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 650

_id acadia20_436
id acadia20_436
authors Chun Hin Fong, Jacky; Long Wun Poon, Adabelle; Sze Ngan, Wing; Hei Ho, Chung; Goepel, Garvin; Crolla, Kristof
year 2020
title Augmenting Craft with Mixed Reality
doi https://doi.org/10.52842/conf.acadia.2020.1.436
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. 436-444.
summary This paper discusses novel methods for and advantages of integrating augmented reality (AR) and photogrammetry in hand clay-sculpting workflows. These techniques permit nontrained users to achieve higher precision during the sculpting process by holographically overlaying instructions from digital 3D source geometry on top of the sculpting material. By employing alternative notational systems in design implementation methods, the research positions itself in a postdigital context aimed at humanizing digital technologies. Throughout history, devices have been developed to increase production, such as Henry Dexter’s 1842 “Apparatus for Sculptors” for marble sculpting. Extrapolating from this, the workflow presented in this paper uses AR to overlay extracted information from 3D models directly onto the sculptor’s field of vision. This information can then become an AR-driven guidance system that assists the sculptor. Using the Microsoft HoloLens, holographic instructions are introduced in the production sequence, connecting the analog sculpture fabrication directly with a digital environment, thus augmenting the craftspeople’s agency. A series of AR-aided sculpting methods were developed and tested in a demonstrator case study project that created a small-scale clay copy of Henry Moore’s Sheep Piece (1971–1972). This paper demonstrates how user-friendly software and hardware tools have lowered the threshold for end users to develop new methods that straightforwardly facilitate and improve their crafts’ effectiveness and agency. This shows that the fusion of computational design technology and AR visualization technology can innovate a specific craft’s design and production workflow, opening the door for further application developments in more architecture-specific fabrication contexts.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2021_067
id ecaade2021_067
authors Weissenböck, Renate
year 2021
title Augmented Quarantine - An experiment in online teaching using augmented reality for customized design interventions
doi https://doi.org/10.52842/conf.ecaade.2021.2.095
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 95-104
summary This paper presents experimental research about using Augmented Reality (AR) for interactive design processes, exploring a spatial "live" design method taking place in an overlay of real space and digital models. It discusses the processes and outcomes of a seminar undertaken at Graz University of Technology in winter term 2020/2021. Due to the Covid-19 pandemic, the course was taught online, and conceptualized to allow students the biggest possible learning experience during the lockdown. Ensuring accessibility to all participants, the seminar was based on the use of ubiquitous devices. The implementation of newly developed software, such as "Fologram", enabled the students to use AR systems at home with their personal computers and smartphones. The task of the course was to design customized interventions for the students' own domestic spaces, reacting to changing conditions and needs during the lockdown. The employed workflow was driven by an instant connection between 3D-modeling (Rhinoceros3D), parametric design (Grasshopper) and holographic immersion (Fologram).
keywords augmented reality; remote collaboration; interactive design; customization; online teaching
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia20_584
id acadia20_584
authors Brás, Catarina; Castelo-Branco, Renata; Menezes Leitao, António
year 2020
title Parametric Model Manipulation in Virtual Reality
doi https://doi.org/10.52842/conf.acadia.2020.1.584
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.
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 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
doi https://doi.org/10.52842/conf.ecaade.2020.1.537
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
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_426
id caadria2020_426
authors Goepel, Garvin and Crolla, Kristof
year 2020
title Augmented Reality-based Collaboration - ARgan, a bamboo art installation case study
doi https://doi.org/10.52842/conf.caadria.2020.2.313
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
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 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 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

_id caadria2020_188
id caadria2020_188
authors Suzuki, Takaharu, Ikeda, Hikaru, Takeuchi, Issei, Matsunaga, Fumiya, Sumitomo, Eri and Ikeda, Yasushi
year 2020
title Holonavi - A study on User Interface for Assembly Guidance System with Mixed Reality in a Timber Craft of Architecture
doi https://doi.org/10.52842/conf.caadria.2020.1.691
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. 691-700
summary This paper introduces ideas to use Mixed Reality (MR) technologies in craftsman's work of architecture.One of the backgrounds of this study is emerging technology of Mixed Reality becoming much easier to use recently with new devices such as Microsoft Hololens. Among many possible applications of this technique in architectural work, we particularly choose Japanese traditional timber joinery 'Kumiki' as a model case of complicated architectural work.We found that people need a certain sense of 3D recognition and knowledge about right order of assemble. That is what we can suggest for users with our MR guidance system named 'Holonavi' which can show appropriate information in 3D vision in real time. The aim of our research is to find useful knowledge about effective ways and sufficient information to guide users. As a conclusion, we found that guidance with MR technology gives users to have a recognition more effectively for take of right action when they are moving their viewpoint around the object and when they located in the range of reachable distance to the objects. It is the first achievement for use of 'Holonavi' to let people feel more fun to craft something by their hands aided by computer.
keywords Craftsman’s work; Mixed Reality; Digital Construction; Augmented Reality; Hololens
series CAADRIA
email
last changed 2022/06/07 07:56

