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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_id ecaade2020_390
id ecaade2020_390
authors Ahmadzadeh Bazzaz, Siamak, Fioravanti, Antonio and Coraglia, Ugo Maria
year 2020
title Depth and Distance Perceptions within Virtual Reality Environments - A Comparison between HMDs and CAVEs in Architectural Design
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 375-382
doi https://doi.org/10.52842/conf.ecaade.2020.1.375
summary The Perceptions of Depth and Distance are considered as two of the most important factors in Virtual Reality Environments, as these environments inevitability impact the perception of the virtual content compared with the one of real world. Many studies on depth and distance perceptions in a virtual environment exist. Most of them were conducted using Head-Mounted Displays (HMDs) and less with large screen displays such as those of Cave Automatic Virtual Environments (CAVEs). In this paper, we make a comparison between the different aspects of perception in the architectural environment between CAVE systems and HMD. This paper clarifies the Virtual Object as an entity in a VE and also the pros and cons of using CAVEs and HMDs are explained. Eventually, just a first survey of the planned case study of the artificial port of the Trajan emperor near Fiumicino has been done as for COVID-19 an on-field experimentation could not have been performed.
keywords Visual Perception; Depth and Distance Perception; Virtual Reality; HMD; CAVE; Trajan’s port
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2020_542
id ecaade2020_542
authors Brown, Andre, Liu, Yisi, Webb, Nicholas and Knight, Mike
year 2020
title Interpreting and exploiting narrative as a sketch design generator for application in VE
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 449-458
doi https://doi.org/10.52842/conf.ecaade.2020.1.449
summary The research in this paper focusses on how a narrative text can be the generator of an architectural drawing, or other architectural representation, such as an Architectural Virtual Environment. The drawn physical sketch has traditionally played that role. A particular approach to narrative has been important for some notable architects and their architecture. Ian Ritchie (2014), for instance, celebrates the use of poetry to describe the essential spirit of a scheme before any drawing is done. The work in the paper here describes the proposition to capture such narrative text in a systematic and structured way. We describe foundational work on how the captured narrative text has been translated into a contemporary, computer-mediated, design development environment. Different narrative accounts recalling a now demolished house form the focus case study. This case study is the vehicle through which the initial principles establishing how best to move from narrative to virtual representation are established and tested.
keywords virtual environment; narrative; sketch; virtual reality
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia20_584
id acadia20_584
authors Brás, Catarina; Castelo-Branco, Renata; Menezes Leitao, António
year 2020
title Parametric Model Manipulation in Virtual Reality
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 584-593.
doi https://doi.org/10.52842/conf.acadia.2020.1.584
summary Algorithmic design (AD) uses algorithms to describe architectural designs, producing results that are visual by nature and greatly benefit from immersive visualization. Having this in mind, several approaches have been developed that allow architects to access and change their AD programs in virtual reality (VR). However, programming in VR introduces a new level of complexity that hinders creative exploration. Solutions based in visual programming offer limited parameter manipulation and do not scale well, particularly when used in a remote collaboration environment, while those based in textual programming struggle to find adequate interaction mechanisms to efficiently modify existing programs in VR. This research proposes to ease the programming task for architects who wish to develop and experiment with collaborative textual-based AD in VR, by bringing together the user-friendly features of visual programming and the flexibility and scalability of textual programming. We introduce an interface for the most common parametric changes that automatically generates the corresponding code in the AD program, and a hybrid programming solution that allows participants in an immersive collaborative design experience to combine textual programming with this new visual alternative for the parametric manipulation of the design. The proposed workflow aims to foster remote collaborative work in architecture studios, offering professionals of different backgrounds the opportunity to parametrically interact with textual-based AD projects while immersed in them.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2022_246
id sigradi2022_246
authors Bustos Lopez, Gabriela; Aguirre, Erwin
year 2022
title Walking the Line: UX-XR Design Experiment for Ephemeral Installations in Pandemic Times
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 699–710
summary Throughout COVID 19 Pandemic since 2020, it was necessary to generate instructional strategies including digital platforms for creative processes in architecture. This article exposes an experience that integrates pedagogical, operational, and technical dimensions in architecture virtual teaching. A pedagogical methodology was designed and implemented, fusing User Experience (UX) and Extended Reality (XR) during the architectural design process in a virtual experimental studio. The use of UX-XR as a designing-reviewing strategy in architecture, positively impacted the creative experience of both students and reviewers by enriching the perception of the space and interactively simulating the user experience. A friendly, fun, and socially inclusive environment was generated for learning architecture using synthetic media and Multiuser Virtual Environments (MUVEs). The successful results of the students’ projects by phase are shown, revealing the significance of combining UX and XR, incorporating the metaverse as a canvas to review, recreate, interact, and assess architectural designs.
