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 611

_id caadria2021_266
id caadria2021_266
authors Chen, Yao, Lo, Tiantian, Guo, Xiangmin, Du, Ruijie and Hu, Xinchuang
year 2021
title Interactive Virtual Sand Table - A theoretical review on its application towards Urban Planning
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 629-638
doi https://doi.org/10.52842/conf.caadria.2021.2.629
summary The sand table is a tool of expression of urban planning.With the development of computer science and technology,virtual reality technology is playing an important role in many aspects of urban planning and design,as well as,the virtual sand table.This article analyzes the limitations of the current urban planning sand table from designers and other participants perspectives. It analyses the advantages of applying interactive technology in a sand table for urban planning and proposes using such interactive technology in the future. This paper will also investigate three aspects of interactions: human-computer interaction technology, collaborative interaction technology, remote visual interaction technology. The application of interactive technology on the virtual sand table, on the one hand, can carry out a multi-angle forward-looking analysis of the problems of urban construction and improve the efficiency of planning and approval, and development; on the other hand, it can increase public participation in urban planning and design.
keywords interactive technology; urban planning; urban planning sand table; electronic sand table
series CAADRIA
email
last changed 2022/06/07 07:55

_id ascaad2021_054
id ascaad2021_054
authors Kontovourkis, Odysseas; Andreas Konstantinou, Nikos Kyrizi, Panagiota Tziourrou,
year 2021
title Built-In Immersive VR Technology for Decision-Making in Design and Simulation of a Flexible Shading Device
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 190-200
summary This paper discusses the potential offered by Virtual Reality (VR) and accompanied gesture-based devices as tools for architectural design and simulation. This is done by outlining a workflow and by demonstrating an experimental study for the development of an interactive, flexible and parametric shading device consisting of bending-active wooden strips. More specifically, the project focuses on the relationship between physical inputs acquisition and virtual experience of two users in space. Through the use of Kinect and VR headset, the first user is responsible to check and control the shading system regarding the shape and sun direction. The aim is to create configurations that serves his/her shading needs by moving his/her hand in order to hide the sun in a game like procedure until satisfactory shading is acquired. The second user, through the use of a leap motion sensor and a projection screen, is able to check and control the efficiency of structure in terms of bending behavior and environmental impact, also in a loop of possibilities. Using the thump and pointer fingers he/she controls the bending behavior by watching a screen that shows in different colours the bending factor of each element. At the same time, the distance between his/her hands controls the number of elements in order to achieve the optimal rate between material consumption and shading. The two users can intervene sequentially or concurrently during the process. A series of investigations related to shading rate and bending behavior as well as minimum material consumption leading to lower environmental impact are conducted. This attempts to offer useful conclusions as regard the potential application of immersive VR technology as mechanism for decision-making in architecture and simulation but also in the fabrication of the suggested shading device.
series ASCAAD
email
last changed 2021/08/09 13:11

_id caadria2021_127
id caadria2021_127
authors Lin, Chaohe and Lo, Tian Tian
year 2021
title Expanding the Methods of Human-VR Interaction (HVRI) for Architectural Design Process
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 173-182
doi https://doi.org/10.52842/conf.caadria.2021.2.173
summary The emergence of virtual reality technology now brings the possibility of new design methods. Virtual reality technology allows architects to feel space better and express design ideas more intuitively. With the interactive perception equipment and VR glasses, geometric shapes can be created and modified in a virtual environment, replacing the mouse and keyboard to complete the creation of space in the early stage of the design process. At present, the application of virtual reality in the architectural design process has some problems include unnatural interaction, low accuracy, high work cost. This paper will summarize the interactive methods of virtual reality technology in various current cases and compare the input and output of the device by analyzing the matrix method. We can explore interactions that are beneficial to architectural design. Using these interactive methods, we can expand the interface relationship between humans and the virtual environment.
keywords HCI; HVRI; Interaction; Digital Architecture Design; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2021_017
id ecaade2021_017
authors Fukuda, Tomohiro, Nada, Hideki, Fujii, Hiroyuki and Pencreach, Yoann
year 2021
title A Motion Vector Visualization Method on a Virtual Reality Screen - Preventing virtual reality sickness for architectural investigation
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. 513-520
doi https://doi.org/10.52842/conf.ecaade.2021.2.513
summary In the age of mass customization, virtual reality (VR) allows users to virtually visualize architecture from any viewpoint they prefer and to examine the design. It is important to evaluate the movement of the virtual camera to guarantee the quality of VR content in addition to preventing VR sickness. The development of rendering methods to visualize the speed of VR cameras has begun. However, the only absolute velocity values are insufficient because the amount of movement of objects close to the camera is large, and that of distant objects is small. Therefore, this research aims to develop a visualization method of relative velocities known as motion vectors on a VR screen. A prototype of a new rendering technique has been implemented and successfully applied to a VR application for design review of a complex building. There are two rendering methods to display a gradient in RGB colors and to give a motion blur effect. This function allows VR creators to understand where in the virtual world VR sickness is likely to occur.
keywords virtual reality; rendering; shader; virtual reality sickness; motion vector; computer-aided architectural design
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia21_502
id acadia21_502
authors Mytcul, Anna
year 2021
title ARchitect
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 502-511.
doi https://doi.org/10.52842/conf.acadia.2021.502
summary This research investigates gaming as a framework for design democratization in architecture, where the end user is the key decisionmaker in the design process. ARchitect is a multisensory game that promotes and explores the educational aspects of learning games and their influence on end user engagement with house co-design. This combinatorial game relies on an augmented reality (AR) application accessible through a smartphone, serving as a low-threshold tool for converting architectural drawings into 3D models in real time and using AR technology for design evaluation.

