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 589

_id ecaade2020_499
id ecaade2020_499
authors Ashour, Ziad and Yan, Wei
year 2020
title BIM-Powered Augmented Reality for Advancing Human-Building Interaction
doi https://doi.org/10.52842/conf.ecaade.2020.1.169
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. 169-178
summary The shift from computer-aided design (CAD) to building information modeling (BIM) has made the adoption of augmented reality (AR) promising in the field of architecture, engineering and construction. Despite the potential of AR in this field, the industry and professionals have still not fully adopted it due to registration and tracking limitations and visual occlusions in dynamic environments. We propose our first prototype (BIMxAR), which utilizes existing buildings' semantically rich BIM models and contextually aligns geometrical and non-geometrical information with the physical buildings. The proposed prototype aims to solve registration and tracking issues in dynamic environments by utilizing tracking and motion sensors already available in many mobile phones and tablets. The experiment results indicate that the system can support BIM and physical building registration in outdoor and part of indoor environments, but cannot maintain accurate alignment indoor when relying only on a device's motion sensors. Therefore, additional computer vision and AI (deep learning) functions need to be integrated into the system to enhance AR model registration in the future.
keywords Augmented Reality; BIM; BIM-enabled AR; GPS; Human-Building Interactions; Education
series eCAADe
email
last changed 2022/06/07 07:54

_id cdrf2019_46
id cdrf2019_46
authors Adam Chernick, Christopher Morse, Steve London, Tim Li, David Ménard, John Cerone, and Gregg Pasquarelli
year 2020
title On-Site BIM-Enabled Augmented Reality for Construction
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_5
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary We describe a prototype system for communicating building information and models directly to on-site general contractors and subcontractors. The system, developed by SHoP Architects, consists of a workflow of pre-processing information within Revit, post-processing information outside of Revit, combining data flows inside of a custom application built on top of Unity Reflect, and delivering the information through a mobile application on site with an intuitive user interface. This system incorporates augmented reality in combination with a dashboard of documentation views categorized by building element.
series cdrf
email
last changed 2022/09/29 07:51

_id caadria2020_141
id caadria2020_141
authors Dezen-Kempter, Eloisa, Mezencio, Davi Lopes, Miranda, Erica De Matos, De Sá, Danilo Pico and Dias, Ulisses
year 2020
title Towards a Digital Twin for Heritage Interpretation - from HBIM to AR visualization
doi https://doi.org/10.52842/conf.caadria.2020.2.183
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. 183-191
summary Data-driven Building Information Modelling (BIM) technology has brought new tools to efficiently deal with the tension between the real and the virtual environments in the field of Architecture, Engineering, Construction, and Operation (AECO). For historic assets, BIM represents a paradigm shift, enabling better decision-making about preventive maintenance, heritage management, and interpretation. The potential application of the Historic-BIM is creating a digital twin of the asset. This paper deals with the concept of a virtual environment for the consolidation and dissemination of heritage information. Here we show the process of creating interactive virtual environments for the Pampulha Modern Ensemble designed by Oscar Niemeyer in the 1940s, and the workflow to their dissemination in an AR visualization APP. Our results demonstrate the APP feasibility to the Pampulha's building interpretation.
keywords Augmented Reality (AR); Historic Building Information Modelling (HBIM); Heritage Interpretation; Modern Architecture
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade2020_479
id ecaade2020_479
authors Trento, Armando, Kieferle, Joachim B. and Wössner, Uwe
year 2020
title A Decision Making Tool for Supporting Strategies of Archaeological Restoration - Case Study of Ostia, Maritime 'Portus' of the Imperial Rome
doi https://doi.org/10.52842/conf.ecaade.2020.1.107
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. 107-116
summary Computer aided examination methods for remains of previous human societies support the study of past human behaviour, thus enriching the understanding of our culture. With mostly limited budgets, finding the most effective use for the limited resources for archaeological restoration is highly relevant for many existing sites all over the world. Sites, that need to allow visitors to safely experience archaeological heritage, even within natural landscapes. This paper illustrates an innovative method, technically using Building Information Modelling (BIM) and Virtual Reality (VR), for integrating the domain specific parameters - at all various scales - of the historical asset into one shared digital twin. To provide an effective platform for all project participants to share their knowledge, and to jointly develop the best design decision. The information is collected and displayed within the digital twin of the archaeological site, both for the communication between the specialists, and facilitating practice of the archaeological investigation, further analysis, conservative restoration and reconstruction. The case study aims at implementing this tool into the ongoing Portus project of Imperial Rome.
keywords Archaeological Restoration; Digital Design Support System; BIM; VR
series eCAADe
email
last changed 2022/06/07 07:57

