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 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
doi https://doi.org/10.52842/conf.caadria.2020.1.833
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
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

_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
doi https://doi.org/10.52842/conf.ecaade.2020.1.375
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
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 sigradi2020_577
id sigradi2020_577
authors Appendino, María José; Carboni, Lucía; Tosello, María Elena
year 2020
title Design of a Virtual Reality device to motivate experiences of meaningful learning
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. 577-585
summary With the increasing popularization of technologies such as Augmented Reality -AR- and Virtual Reality -VR-, interest aroused in studying the incorporation of these media into design disciplines higher education. The main objective of this investigation was to integrate VR and AR into the lessons, in order to motivate a meaningful learning process for students. The project was developed for a subject corresponding to the first year of the university careers of Architecture, Visual Design, and Industrial Design. This device was effectively implemented for the dictation of virtual classes, in the context of the COVID-19 pandemic.
keywords Virtual Tour, Design Education, Emerging Technologies
series SIGraDi
email
last changed 2021/07/16 11:52

_id ecaade2022_16
id ecaade2022_16
authors Bailey, Grayson, Kammler, Olaf, Weiser, Rene, Fuchkina, Ekaterina and Schneider, Sven
year 2022
title Performing Immersive Virtual Environment User Studies with VREVAL
doi https://doi.org/10.52842/conf.ecaade.2022.2.437
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 2, Ghent, 13-16 September 2022, pp. 437–446
summary The new construction that is projected to take place between 2020 and 2040 plays a critical role in embodied carbon emissions. The change in material selection is inversely proportional to the budget as the project progresses. Given the fact that early-stage design processes often do not include environmental performance metrics, there is an opportunity to investigate a toolset that enables early-stage design processes to integrate this type of analysis into the preferred workflow of concept designers. The value here is that early-stage environmental feedback can inform the crucial decisions that are made in the beginning, giving a greater chance for a building with better environmental performance in terms of its life cycle. This paper presents the development of a tool called LearnCarbon, as a plugin of Rhino3d, used to educate architects and engineers in the early stages about the environmental impact of their design. It facilitates two neural networks trained with the Embodied Carbon Benchmark Study by Carbon Leadership Forum, which learns the relationship between building geometry, typology, and construction type with the Global Warming potential (GWP) in tons of C02 equivalent (tCO2e). The first one, a regression model, can predict the GWP based on the massing model of a building, along with information about typology and location. The second one, a classification model, predicts the construction type given a massing model and target GWP. LearnCarbon can help improve the building life cycle impact significantly through early predictions of the structure’s material and can be used as a tool for facilitating sustainable discussions between the architect and the client.
keywords Pre-Occupancy Evaluation, Immersive Virtual Environment, Wayfinding, User Centered Design, Architectural Study Design
series eCAADe
email
last changed 2024/04/22 07:10

_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
doi https://doi.org/10.52842/conf.acadia.2020.2.120
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.
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_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
doi https://doi.org/10.52842/conf.ecaade.2020.1.449
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
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
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 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 sigradi2020_528
id sigradi2020_528
authors Campos, María Paz; Basaure, Tannia; Loyola, Mauricio
year 2020
title Virtual Wayfinding: A Comparison of Orientation and Navigation Behavior in Built and Virtual Environments
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. 528-533
summary In this study we compare the wayfinding behavior of occupants in virtual reality and built spaces. Results show significant differences related to the speed of navigation, geometry of movement, and frequency of stops and turns. Subjective evaluations of spatial characteristics show no significant differences between built and virtual spaces.
keywords Virtual Reality, Head-Mounted Display, Wayfinding, Spatial Navigation, Occupant Behavior
series SIGraDi
email
last changed 2021/07/16 11:52