keywords User Experience (UX), Extended Reality (XR), Multiuser Virtual Environments (MUVE), Virtual Campus, Usability
series SIGraDi
email
last changed 2023/05/16 16:56

_id ecaade2022_368
id ecaade2022_368
authors Das, Avishek, Brunsgaard, Camilla and Madsen, Claus Brondgaard
year 2022
title Understanding the AR-VR Based Architectural Design Workflow among Selected Danish Architecture Practices
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 381–388
doi https://doi.org/10.52842/conf.ecaade.2022.1.381
summary Virtual reality (VR) and augmented reality (AR) have been proposed to be additional architectural design mediums for at least 25 years (Dagit, 1993). Despite rapid technical and technological development, it has not been adopted into architectural design practices as compared to academia and research. Surveys from the American Institute of Architects (AIA) and Royal Institutes of British Architects (RIBA) demonstrate the state of architectural practices; 72% of architects and 65% of architects respectively are not using any kind of virtual, augmented, or mixed reality in their practices(RIBA and Microsoft, 2018; Hampson, 2020). In this paper, the authors investigate the state of practices, issues, challenges, and opportunities of the utilization of virtual, augmented, and mixed realities in six architectural practices in the Danish context. Three of the practices are large architectural practices, one medium-sized practice specializing in institutional, healthcare and cultural architecture, and one firm designing private family houses, kindergartens, daycares and places for people with disability and, one experimental design studio. All these practices have used VR/AR in their projects to various degrees. In recent years Danish architectural practices have been involved in various VR/AR-based exhibitions, demonstrations, and tool developments to promote the usage of the same in design practice. Through a set of qualitative interviews with personnel from key architectural practices, the authors would like to demonstrate the present state of practices. The investigation explores the usage of VR and AR in Danish architecture practices by identifying challenges and opportunities regarding skill levels, architectural typology, use cases, toolchains, and workflow and shows similarities and differences between traditional and VR-based design processes. The main findings show how VR/AR-based visualization helps architects to perceive spatiality and also ushers creativity through immersion and overlays.
keywords Virtual Reality, Augmented Reality, Architectural Design Practice, Denmark
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2020_044
id ecaade2020_044
authors Dumlu, Burcu Nimet
year 2020
title Virtual Reality as a Tool for Measuring Spatial Tendencies in Urban Experience
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 365-374
doi https://doi.org/10.52842/conf.ecaade.2020.1.365
summary Virtual reality (VR) enables the controlled acquisition of physical reality into the virtual environment. The virtual built environment stimulates people as physical urban experiences. Room-scale experience allows wandering around the urban space. The purpose of this study is to understand VR as a tool for measuring spatial tendencies of the individual through distance structuring (proxemics) in the virtual environment. According to the concept of proxemics, individuals interact with the built environment and people through personal, social, and public distances. The study provided a virtual space that was designed as a streetscape with a road and buildings along the way both sides. Users were immersed in the VR model for 10 minutes through navigating on the chosen route and recorded in the video. The objective was understanding how the architectural elements are related to proxemics tendencies. This study describes VR as a tool for understanding user tendencies through user spatial behavior.
