioration of urban environmental quality. We highlight the importance to compile data about their urban form and their built environment, in order to contribute to a reality-based regulatory policy for these settlements, and this is the primary purpose of this study. To address this question, we propose a method of measuring the settlements' urban form, based on the City Information Modeling's theorical and practical framework, which is applied to a case study in Fortaleza, Brazil.
keywords Informal settlements; City Information Modeling; Urban regulation; ZEIS Bom Jardim
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id ecaadesigradi2019_334
id ecaadesigradi2019_334
authors Dembski, Fabian, Wössner, Uwe and Letzgus, Mike
year 2019
title The Digital Twin - Tackling Urban Challenges with Models, Spatial Analysis and Numerical Simulations in Immersive Virtual Environments.
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 795-804
doi https://doi.org/10.52842/conf.ecaade.2019.1.795
summary For the built environment's transformation we are confronted with complex dynamics connected to economic, ecologic and demographic change (Czerkauer-Yamu et al., 2013; Yamu, 2014). In general, cities are complex systems being a "heterogeneous mosaic" of a variety of cultures and functions, characterised by diverging perceptions and interests (ibid). The juxtaposed perceptions and interests in relation to ongoing spatial processes of change create a particularly complex situation. Thus, for planning processes we are in need of approaches that are able to cope not only with the urban complexity but also allow for participatory processes to empower citizens. This paper presents the approach of using Digital Twins in virtual reality (VR) for civic engagement in urban planning, enriched with quantitative and qualitative empirical data as one promising approach to tackle not only the complexity of cities but also involve citizens in the planning process.
keywords Digital Twin; Collaborative Planning; Planning and Decision Support; Participation; Virtual Reality; Global System Science
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_309
id ecaadesigradi2019_309
authors Dokonal, Wolfgang and Medeiros, Marina Lima
year 2019
title I Want To Ride My Bicycle – I Want To Ride My Bike - Using low cost interfaces for Virtual reality
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 465-472
doi https://doi.org/10.52842/conf.ecaade.2019.2.465
summary The paper will give an overview of our experiments in the past years in developing different interfaces and workflows for the use of low cost Head Mounted Displays (HMD) for Virtual Reality solution. We are mainly interested in using VR tools for designers in the early phases of their design. In our opinion VR tools can help to bring back a better understanding of space and scale which have been lost a little bit in the last century with the change from analogue to digital tools. After teaching architectural and urban design for many years we can clearly say that this effect is still ongoing and it is time that we develop digital tools that try to reverses thi effect. We will then concentrate within this paper on discussing some aspects of data reduction that are important to be able to use these tools in the design process. We are also showing how we use our interfaces presenting some results of student projects for a design in Hong Kong and the strategies and methods for using VR for a ongoing work on a project about the establishment of a so called "bicycle highway" in the city of Graz in Austria.
keywords Virtual Reality; Head Mounted Displays; Low Cost Interfaces; EeZee click
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_417
id ecaadesigradi2019_417
authors Weissenböck, Renate and Symeonidou, Ioanna
year 2019
title Anatomy of a Building - Introducing interactive RGB lenses for architectural data visualization
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 739-748
doi https://doi.org/10.52842/conf.ecaade.2019.1.739
summary The paper proposes an alternative way to present architectural information, using color filters - specifically RGB lenses - as an interface to emphasize or reveal the internal structure or hidden logic of an architectural artifact. In an interplay of analogue and digital techniques, it employs rules of color blocking in order to highlight certain aspects of complex buildings, urban plans, or interiors, which cannot be discovered using conventional visualization methods. In this research, the authors developed an interactive RGB lens-interface and techniques for superimposed color visualizations that can be used for an enhanced visualization of the internal structure of a building. By applying physical or digital color lenses, viewers can perceive individual layers of project visualizations, in order to understand certain tectonic or construction logics, such as skin, structure or infrastructure. Based on existing bibliography, the paper presents the workflow from drawing, 3D model or photograph to RGB visualization, through a series of test case scenarios applicable to the field of architecture and design.
keywords architectural visualization; color & light; subtractive color mixing; RGB lenses; post-digital; building anatomy
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