_id ascaad2022_102
id ascaad2022_102
authors Turki, Laila; Ben Saci, Abdelkader
year 2022
title Generative Design for a Sustainable Urban Morphology
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 434-449
summary The present work concerns the applications of generative design for sustainable urban fabric. This represents an iterative process that involves an algorithm for the generation of solar envelopes to satisfy solar and density constraints. We propose in this paper to explore a meta-universe of human-machine interaction. It aims to design urban forms that offer solar access. This being to minimize heating energy expenditure and provide solar well-being. We propose to study the impact of the solar strategy of building morphosis on energy exposure. It consists of determining the layout and shape of the constructions based on the shading cut-off time. This is a period of desirable solar access. We propose to define it as a balance between the solar irradiation received in winter and that received in summer. We rely on the concept of the solar envelope defined since the 1970s by Knowles and its many derivatives (Koubaa Turki & al., 2020). We propose a parametric model to generate solar envelopes at the scale of an urban block. The generative design makes it possible to create a digital model of the different density solutions by varying the solar access duration. The virtual environment created allows exploring urban morphologies resilient both to urban densification and better use of the context’s resources. The seasonal energy balance, between overexposure in summer and access to the sun in winter, allows reaching high energy and environmental efficiency of the buildings. We have developed an algorithm on Dynamo for the generation of the solar envelope by shading exchange. The program makes it possible to detect the boundaries of the parcels imported from Revit, establish the layout of the building, and generate the solar envelopes for each variation of the shading cut-off time. It also calculates the FAR1 and the FSI2 from the variation of the shading cut-off time for each parcel of the island. We compare the solutions generated according to the urban density coefficients and the solar access duration. Once the optimal solution has been determined, we export the results back into Revit environment to complete the BIM modelling for solar study. This article proposes a method for designing buildings and neighbourhoods in a virtual environment. The latter acts upstream of the design process and can be extended to the different phases of the building life cycle: detailed design, construction, and use.
series ASCAAD
email
last changed 2024/02/16 13:38

_id acadia20_350
id acadia20_350
authors Atanasova, Lidia; Mitterberger, Daniela; Sandy, Timothy; Gramazio, Fabio; Kohler, Matthias; Dörfler, Kathrin
year 2020
title Prototype As Artefact
doi https://doi.org/10.52842/conf.acadia.2020.1.350
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. 350-359.
summary In digital design-to-fabrication workflows in architecture, in which digitally controlled machines perform complex fabrication tasks, all design decisions are typically made before production. In such processes, the formal definition of the final shape is explicitly inscribed into the design model by means of corresponding step-by-step machine instructions. The increasing use of augmented reality (AR) technologies for digital fabrication workflows, in which people are instructed to carry out complex fabrication tasks via AR interfaces, creates an opportunity to question and adjust the level of detail and the nature of such explicit formal definitions. People’s cognitive abilities could be leveraged to integrate explicit machine intelligence with implicit human knowledge and creativity, and thus to open up digital fabrication to intuitive and spontaneous design decisions during the building process. To address this question, this paper introduces open-ended Prototype-as-Artefact fabrication workflows that examine the possibilities of designing and creative choices while building in a human-robot collaborative setting. It describes the collaborative assembly of a complex timber structure with alternating building actions by two people and a collaborative robot, interfacing via a mobile device with object tracking and AR visualization functions. The spatial timber assembly being constructed follows a predefined grammar but is not planned at the beginning of the process; it is instead designed during fabrication. Prototype-as-Artefact thus serves as a case study to probe the potential of both intuitive and rational aspects of building and to create new collaborative work processes between humans and machines.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2020_608
id sigradi2020_608
authors Costa, Eduardo; Duarte, José; Bilén, Sven G.
year 2020
title Robotic Apprentices: Leveraging Augmented Reality for Robot Training in Manufacturing Automation
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 608-614
summary In the scope of Industry 4.0, a framework is proposed to leverage the potential of articulating Augmented Reality and Robotic Manufacturing in the construction industry. The objective of such framework is to enable robots to learn how to perform tasks using direct interaction with human operators. As a first step, we established a connection between a robot and its trainer— or controller—in which the robot mirrors the operator’s actions. Augmented Reality hardware is used for capturing the trainer’s gestures and the surrounding environment. A digital tool was implemented using Grasshopper and additional plugins to control the process.
keywords Augmented reality, Robotic arm, Programming by demonstration, Human–Robot Collaboration, Industry 4.0
series SIGraDi
email
last changed 2021/07/16 11:52