By allowing for learning through playing, ARchitect provides alternative ways of gaining knowledge about design and architecture and empowers non-experts to take active and informed positions in shaping their future urban environments on a micro-scale, rethinking conventional market relations and exploring emerging personal and public values. The ARchitect game challenges conventional participatory design where an architect plays an essential role in facilitation of the design process and translation of end users’ design proposals. In contrast, the proposed game system allows non-architect players to autonomously produce and access design solutions through embedded computational simulation by an AR application, thus giving an equal chance to non-professionals to express their design visions and become aware of potential implications of their ideas. By providing free access to the game contents through the ARchitect platform and a playful user experience by which design principles can be learned, this game will inspire the general public to engage in conversation about home design, eventually spreading architectural literacy to less-privileged communities.

series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ascaad2021_000
id ascaad2021_000
authors Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.)
year 2021
title ASCAAD 2021: Architecture in the Age of Disruptive Technologies - Transformation and Challenges
source Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021.
summary The ASCAAD 2021 conference theme addresses the gradual shift in computational design from prototypical morphogenetic-centered associations in the architectural discourse. This imminent shift of focus is increasingly stirring a debate in the architectural community and is provoking a much needed critical questioning of the role of computation in architecture as a sole embodiment and enactment of technical dimensions, into one that rather deliberately pursues and embraces the humanities as an ultimate aspiration. We have encouraged researchers and scholars in the CAAD community to identify relevant visions and challenging aspects such as: from the tangible to the intangible, from the physical to the phenomenological, from mass production to mass customization, from the artifact-centered to the human-centered, and from formalistic top-down approaches to informed bottom-up approaches. A parallel evolving impact in the field of computational design and innovation is the introduction of disruptive technologies which are concurrently transforming practices and businesses. These technologies tend to provoke multiple transformations in terms of processes and workflows, methodologies and strategies, roles and responsibilities, laws and regulations, and consequently formulating diverse emergent modes of design thinking, collaboration, and innovation. Technologies such as mixed reality, cloud computing, robotics, big data, and Internet of Things, are incessantly changing the nature of the profession, inciting novel modes of thinking and rethinking architecture, developing new norms and impacting the future of architectural education. With this booming pace into highly disruptive modes of production, automation, intelligence, and responsiveness comes the need for a revisit of the inseparable relation between technology and the humanities, where it is possible to explore the urgency of a pressing dialogue between the transformative nature of the disruptive on the one hand and the cognitive, the socio-cultural, the authentic, and the behavioral on the other.
series ASCAAD
last changed 2022/05/19 11:45