_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 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
doi https://doi.org/10.52842/conf.caadria.2020.1.631
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
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_214
id ecaade2020_214
authors Chen, Hsien and Hsu, Pei-Hsien
year 2020
title Data Mining as a User-oriented Tool in Participatory Urban Design
doi https://doi.org/10.52842/conf.ecaade.2020.1.011
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. 11-18
summary In this research, we did the datamining to the POI(point-of-interest) of the city, and shows how Popular times data and NPL(Natural language processing) analysis transformed user data into new tools of participatory design of urban planning. After analyzing and visualizing the popular time data of the city POI, we showed the city users' preferred place to go at different point in time. And this will figured out that at some time, same type of POI has different using condition. Based on above mentioned, we used NPL to analyze user reviews to find out the causes and provide planning suggestions. This method can offer planner a chance to understand the experience of city user at the planning stage. Comparing to the traditional method, fetching data from the social platform could be able to get the daily preference, perspective and emotion of the users, and these data can make the result of participatory urban planning accord with the demand of the users.
keywords Popular times; NLP; Social Media; Urban Design Tool; Smart Cities
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia20_220p
id acadia20_220p
authors Rieger, Uwe; Liu, Yinan
year 2020
title LightWing II
source ACADIA 2020: Distributed Proximities / Volume II: Projects [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95253-6]. Online and Global. 24-30 October 2020. edited by M. Yablonina, A. Marcus, S. Doyle, M. del Campo, V. Ago, B. Slocum. 220-225
summary LightWing II is an immersive XR installation that explores hybrid design strategies equally addressing physical and digital design parameters. The interactive project links a kinetic structure with dynamic digital information in the form of 3D projected imagery and spatial sound. A key component of the project was the development of a new rendering principle that allows the accurate projection of stereoscopic images on a moving target screen. Using simple red/cyan cardboard glasses, the system expands the applications of contemporary AR headsets beyond an isolated viewing towards a communal multi-viewer event. LightWing`s construction consists of thin flexible carbon fibre rods used to tension an almost invisible mesh screen. The structure is asymmetrically balanced on a single pin joint and monitored by an IMU. A light touch sets the delicate wing-like object into a rotational oscillation. As a ‘hands-on’ experience, LightWing II creates a mysterious sensation of tactile data and enables the user to navigate through holographic narratives assembled in four scenes, including the interaction with swarms of three winged creatures, being immersed in a silky bubble, and a journey through a velvet wormhole. The user interface is dissolved through the direct linkage between the physical construction and the dynamic digital content. The project was developed at the arc/sec Lab at the University of Auckland. The Lab explores user responsive constructions where dynamic properties of the virtual world influence the material world and vice versa. The Lab’s vision is to re-connect the intangible computer world to the multisensory qualities of architecture and urban spaces. With a focus on intuitive forms of user interaction, the arc/sec Lab uses large-scale prototypes and installations as the driving method for both the development and the demonstration of new cyber-physical design principles.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_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 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 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 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 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
doi https://doi.org/10.52842/conf.ecaade.2022.1.381
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
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 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_456
id ecaade2020_456
authors Farinea, Chiara, Awad, Lana, Dubor, Alex and El Atab, Mohamad
year 2020
title Integrating biophotovoltaic and cyber-physical technologies into a 3D printed wall
doi https://doi.org/10.52842/conf.ecaade.2020.2.463
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. 463-472
summary The research presented in this paper investigates the development of "3D printed ceramic green wall", a technological Nature Based Solution (NBS) aimed at regenerating urban areas by improving spatial quality and sustainability through clean and autonomous energy production. Building upon previous research, the challenge of this system is to adapt additive manufacturing processes of ceramic 3D printing with biophotovoltaic systems while simultaneously developing digital and cyber-physical frameworks to generate site and user responsive design and autonomous solutions that optimize system performance and energy generation. The paper explores the complex design negotiations between these drivers, focusing particularly on their performance optimization, and finally highlights the system potential as exemplified through a successful implementation of a 1:1 site responsive wall prototype.
keywords Nature based solutions; biophotovoltaic systems; additive manufacturing; responsive design; cyber-physical networks; augmented reality
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2020_408
id ecaade2020_408
authors Grasser, Alexander, Parger, Alexandra and Hirschberg, Urs
year 2020
title Pervasive Collaboration and Tangible Complexity in Realtime Architecture
doi https://doi.org/10.52842/conf.ecaade.2020.1.393
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. 393-400
summary This paper reports on an ongoing experiment in design collaboration: an open collaborative realtime environment that enables participatory design activities in spatially distributed teams. The project builds on online platforms and open source ways of sharing design ideas, but also on recent advances in shared augmented reality enabled by game engine technology. Furthermore it focuses on combinatorial design of collaborative objects: the models shared in this way are not just geometric forms, but informed systems of parts with a procedural or combinatorial logic, an assembly strategy. By pooling and aggregating such intelligent assembly systems in a shared online realtime design space we are trying to move towards pervasive collaboration in architecture. Authors taking part in the project are united in a shared persistent design space and can design collectively. They experience what we refer to as tangible complexity: a playful mode of aggregating and combining design ideas of different authors. We argue that this pervasive collaboration can lead to novel types of complexity: an architecture of socially augmented formations.
keywords Collaborative Objects; Realtime Architecture; Tangible Complexity
series eCAADe
email
last changed 2022/06/07 07:51

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