_id ecaade2020_517
id ecaade2020_517
authors Lharchi, Ayoub, Ramsgaard Thomsen, Mette and Tamke, Martin
year 2020
title Connected Augmented Assembly - Cloud based Augmented Reality applications in architecture
doi https://doi.org/10.52842/conf.ecaade.2020.1.179
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. 179-186
summary Current design practices rely on a set of computational tools to simulate and optimize the design in regards to questions concerning architecture, engineering, and construction. However, little progress has been made in tools related to the design and execution of a building assembly. This paper aims to present an integrated procedure that targets the assembly of complex structures. Two challenges are identified and addressed: first, the necessity of a connected design environment where multiple stakeholders can communicate, modify, and give feedback on the assembly sequence. Second, the instructions for the assembly of structures to untrained users. The suggested method is based on the Assembly Information Modeling framework, which provides a general approach to generate assembly information from CAD data and utilizes AEC cloud platforms as a base for communication and Augmented Reality devices as a Human Machine Interface. Ultimately, both cases are combined to constitute Connected Augmented Assembly, a bidirectional approach to assembly design, review, and execution.
keywords assembly sequence; augmented reality; assisted assembly; cloud aec; assembly information modeling
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2020_137
id caadria2020_137
authors Xu, Qiaoliang, Brown, Andre, Moleta, Tane, Schnabel, Marc Aurel and Rogers, Maria
year 2020
title Inhabiting 'Prosperous Suzhou' through Smart VR - Interrogating an Ancient Artwork and Documents to manifest Tangible and Intangible Heritage
doi https://doi.org/10.52842/conf.caadria.2020.2.173
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. 173-182
summary The research investigates digital landscape heritage. It focuses on the application of Virtual Reality (VR) in a game engine. The aim is to aid the understanding and interpretation of ancient principles relating to sensitive and appropriate interaction of the built form and its associated landscape. The principles have at their root harmony of human inhabitation, the built forms and the landscape they are surrounded. This understanding can lead to re-application within a contemporary context, and the VR environment has the potential to augment and enrich it. For the first time ever, the research has reinterpreted a classical depiction of Suzhou, in an 18th-century handscroll painting, into a three-dimensional immersive virtual environment. It proposes that VR can be a way to experience and increase understanding of heritage landscapes; in our case one that now only exists in an ancient idealised painting. The reinterpretation aims to enhance the users' experience and understanding of the Tangible and Intangible Cultural Heritage. The spatialised scene is augmented through the integration of other historical information, such as poems and travel notes, to embed intangible aspects into the gardens and landscapes.
keywords Digital Heritage; Cultural Landscape; Painting Reinterpretation; Immersive Environments; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:57