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

_id caadria2019_196
id caadria2019_196
authors Bekele, Mafkereseb Kassahun and Champion, Erik
year 2019
title Redefining Mixed Reality: User-Reality-Virtuality and Virtual Heritage Perspectives
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 675-684
doi https://doi.org/10.52842/conf.caadria.2019.2.675
summary The primary objective of this paper is to present a redefinition of Mixed Reality from a perspective emphasizing the relationship between users, virtuality and reality as a fundamental component. The redefinition is motivated by three primary reasons. Firstly, current literature in which Augmented Reality is the focus appears to approach Augmented Reality as an alternative to Mixed Reality. Secondly, Mixed Reality is often considered to encompass Augmented Reality and Virtual Reality rather than specifying it as a segment along the reality-virtuality continuum. Thirdly, most common definitions of Augmented Reality (AR), Augmented Virtuality (AV), Virtual Reality (VR) and Mixed Reality (MxR) in current literature are based on outdated display technologies, and a relationship between virtuality and reality, neglecting the importance of the users necessarily complicit sense of immersion from the relationship. The focus of existing definitions is thus currently technological, rather than experiential. We resolve this by redefining the continuum and MxR, taking into consideration the experiential symbiotic relationship and interaction between users, reality, and current immersive reality technologies. In addition, the paper will suggest some high-level overview of the redefinition's contextual applicability to the Virtual Heritage (VH) domain.
keywords Mixed Reality; Reality-Virtuality Continuum; Virtual Heritage
series CAADRIA
email
last changed 2022/06/07 07:54

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

_id ecaadesigradi2019_342
id ecaadesigradi2019_342
authors Costa Couceiro, Mauro, Lobo, Rui and Monteiro, António
year 2019
title Inserting and Encircling - Two complementary immersive strategies for mixed-reality applied to cultural heritage *
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 91-98
doi https://doi.org/10.52842/conf.ecaade.2019.3.091
summary To accomplish the aims of a three-year research project we are developing, connected to cultural heritage, we became interested in the fusion of Virtual Reality and Augmented Reality, two emergent development fields that gave birth to what was coined as Mixed Reality. Both dimensions have intricate connections with hardware and software improvements related with the so called "4th Industrial Revolution".Virtual Reality (VR), an interactive experience generated by a computer, takes place inside of simulated environments, which can be analogous to the real world or which can be created as imaginary contexts. On the other hand, Augmented Reality (AR) is always based in an interactive experience inside a tangible environment where the elements of that reality are nurtured with digital information, across several senses, to empathize certain aspects of reality. Our research combines both VR and AR to empathize sensory and intellectual experience. To do so, several senses, mainly visual and auditory, are stimulated.We therefore explore two Case-Studies from our research project in order to show two different strategies. The intention of both situations is to create immersive mixed reality environments where the fusion of the digital and analogue elements can be persistently sustained by the visual outputs.
keywords Santa Cruz Monastery; Mixed Reality; VR/AR; 3D scanning; 3D modeling; Lost heritage
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

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

_id acadia19_430
id acadia19_430
authors Goepel, Garvin
year 2019
title Augmented Construction
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 430-437
doi https://doi.org/10.52842/conf.acadia.2019.430
summary This paper discusses the integration of Mixed Reality in the design and implementation of non-standard architecture. It deliberates a method that does not require conventional 2D drawings, and the need for skilled labor, by using the aid of holographic instructions. Augmented Construction allow builders to execute complex tasks and to understand structural relations intuitively by overlaying digital design information onto their field of view on the building site. This gives the implementation system authors different levels of control. As a proof of concept, a group of non-professionals reconstructed the south wall of Corbusier’s Ronchamp chapel, the Notre-Dame du Haut, at scale 1:5 using no architectural 2D drawings but only custom-built Augmented Reality apps for HoloLens and mobile devices. This project focused on the assembly of non-standard prefabricated elements, based on an optimized parametric structure that enables designers to integrate imprecision within the construction phases into the design through a constant feedback-loop between the real and the digital. The setup was designed in a non-linear process that allows the integration of new information during the Augmented Construction phases. The paper evaluates applied Augmented Construction for further improvements and research and concludes by discussing the impact potential of Augmented Construction on architectural design, socio-cultural, and economical levels.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_218
id ecaadesigradi2019_218
authors Grasser, Alexander
year 2019
title Towards an Architecture of Collaborative Objects
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 325-332
doi https://doi.org/10.52842/conf.ecaade.2019.1.325
summary Towards an Architecture of Collaborative Objects, explores the potential of playing with Collaborative Objects in real, augmented and mixed realities. A multi-player game platform App: VoxelCO, developed by the author, provides a speculative playground to research, the interaction with objects, things and people, as well as provokes new opportunities to engage deeply with its content and context. Furthermore, VoxelCO, reveals new modes of participation, to design and collaborate in real-time with augmented reality, using millennial tools: mobile devices. A case study project, the VoxelStage, offered an opportunity to apply VoxelCO to design a stage together with a group of students. To merge the collaboratively aggregated virtual objects of VoxelCO with reality, real WireCubes were augmented and assembled, proposing an architecture of socially augmented fuzzy formations.
keywords Collaborative Objects; Augmented Reality; Realtime; Fuzzy; Play
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