keywords Virtual Reality; Virtual Space; Proxemics; HTC Vive
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2020_427
id caadria2020_427
authors Holzer, Dominik and Loh, Paul
year 2020
title Digital Stupefaction - Seduction and Complacency of Digital Techniques
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. 351-360
doi https://doi.org/10.52842/conf.caadria.2020.2.351
summary Digital design techniques have saturated architectural discourse in the past forty-plus years from modelling to simulation and fabrication. Digital or Computational Design now forms part of the standard architectural curriculum, promising efficiency in modelling, design, advancing site analysis and ease of fabrication. Alongside these promises, we as educators begin to witness a new level of complacency governed by the use of the digital tools; we call this Digital Stupefaction. With the increasing 'smartness' of digital tools, what is the risk of shifting away from the focus of what students should/could know, and what information they embody? Is it still relevant to be able to draw on intrinsic background knowledge, or tacit knowledge in action, when everything can be analysed and verified on the fly (or even pre-selected via AI)? How can educators respond to these challenges by adjusting the way they deliver subjects associated with digital design?
keywords Digital; Education; Critical; Pedagogy; Knowledge
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2020_260
id caadria2020_260
authors LI, Yan, DU, Hongwu and WANG, Qing
year 2020
title The Association Study Between Residential Building Interface and Perceived Density based on VR Technology - Taking 2 Enclosed Residential Districts of Guangzhou as Examples
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. 711-720
doi https://doi.org/10.52842/conf.caadria.2020.1.711
summary As urban development enters the stock increment era , the demand of environmental quality in urban residential districts gradually improves, making the construction of livable residential environment an important direction of urban development. The improvement of livable environment is the inevitable result of this process and perceived density is an indispensable and important part. Among the statistical methods, preference study is the most commonly one to explore the subjective factors affecting preference. The experience of immersive virtual environment can provide a more appropriate analytical method better for traditional image selection. Different permeability of architectural interface has significant influences on the perception of space comfortability, crowding and fascination. In this paper, two existing enclosed residential districts are selected for case study. The factors closely related to perceived density, such as solid Wall, grille, glass, open space, greening, etc, are selected by using immersive virtual technology. Through the interviewees' evaluations of perceived density of the virtual environment, the relationship between building interface and the perceived density of the residential area will be established.
keywords Spatial Perceived Density; Virtual Reality Technology; Enclosed Residential District; Housing Interface; Association Study
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2020_232
id caadria2020_232
authors Lo, Tian Tian and Gao, Xinrui
year 2020
title From HCI to HVRI - How different will the interaction of digital architecture design be?
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. 253-262
doi https://doi.org/10.52842/conf.caadria.2020.2.253
summary This paper contributes to the conference theme by looking at the human impact factors in the context of virtual reality interaction. The creation of architectural design drawings was done through pens and rulers in the beginning. Although the process is time-consuming, the connection of the mind and body is very close and every line drawn are done through the motion of the human body. The development of computer speed up the design process but the generation of the drawings are done with the keyboard and mouse. This human-computer interaction (HCI) disrupted the body-mind connection since the controls are now pointing, dragging and clicking. Architects were having a hard time accustoming to the new methods but gave up to the speed of its efficiency. However, architects never lose their skills to draw and sketch when brainstorming design. The coming of virtual reality (VR) provides an opportunity to bring back this connection. This paper explores the possibilities of human-virtual reality interaction (HVRI) through analysing the currently available VR tools and understand how close they are to this mind-body connection.
keywords HCI; HVRI; Interaction; Digital Architecture Design; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:59

_id ijac202018305
id ijac202018305
authors McIntosh, Jacqueline; Bruno Marques and Robyn Harkness
year 2020
title Simulating impairment through virtual reality
source International Journal of Architectural Computing vol. 18 - no. 3, 284-295
summary Research on architectural technology for health care has rapidly increased in recent years; however, little research has been conducted on the use of virtual reality for simulating impairment. This exploratory research maps the experiences of people with impairments in the often-overlooked corridors and waiting rooms of an emergency department. It questions whether the experience of an impairment can be usefully simulated for empathetic design. While using participatory processes to develop a virtual reality simulation of waiting areas, this research applies three representative impairments and then surveys 30 architectural designers to find the emotional responses of the unimpaired to the design intervention. While this research is preliminary, it is particularly valuable for the comprehension of proposed designs during the early planning and design phases, without costly and time-consuming use of full participatory processes. It finds there is significant potential for the use of virtual reality as a technology to simulate the experiences of these spaces by individuals with impairment, enabling empathetic design, and offers direction for future research.