_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?
doi https://doi.org/10.52842/conf.ecaade.2020.2.219
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
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 ecaade2020_156
id ecaade2020_156
authors Hemmerling, Marco and Maris, Simon
year 2020
title INTERCOM - A platform for collaborative design processes
doi https://doi.org/10.52842/conf.ecaade.2020.2.173
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. 173-180
summary The INTERCOM project propounds a cloud-based collaboration platform for digital planning processes in architecture. The concept is based on an openBIM approach and ensures open access for all partners involved. At its core it provides IFC-based and model-related online tools for planning, communication and collaboration. The interaction with the model and the exchange with other project partners takes place in real-time via a model-related chat and BCF exports. In addition, the integration of e-learning modules (e.g. video tutorials, wikis, project documents) encourages problem solving through further education. Especially the integration of communication and collaboration tools is supposed to enhance the decision making throughout the design process and become a key factor for a successful and coordinated BIM process. Primarily INTERCOM has been developed as a prototype for teaching BIM in interdisciplinary teams. Subsequently, the application can also be adopted for professional practice. The paper evaluates previous experiences from BIM cloud teaching and discusses the conception and development of the proposed collaborative platform.
keywords architecture curriculum; didactics; building information modeling (BIM); collaborative design process; common data environment (CDE)
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2023_227
id ecaade2023_227
authors Moorhouse, Jon and Freeman, Tim
year 2023
title Towards a Genome for Zero Carbon Retrofit of UK Housing
doi https://doi.org/10.52842/conf.ecaade.2023.2.197
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 2, Graz, 20-22 September 2023, pp. 197–206
summary The United Kingdom has some of the worst insulated housing stock in Northern Europe. This is in part due to the age of housing in the UK, with over 90% being built before 1990 [McCrone 2017, Piddington 2020]. Moreover, 85% of current UK housing will still be in use in 2050 by which stage their Government are targeting Net Carbon Zero [Eyre 2019]. Domestic energy use accounts for around 25% of UK carbon emissions. The UK will need to retrofit 20 million dwellings in order to meet this target. If this delivery were evenly spread, it would equate to over 2,000 retrofit completions each day. Government-funded initiatives are stimulating the market, with upwards of 60,000 social housing retrofits planned for 2023, but it is clear that a system must be developed to enable the design and implementation of housing-stock improvement at a large scale.This paper charts the 20-year development of a digital approach to the design for low-carbon domestic retrofit by architects Constructive Thinking Studio Limited and thence documents the emergence of a collaborative approach to retrofit patterns on a National scale. The author has led the Research and Development stream of this practice, developing a Building Information Modelling methodology and integrated Energy Modelling techniques to optimise design for housing retrofit [Georgiadou 2019, Ben 2020], and then inform a growing palette of details and a database of validated solutions [Moorhouse 2013] that can grow and be used to predict options for future projects [D’Angelo 2022]. The data is augmented by monitoring energy and environmental performance, enabling a growing body of knowledge that can be aligned with existing big data to simulate the benefits of nationwide stock improvement. The paper outlines incremental case studies and collaborative methods pivotal in developing this work The proposed outcome of the work is a Retrofit Genome that is available at a national level.
keywords Retrofit, Housing, Zero-Carbon, BIM, Big Data, Design Genome
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2020_404
id ecaade2020_404
authors Singh, Manav Mahan, Schneider-Marin, Patricia, Harter, Hannes, Lang, Werner and Geyer, Philipp
year 2020
title Applying Deep Learning and Databases for Energy-efficient Architectural Design - Abstract
doi https://doi.org/10.52842/conf.ecaade.2020.2.079
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. 79-87
summary The reduction of energy consumption of buildings requires consideration in early design phases. However, modelling and computation time required for dynamic energy simulations makes them inappropriate in the early phases. This paper presents a performance prediction approach for these phases that is embedded in a multi-level-of-development modelling approach. First, parametric pre-trained modular deep learning components are embedded in the building elements. The energy performance is predicted by composing these components. Second, embodied energy assessment is performed by extracting the information from a database. A calculation module queries the database and calculates the embodied energy. Both, embodied and operational, energy are assembled to predict lifecycle energy demand. The method has been implemented prototypically in a digital modelling environment Revit. A case study serves to demonstrate the application process, the user interaction and the information flows. It shows energy prediction in early design phases to enhance the environmental performance of the building.
keywords BIM; Operational Energy; Embodied Energy; Life-cycle Energy Demand; Early Design Phases
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2020_215
id ecaade2020_215
authors Zhu, Yuehan, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2020
title Integrated Co-designing Using Building Information Modeling and Mixed Reality with Erased Backgrounds for Stock Renovation
doi https://doi.org/10.52842/conf.ecaade.2020.1.153
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. 153-160
summary The stock renovation has become an important area of study. As customized design becomes increasingly popular, the design methods with occupants' participation are increasingly valued. The designers need an intuitive, understandable design method that allows non-professional occupants can also participate in the design process. Therefore, the proposed system explores the applicability of integrating the Building Information Modeling (BIM) model into the Mixed Reality (MR) environment to display realistic and interactive design plans. Occupants who involved in the renovation design wearing head mounted display (HMD) would experience the same MR environment. All of them can use gestures to interact with each other and control all the virtual structures and objects. This MR experience can help users to better understand other's intentions, and they can evaluate the design plans more easily. This paper will introduce a prototype of the integrated co-designing system using multiple HMDs connected in a local area network (LAN).
keywords Mixed Reality; Diminished Reality; Building Information Modeling; Co-Designing; Stock Renovation
series eCAADe
email
last changed 2022/06/07 07:57