_id caadria2020_387
id caadria2020_387
authors Chien, Sheng-Fen, Lin, Chieh-I and Lin, Kuan-Ling
year 2020
title A Light-weight CAAD-VR Bridge
doi https://doi.org/10.52842/conf.caadria.2020.1.761
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. 761-770
summary Virtual Reality (VR) has been proven an effective media for design communications. VR-enabled design environments allow laypersons to join in various stages of design process and achieve a wide range of participatory designs. However, most of these environments are developed for research purposes and not easily accessible to architects. This research aims to bridge the gap of VR hardware and design software to make VR easily accessible to architects. We develop a set of 4 use cases for implementing VR-enabled design environment: (1) Export Design Elements to VR; (2) Authorizing VR co-design environment; (3) Design Manipulation in VR; and (4) Output VR Objects to CAAD. A prototype has been implemented using HTC Vive and Unity to test these use cases. The data exchange between VR environment and CAAD environment is achieved through the JSON format. The prototype is tested by students in a graduate-level design studio with promising results.
keywords Virtual Reality; VR; VR-enabled CAAD; Use Case; JSON
series CAADRIA
email
last changed 2022/06/07 07:55

_id cdrf2019_27
id cdrf2019_27
authors Chuan Liu, Jiaqi Shen, Yue Ren, and Hao Zheng
year 2020
title Developing a Digital Interactive Fabrication Process in Co-existing Environment
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_3
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary In the stage of prototype practice, the maker mainly works by himself, but it needs to test and adapt to find correct fabrication method when maker didn’t have clearly fabrication description. Therefore, rapid prototyping is very important in the prototype practice of the maker. “Design- Fabrication-Assembly” (DFA)- an integration prototyping process which helps designers in creating kinetic skin by following a holistic process. However, DFA lacks a medium for communication between design, fabrication and assembly status. This paper proposes a solution called co-existing Fabrication System (CoFabs) by combining multiple sensory components and visualization feedbacks. We combine mixed reality (MR) and the concept of digital twin (DT)–a device that uses a virtual interface to control a physical mechanism for fabrication and assembly. By integrating virtual and physical, CoFab allows designers using different methods of observation to prototype more rigorously and interactively correct design decisions in real-time.
series cdrf
email
last changed 2022/09/29 07:51