keywords Emergency department, virtual reality, architecture, participatory design, health care
series journal
email
last changed 2020/11/02 13:34

_id ecaade2020_520
id ecaade2020_520
authors Nguyen, Binh Vinh Duc (Alex), Vande Moere, Andrew and Achten, Henri
year 2020
title How to Explore the Architectural Qualities of Interactive Architecture - Virtual or physical or both?
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. 219-231
doi https://doi.org/10.52842/conf.ecaade.2020.2.219
summary While the theoretical possibilities and implications of interactive architecture are promising, much still is unknown how these can be practically translated towards purposeful deployments. To understand the true dynamic qualities of interactive architecture, the only method is experiencing its hedonic qualities firsthand. To this end, working prototypes need to be realised and their actual impact measured. In this paper, we compare two potential experimental strategies for interactive architecture prototype evaluation, as we benchmark the conceptual, technological and methodological differences between a life-size, physical prototype and an immersive virtual reality simulation. By presenting the preliminary findings of each strategy, we discuss how their unique strengths and weaknesses could complement each other in future research endeavours.
keywords interactive architecture; physical prototyping; virtual reality prototyping; human-building interaction
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2020_254
id caadria2020_254
authors Pei, Wanyu, LO, TianTian and Guo, Xiangmin
year 2020
title A Biofeedback Process: Detecting Architectural Space with the Integration of Emotion Recognition and Eye-tracking Technology
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. 263-272
doi https://doi.org/10.52842/conf.caadria.2020.2.263
summary This paper coincides with the conference theme that people have gradually become a vital force influencing the environmental system. In the future, it is necessary to study the influence of not only the built environment on people but also people's feedback on environmental design. This study explores the ‎processes of interactive design using both emotion recognition and eye-tracking of users. By putting on wearable devices to roam and perceive in a virtual reality space, the physiological data of the users are collected in real-time and used to analyze their emotional responses and visual attention to the spaces. This method will provide an auxiliary way for non-architectural professional users to participate in architectural space design. At present, there is a lack of research on the comprehensive application of eye movement knowledge and emotional feedback in architectural space design. This integration will help professional designers to optimize the design of architectural space. For this paper, we review existing research and proposing an interactive design workflow that integrates eye tracking and emotion recognition. This workflow will help with the next stage of research to understand the design of a new International School of Design building.
keywords Perception detection; Architectural space environment; Interactive design; Virtual reality
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2020_393
id ecaade2020_393
authors Peters, Brady, Lappalainen, Benjamin and Fiori, Alexandra
year 2020
title Auralizing Acoustic Architecture - A Multi-channel Ambisonic Listening Room for Architectural Design
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 161-168
doi https://doi.org/10.52842/conf.ecaade.2020.1.161
summary There is a need for architectural design tools that enable designers to understand how spaces sound. This project aims to develop a method by which architects can gain experiential acoustic feedback on existing and proposed projects through the use of ambisonic spatial auralization. This research proposes that the creation of a fully three-dimensional soundfield can be a tool for architectural acoustic design. The use of ambisonics has largely been limited to virtual reality applications; however, with the growing support in a variety of popular software, opportunities for using spatial audio as a design tool are beginning to make themselves apparent. This paper reports on an experimental setup for a 12-channel, speaker-based auralization system that plays recorded and simulated ambisonic tracks. Novel uses for this setup are proposed.
keywords Architectural Acoustics; Acoustic Simulation; Auralization; Ambisonics
series eCAADe
email
last changed 2022/06/07 08:00

_id acadia20_120
id acadia20_120
authors Barsan-Pipu, Claudiu; Sleiman, Nathalie; Moldovan, Theodor
year 2020
title Affective Computing for Generating Virtual Procedural Environments Using Game Technologies
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 120-129.