_id cdrf2019_57
id cdrf2019_57
authors Caitlyn Parry and Sean Guy
year 2020
title Recycling Construction Waste Material with the Use of AR
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_6
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary This paper aims to present a methodology for reusing and recycling scrap timber from building sites using augmented reality and flexible digital models. The project we present describes a process that enables existing material to be reused and repurposed such that the designed model is updated by the digital inventory of digitised offcuts/waste elements.
series cdrf
email
last changed 2022/09/29 07:51

_id caadria2020_128
id caadria2020_128
authors Chen, Zi-Ru
year 2020
title The Guidance System of Gamification and Augmented Reality in a Museum Space
doi https://doi.org/10.52842/conf.caadria.2020.1.671
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. 671-680
summary Gamification is the application of game-oriented design approaches or game-inspired mechanics to otherwise non-game contexts. Mobile guiding system is the design process of information interactions. It is the integration of information design, interaction design, and sensorial design. The e-learning system of mobile guide is able to be loaded gamification concepts and let mobile learning interestingly, diversely, and validly. The problem of the research was if we combined the concept of gamification design into museum guide services with augmented reality for non-commercial purposes, it also provided the same benefits to the promotion of museum learning and knowledge, integrating mobile devices as navigation media. It would improve more users to participate in a museum and use the guide system actively, and then arise their interest and achievement. The result was to establish a preliminary model for developing a museum mobile guide system of gamification design and augmented reality.
keywords Gamification; Museum Learning; Multimedia Guided System; Augmented Reality
series CAADRIA
email
last changed 2022/06/07 07:55

_id ijac202018303
id ijac202018303
authors Pedersen, Jens; Narendrakrishnan Neythalath, Jay Hesslink, Asbjørn Søndergaard and Dagmar Reinhardt
year 2020
title Augmented drawn construction symbols: A method for ad hoc robotic fabrication
source International Journal of Architectural Computing vol. 18 - no. 3, 254-269
summary The global construction industry is one the least productive sectors over a 30-year period, which arguably could be related to virtually no implementation of digital and automation technologies within the construction industry. Construction processes arguably consist of expensive manual labor or manual operation of mechanized processes, where hand-drawn markings on work-objects or partly build structures are used to inform and steer the construction process or allows for ad hoc adjustments of elements. As such, the use of on-object, hand-drawn information is considered integral to the modus operandi of a plurality of construction trades, where timber construction and carpentry are of special interest. In contrast, emerging methods of digital production in timber construction implicitly or explicitly seek to eliminate the interpretive component to the construction work, imposing a top-down paradigm of file-to-factory execution. While such systems offer a performance increase compared to manual labor, it is notoriously sensitive to construction tolerances and requires a high level of specialism to be operated, which could alienate craft-educated workers. This research argues that developing methods for digital production compatible with on- site human interpretation and adaptation can help overcome these challenges. In addition, these methods offer the opportunity to increase the robustness and versatility of digital fabrication in the context of the construction site. The article reports on a new method titled “augmented drawn construction symbols” that through a visual communication system converts on-object hand-drawn markings to CAD drawings and sends them to a robotic system. The process is demonstrated on a full-scale prototypical robot setup.
keywords Augmented reality, augmented robotics, computational craft, human machine interface
series other
type normal paper
email
last changed 2020/11/02 13:40