_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_044
id ecaade2020_044
authors Dumlu, Burcu Nimet
year 2020
title Virtual Reality as a Tool for Measuring Spatial Tendencies in Urban Experience
doi https://doi.org/10.52842/conf.ecaade.2020.1.365
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
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 acadia20_416
id acadia20_416
authors Genadt, Ariel
year 2020
title Discrete Continuity in the Urban Architectures of H. Hara & K. Kuma
doi https://doi.org/10.52842/conf.acadia.2020.1.416
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. 416-424.
summary The 2020 pandemic has laid bare the ambiguous value of the virtual proximity that distributed computing enables. The remote interaction it ushered in at an unprecedented scale also spawned social isolation, which is symbolically underscored by the reliance of this form of connectivity on individuals’ discrete digital identification. This cyber-spatial dualism may be called ‘discrete continuity,’ and it already appeared in architectural thought in the 1960s with the advent of cybernetics and the first computers. The duality resurfaced in the 1990s in virtual projects, when architectural software was first widely commercialized, and it reappeared in built form in the past decade. This paper sheds light on the architectural aspects of this conceptual duality by identifying the use of discreteness and continuity in the theories of two Japanese architects, Hiroshi Hara (b.1936) and his former student, Kengo Kuma (b.1954), in their attempts to combine the two topological conditions as metaphors of societal structures. They demonstrate that the onset of the current condition, while new in its pervasiveness, has been latent in architectural thinking for several decades. This paper examines Hara’s and Kuma’s theories in light of the author’s interviews with the architects, their writings, and specific projects that illustrate metaphoric translations of topological terms into social structures, reflected in turn in the organization of urban schemes and building parts. While Hara’s and Kuma’s respective implementations are poles apart visually and materially, they share the idea that the discrete continuity of contemporary urban experience ought to be reflected in architecture. This link between their ideas has previously been overlooked.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id caadria2020_051
id caadria2020_051
authors Homolja, Mitra, Maghool, Sayyed Amir Hossain and Schnabel, Marc Aurel
year 2020
title The Impact of Moving through the Built Environment on Emotional and Neurophysiological State - A Systematic Literature Review
doi https://doi.org/10.52842/conf.caadria.2020.1.641
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. 641-650
summary Despite theoretical evidence about the capabilities of visual properties of space for manipulating inhabitants' emotions, a gap in knowledge exists for empirical studies in controlled environments. Interdisciplinary studies at the intersection of architecture, psychology, and neuroscience can provide robust guidelines and criteria for designers to engineer emotions. Due to the novelty of the field, the theoretical framework for such studies is not well established. Consequently, this paper presents a systematic literature review to find and synthesize recent relevant studies at this intersection. Based on these findings, we will investigate the impact of other visuo-spatial stimuli on emotions in a rigorous way. According to the theories of emotions, manipulation of emotions is linked to oscillations in physiological responses caused by exposure to sensory stimuli. Moreover, there is a consensus that human perception is action-oriented. Therefore, our review focuses on studies that employ biosensors as subjects move in physical or virtual environments.
keywords Neuroarchitecture; Brain Body Sensors; Virtual Reality; Physiological Response; Emotional Response
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2020_126
id caadria2020_126
authors Hsiao, Chi-Fu, Lee, Ching-Han, Chen, Chun-Yen and Chang, Teng-Wen
year 2020
title A Co-existing Interactive Approach to Digital Fabrication Workflow
doi https://doi.org/10.52842/conf.caadria.2020.1.105
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. 105-114
summary In recent years, digital fabrication projects have explored how to best present complex spatial patterns. These patterns are generated by a series of function clusters and need to be separated into reasonable working sequences for workers. In the stage between design and fabrication, designers and workers typically spend considerable time communicating with each other and prototyping models in order to understand the complex geometry and joint methods of fabrication works. Through the potential of mixed reality technology, this paper proposes a novel form of co-existing interactive workflow that helps designers understand the morphing status of material composition and assists workers in achieving desired results. We establish this co-existing workflow mechanism as an interface between design and reality that includes a HoloLens display, a parametric algorithm, and gesture control identification. This paper challenges the flexibility between the virtual and reality and the interaction between precise parameters and natural gestures within an automation process.
keywords Co-existing interactive workflow; Digital fabrication; HoloLens; Digital twin; Prototype
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2020_222
id ecaade2020_222
authors Ikeno, Kazunosuke, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2020
title Automatic Generation of Horizontal Building Mask Images by Using a 3D Model with Aerial Photographs for Deep Learning
doi https://doi.org/10.52842/conf.ecaade.2020.2.271
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. 271-278
summary Information extracted from aerial photographs is widely used in urban planning and design. An effective method for detecting buildings in aerial photographs is to use deep learning for understanding the current state of a target region. However, the building mask images used to train the deep learning model are manually generated in many cases. To solve this challenge, a method has been proposed for automatically generating mask images by using virtual reality 3D models for deep learning. Because normal virtual models do not have the realism of a photograph, it is difficult to obtain highly accurate detection results in the real world even if the images are used for deep learning training. Therefore, the objective of this research is to propose a method for automatically generating building mask images by using 3D models with textured aerial photographs for deep learning. The model trained on datasets generated by the proposed method could detect buildings in aerial photographs with an accuracy of IoU = 0.622. Work left for the future includes changing the size and type of mask images, training the model, and evaluating the accuracy of the trained model.
keywords Urban planning and design; Deep learning; Semantic segmentation; Mask image; Training data; Automatic design
series eCAADe
email
last changed 2022/06/07 07:50

_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
doi https://doi.org/10.52842/conf.ecaade.2020.1.197
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
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 ecaade2020_245
id ecaade2020_245
authors Kampani, Anna and Varoudis, Tasos
year 2020
title Perceptive Machine - Visuospatial Configurations Through Machine Intuition
doi https://doi.org/10.52842/conf.ecaade.2020.1.419
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. 419-428
summary Computational tools in architecture have yet to adequately address the issue of evaluating and informing design through the prism of visual perception in 3-dimensional environments. Previous research has demonstrated that although the issue of understanding and designing public spaces is of significant importance, existing methods of data representation in VR are not extensively investigated. The present paper reports on research into the development of a computational model that evaluates and visualises information regarding permeability of the urban fabric in a virtual environment. Primary aim is to create an additional layer for early design stages that will assist in projecting all information in VR space so that the user can explore and grasp through data the impact of each design step in an immersive, human scale.
keywords Computational Design; Virtual reality development; Machine Learning; Urban Analytics; Visual perception
series eCAADe
email
last changed 2022/06/07 07:52

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