doi https://doi.org/10.52842/conf.acadia.2020.2.120
summary Architects have long sought to create spaces that can relate to or even induce specific emotional conditions in their users, such as states of relaxation or engagement. Dynamic or calming qualities were given to these spaces by controlling form, perspective, lighting, color, and materiality. The actual impact of these complex design decisions has been challenging to assess, from both quantitative and qualitative standpoints, because neural empathic responses, defined in this paper by feature indexes (FIs) and mind indexes (MIs), are highly subjective experiences. Recent advances in the fields of virtual procedural environments (VPEs) and virtual reality (VR), supported by powerful game engine (GE) technologies, provide computational designers with a new set of design instruments that, when combined with brain-computing interfacing (BCI) and eye-tracking (E-T) hardware, can be used to assess complex empathic reactions. As the COVID-19 health crisis showed, virtual social interaction becomes increasingly relevant, and the social catalytic potential of VPEs can open new design possibilities. The research presented in this paper introduces the cyber-physical design of such an affective computing system. It focuses on how relevant empathic data can be acquired in real time by exposing subjects within a dynamic VR-based VPE and assessing their emotional responses while controlling the actual generative parameters via a live feedback loop. A combination of VR, BCI, and E-T solutions integrated within a GE is proposed and discussed. By using a VPE inside a BCI system that can be accurately correlated with E-T, this paper proposes to identify potential morphological and lighting factors that either alone or combined can have an empathic effect expressed by the relevant responses of the MIs.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2020_120
id ecaade2020_120
authors Ishikawa, Daichi, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2020
title A Mixed Reality Coordinate System for Multiple HMD Users Manipulating Real-time Point Cloud Objects - Towards virtual and interactive 3D synchronous sharing of physical objects in teleconference during design study
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 197-206
doi https://doi.org/10.52842/conf.ecaade.2020.1.197
summary Teleconferences without travel costs are useful for building a consensus in design. However, conventional teleconferencing using computer displays and web cameras is well known to have performance problems due to the lack of co-presence feeling with remote participants and the difficulty in sharing three dimensional (3D) information intuitively. This research proposes a method to share the mixed reality (MR) coordinate system for multiple head-mounted display (HMD) users manipulating real-time point cloud objects for the virtual and interactive 3D synchronous sharing in teleconferences. In our proposed method, the reference point of the virtual world coordinate system called world anchor and local coordinates of segmented point cloud objects in real-time are shared among HMDs via a server PC to share the same MR coordinate system. Using this method, the result of moving and rotating manipulation using hand gestures for segmented point cloud objects by an HMD user are reflected in the other HMD users. We developed a prototype system and evaluated the performance of the system when multiple users used this system. Future works include adapting this system to multiple RGB-D cameras and the internet environment.
keywords Mixed reality coordinate system; Real-time point clouds; Multiple User Interaction; Teleconference; 3D Synchronous Physical Object Sharing
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2020_031
id caadria2020_031
authors Kim, Nayeon and Lee, Hyunsoo
year 2020
title Visual Attention in Retail Environments - Design Analysis using HMD based VR System Integrated Eye-Tracking
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. 631-640
doi https://doi.org/10.52842/conf.caadria.2020.1.631
summary The goal of this study is to understand the spatial experience of users in retail environments in an immersive virtual reality setting. This study measures the visual attention and visual merchandising cognition of users via a quantitative method. The study was conducted to assess users' visual perception arising from the visual merchandising in-store environment during virtual reality experiences. The experiment was conducted using eye-tracking methodology in a virtual reality environment. After the experiment, participants responded to questionnaire surveys to assess visual merchandising cognition in retail environments. The experiment stimuli were provided in the virtual simulation of a retail store. During the experiment, each participant wearing a head-mounted display device was asked to experience the virtual retail space. The result shows the quantitative analysis of user behavior in the retail space and which design elements attract their attention. Unlike the precedent eye-tracking studies, this research analyzes visual attention during the spatial experience of retailing in its use of virtual reality technology. The approach and findings of this research provide useful information and practical guidelines to retailers and designers who are interested in improving the retail environment in consideration of customer visual attention and spatial elements.