_id ecaade2020_009
id ecaade2020_009
authors Reaver, Kai
year 2020
title After Imagery - Evaluating the use of mixed reality (MR) in urban planning
doi https://doi.org/10.52842/conf.ecaade.2020.1.187
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. 187-196
summary While many researchers have developed interesting use cases for Mixed Reality (MR) in urban environments, the paper argues that determining the long-term viability of such applications as planning tools will likely require evaluating whether such applications are compatible with the democratically mandated procedures in Urban Planning. The paper compares this claim to current debates regarding the legality of the use of digital imagery in Urban Planning today. The paper elaborates these arguments through case studies done in Oslo, Norway in the context of developing the "Nordic Digital City". The case studies involve the use of MR in 1) a public competition, 2) a regulation plan, and 3) a building permit. The study thus presents some of the benefits and challenges of using these technologies in such a manner, particularly regarding accuracy, user feedback, and robustness as a common interface. The paper concludes that MR offers several benefits to Urban Planning, but will likely require a highly digitized competent public sector in order to function, in addition to requiring negotiation between the required user data and user privacy rights, suggesting that MR development may migrate from a primarily technical domain to a matter of public policy.
keywords Mixed Reality; Urban Planning; Urbanism; Augmented Reality
series eCAADe
email
last changed 2022/06/07 08:00

_id ijac202018102
id ijac202018102
authors Seifert, Nils; Michael Mühlhaus and Frank Petzold
year 2020
title Urban strategy playground: Rethinking the urban planner’s toolbox
source International Journal of Architectural Computing vol. 18 - no. 1, 20-40
summary This article presents the results of the Urban Strategy Playground research group. Over the last 5 years, the focus of an interdisciplinary team of researchers was the conception, implementation and evaluation of a decision-support system for inner-city urban and architectural planning. The overall aim of past and ongoing research is to enable planners to validate and compare possible planning measures based on objective criteria. The Urban Strategy Playground software framework is an expandable toolbox that supports planners in developing strategies, evaluating them and visually preparing them for political decision-making processes and public participation. Examples of implemented tools are the simulation and monitoring of building codes, analysis of key density indicators and green space provision, simulation of shading, building energy and noise dispersion. For visualising the planning results, the framework provides interfaces for rapid prototyping of haptic models, as well as web viewers and a connection to Augmented Reality applications. Core aspects of the system were evaluated through case studies in cooperation with urban planning offices, housing companies and municipalities, proving feasibility, high acceptance of the decision-support software, and need for more tailored tools.
keywords Urban planning, decision support, participation, augmented reality, 3D printing, visual programming, 3D city model
series journal
email
last changed 2020/11/02 13:34

_id ecaade2020_030
id ecaade2020_030
authors Song, Yang
year 2020
title BloomShell - Augmented Reality for the assembly and real-time modification of complex curved structure
doi https://doi.org/10.52842/conf.ecaade.2020.1.345
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. 345-354
summary Augmented Reality (AR) as a new technical tool has developed rapidly in the last few years and has now the potential of bridging the gap between holographic drawings and the real world. This paper addresses whether AR can guide unskilled labour on complex structure assembly and fabrication process. It contains three experiments developed with AR. The research aims to prove that with intuitive holographic instructions, AR helps to reduce the time spent in comparing 2D drawings to the real site during the assembly process, and therefore offers possibilities to improve the construction efficiency significantly. The research also paves the way for shell structures, considering the latest technology such as AR and AI, and gives emphasis on the communication between computer and human during the fabrication process through the physical model. It is an exploration of how people might change their mind or decisions can be changed in a real-time manner harmoniously using AI through AR.
keywords Augmented Reality; complex curved structure assembly; real-time modification; holographic instruction; HoloLens; Artificial Intelligence
series eCAADe
email
last changed 2022/06/07 07:56

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