_id caadria2019_626
id caadria2019_626
authors Hahm, Soomeen, Maciel, Abel, Sumitiomo, Eri and Lopez Rodriguez, Alvaro
year 2019
title FlowMorph - Exploring the human-material interaction in digitally augmented craftsmanship
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 553-562
doi https://doi.org/10.52842/conf.caadria.2019.1.553
summary It has been proposed that, after the internet age, we are now entering a new era of the '/Augmented Age/' (King, 2016). Physician Michio Kaku imagined the future of architects will be relying heavily on Augmented Reality technology (Kaku, 2015). Augmented reality technology is not a new technology and has been evolving rapidly. In the last three years, the technology has been applied in mainstream consumer devices (Coppens, 2017). This opened up possibilities in every aspect of our daily lives and it is expected that this will have a great impact on every field of consumer's technology in near future, including design and fabrication. What is the future of design and making? What kind of new digital fabrication paradigm will emerge from inevitable technological development? What kind of impact will this have on the built environment and industry? FlowMorph is a research project developed in the Bartlett School of Architecture, B-Pro AD with the collaboration of the authors and students as a 12 month MArch programme, we developed a unique design project trying to answer these questions which will be introduced in this paper.
keywords Augmented Reality, Mixed Reality, Virtual Reality, Design Augmentation, Digital Fabrication, Cognition models, Conceptual Designing, Design Process, Design by Making, Generative Design, Computational Design, Human-Machine Collaboration, Human-Computer Collaboration, Human intuition in digital fabrication
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_117
id ecaadesigradi2019_117
authors Kido, Daiki, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2019
title Development of a Semantic Segmentation System for Dynamic Occlusion Handling in Mixed Reality for Landscape Simulation
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 641-648
doi https://doi.org/10.52842/conf.ecaade.2019.1.641
summary The use of mixed reality (MR) for landscape simulation has attracted attention recently. MR can produce a realistic landscape simulation by merging a three-dimensional computer graphic (3DCG) model of a new building on a real space. One challenge with MR that remains to be tackled is occlusion. Properly handling occlusion is important for the understanding of the spatial relationship between physical and virtual objects. When the occlusion targets move or the target's shape changes, depth-based methods using a special camera have been applied for dynamic occlusion handling. However, these methods have a limitation of the distance to obtain depth information and are unsuitable for outdoor landscape simulation. This study focuses on a dynamic occlusion handling method for MR-based landscape simulation. We developed a real-time semantic segmentation system to perform dynamic occlusion handling. We designed this system for use in mobile devices with client-server communication for real-time semantic segmentation processing in mobile devices. Additionally, we used a normal monocular camera for practice use.
keywords Mixed Reality; Dynamic occlusion handling; Semantic segmentation; Deep learning; Landscape simulation
series eCAADeSIGraDi
email
last changed 2022/06/07 07:52

_id 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
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
doi https://doi.org/10.52842/conf.caadria.2019.1.525
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_259
id caadria2019_259
authors Soltani, Sahar, Gu, Ning, Ochoa Paniagua, Jorge, Sivam, Alpana and McGinley, Tim
year 2019
title A Computational Approach to Measuring Social Impact of Urban Density through Mixed Methods Using Spatial Analysis
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. 321-330
doi https://doi.org/10.52842/conf.caadria.2019.1.321
summary While there is a growing interest in using spatial network analysis methods such as Space Syntax to explore the socio-spatial aspects of the built form, some scholars refer to its main limitation of missing the measurements of buildings' fabric and density. Furthermore, new approaches that attempt to address these shortcomings, such as Urban Network Analysis toolbox, do not provide as comprehensive explorations as what Space Syntax does for the street network. Therefore, this paper proposes that a mixed-method applying both the tools in a complementary way enables a deeper understanding of the socio-spatial design metrics addressing density. Employing both tools on two cases of low and high-density neighbourhoods, the results demonstrate that the combination of these tools can minimise the shortcomings of each method individually, and lead to a more comprehensive understanding of socio-spatial design factors in relation with density.
keywords Urban Network Analysis ; Social Impact; Space Syntax ; UNA Toolbox; Urban Density
series CAADRIA
email
last changed 2022/06/07 07:56

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