keywords Visual Attention; Retail Environment; Eye-tracking ; Virtual Reality; HMD (Head-Mounted Display)
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2020_333
id ecaade2020_333
authors Lescop, Laurent and Suner, Bruno
year 2020
title Designing Intradiegetic and Extradiegetic Spaces for Virtual Reality
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. 545-554
doi https://doi.org/10.52842/conf.ecaade.2020.2.545
summary Fictions for virtual reality are mostly conceived either in an entirely virtual environment or in a real environment with very little transformation. It is infinitely rare to find examples of sets designed and built specifically for a 360° experience. Building, rather than remaining purely virtual, raises complex questions about the organization of a "space to play" and therefore how to produce a narrative for immersion and create a 360° film grammar.We thus have created a first 360° set for the famous director Marc Caro, for whom the question of off-screen raised a very complex technical problem regarding lighting, visual effects, staging, blocking and acting. In this contribution we will show how this was solved and why the definition of a 360° narrative grammar is crucial. These are important intricacies that place the user-spectator in the optimal conditions to appreciate the experience.
keywords 360° cinema; Virtual Reality; Methodology and pedagogy; narrative grammar; Set construction; Isovist 3D
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2020_192
id ecaade2020_192
authors Maghool, Sayyed Amir Hossain, Homolja, Mitra and Schnabel, Marc Aurel
year 2020
title Cybernetics Approach to Virtual Emotional Spaces - An electrodermal activity actuated adaptive space
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 537-546
doi https://doi.org/10.52842/conf.ecaade.2020.1.537
summary In contrast to reductionist investigating of interrelation between emotion and architecture, we have proposed a new concept for creating an adaptive architecture system that employs biosensors and virtual reality (VR). We have generated a dynamic audio-visual Virtual Environment (VE) that has the potential of manipulating the emotional arousal level of the users measured via electrodermal activity (EDA) of skin. Much like the second-order cybernetics system, our simulations have actuators, sensors, and an adaptation mechanism, whereby participant's real-time biofeedback is interpreted and loops back into the simulation to moderate the user experience. The results of our preliminary test show that our system is capable of manipulating the emotional arousal level of the participants by using its dynamic VE.
keywords Adaptive architecture; biosensor; virtual reality; cybernetic; emotion; physiological responses
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2020_056
id caadria2020_056
authors Schnabel, Marc Aurel and Chowdhury, Shuva
year 2020
title VR Unmatched - Leveraging Non-experts as Co-Urban Designers
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. 651-660
doi https://doi.org/10.52842/conf.caadria.2020.1.651
summary The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.
keywords SketchPad; Co-design; Layperson; Design Participation; Urban Design
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2020_195
id caadria2020_195
authors Zhang, Zhen, Du, Hong Wu and Li, Yan
year 2020
title Spatial Elements of Commercial Streets and Pedestrian Perceptions via a Multi-scale Perspective - An Analysis of Three Commercial Streets in the Old City of Guangzhou
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. 833-842
doi https://doi.org/10.52842/conf.caadria.2020.1.833
summary After the large-scale construction of the city, the small-scale development has begun, which makes the optimization of the commercial street space more focused on the pedestrian perception experience of people. It can be seen that the spatial elements of the commercial street are closely related to the pedestrian perception of people. However, in the evolution of the old city of Guangzhou, due to the large-scale construction and road widening, the spatial scale is quite different. In addition, the space scale of the same commercial street also varies greatly in different historical periods. There are three types: large scale change, moderate scale change and small scale change, forming the diversity of spatial scale of the commercial street. Therefore, how to study the relationship between spatial elements of commercial street and pedestrian perception under the guidance of multi-scale has become the research value of this paper. The thesis selects three types of commercial street space and combines virtual reality technology to establish different commercial street scenes. Finally, through the virtual scene experience of interviewees, different commercial street space factors are scored, and then the coupling relationship is eatablished to analyze the relationship between commercial street space factors and pedestrian perception.
keywords Multi-scale; Commercial street spatial elements; Pedestrian perception; Virtual Reality Simulation
series CAADRIA
email
last changed 2022/06/07 07:57

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