_id caadria2021_006
id caadria2021_006
authors Agirachman, Fauzan Alfi and Shinozaki, Michihiko
year 2021
title VRDR - An Attempt to Evaluate BIM-based Design Studio Outcome Through Virtual Reality
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 223-232
doi https://doi.org/10.52842/conf.caadria.2021.2.223
summary During the COVID-19 pandemic situation, educational institutions were forced to conduct all academic activities in distance learning formats, including the architecture program. This act barred interaction between students and supervisors only through their computers screen. Therefore, in this study, we explored an opportunity to utilize virtual reality (VR) technology to help students understand and evaluate design outcomes from an architectural design studio course in a virtual environment setting. The design evaluation process is focused on building affordance and user accessibility aspect based on the design objectives that students must achieve. As a result, we developed a game-engine based VR system called VRDR for evaluating design studio outcomes modeled as Building Information Modeling (BIM) models.
keywords virtual reality; building information modeling; building affordance; user accessibility; architectural education
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2021_080
id ecaade2021_080
authors Chen, Hao, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2021
title Development of an Augmented Reality System with Reflection Implementation for Landscape Design Visualization using a Planar Reflection Method in Real-Time Rendering
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. 547-554
doi https://doi.org/10.52842/conf.ecaade.2021.2.547
summary Augmented reality (AR) in landscape design review scenarios has become an important tool that helps designers express their designs and allows stakeholders to more easily understand how the designs will look on the actual site. This study aimed to add the reflection of a virtual design model on the surface of the water in an existing AR system, thereby providing a more complete representation of the waterfront landscape design. First, we constructed an AR system using a smartphone linked to a computer. Then, a virtual surface model was predefined manually according to the water surface area on-site. A planar reflection method was introduced to generate an accurate reflection effect in real-time. Moreover, the reflection was simulated to ripple together with the water surface, providing a visually authentic look. Thus, the virtual model was able to accurately display the real-time reflection effect on the water surface in this realistic environment. Our findings indicate that future tasks could involve the implementation of other interactive optical effects for landscape design visualization, such as refraction simulation for underwater illumination design.
keywords augmented reality; reflection; landscape architectural design; waterscape; interactive visualization; computer-aided design in architecture
series eCAADe
email
last changed 2022/06/07 07:55

_id ascaad2021_058
id ascaad2021_058
authors ElGewely, Maha; Wafaa Nadim, Mostafa Talaat, Ahmad El Kassed,Mohamed Yehia, Slim Abdennadher
year 2021
title Immersive VR Environment for Construction Detailing Education: BIM Approach
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 114-128
summary According to literature in education, adults learn best when learning is active, self-directed, problem-based, and relevant to their needs. In Building Construction Education, construction site visits provide students with real-life practical experience which are considered an extension for classroom. Nevertheless, it is challenging to integrate construction site visits regularly during the academic semester with respect to the class specific needs. Virtual Reality as an interactive immersive technology may facilitate virtual construction site that meets the learning needs where students can explore and build in a real scale environment. The proposed VR environment is an HMD VR platform for construction detailing that provides experiential learning in a zero-risk environment. It builds on integrating VR technology as a medium and Building Information Modeling (BIM) as a repository of information. This work discusses the proposed environment curricular unit prototype design, implementation, and validation. System usability and immersion are assessed both qualitatively and quantitatively. After considering the feedback, The VR environment prototype is then validated on the level of learning outcomes, providing the evidence that it would enhance students’ engagement, motivation and achievement accordingly.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ijac202119205
id ijac202119205
authors Fukuda, Tomohiro; Marcos Novak, Hiroyuki Fujii, Yoann Pencreach
year 2021
title Virtual reality rendering methods for training deep learning, analysing landscapes, and preventing virtual reality sickness
source International Journal of Architectural Computing 2021, Vol. 19 - no. 2, 190–207
summary Virtual reality (VR) has been proposed for various purposes such as design studies, presentation, simulation and communication in the field of computer-aided architectural design. This paper explores new roles for VR; in particular, we propose rendering methods that consist of post-processing rendering, segmentation rendering and shadow-casting rendering for more-versatile approaches in the use of data. We focus on the creation of a dataset of annotated images, composed of paired foreground-background and semantic-relevant images, in addition to traditional immersive rendering for training deep learning neural networks and analysing landscapes. We also develop a camera velocity rendering method using a customised segmentation rendering technique that calculates the linear and angular velocities of the virtual camera within the VR space at each frame and overlays a colour on the screen according to the velocity value. Using this velocity information, developers of VR applications can improve the animation path within the VR space and prevent VR sickness. We successfully applied the developed methods to urban design and a design project for a building complex. In conclusion, the proposed method was evaluated to be both feasible and effective.
keywords Virtual reality, rendering, shader, deep learning, landscape analytics, virtual reality sickness, Fourth Industrial Revolution, computer-aided architectural design
series journal
email
last changed 2024/04/17 14:29

_id sigradi2021_121
id sigradi2021_121
authors Galbes Breda de Lima, Eduardo, Ferreira Peppe, Francisco, Cangussu Lima, Lucas Ítalo and Vizioli, Simone Helena Tanoue
year 2021
title Comparative Study between 2D and 3D Digital Freehand Drawing Applied to the Architectural Design Process
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 1065–1076
summary This paper aims to discuss representative subjects, such as freehand drawing and its operational tools, which allow 2D sketching through graphic drawing tables, whereas virtual reality head-mounted displays are used for 3D sketches. A pilot project exercise was carried out in the building of the Centro de Divulgaçao Científica e Cultural (CDCC-USP), in Sao Carlos (SP - Brazil). As a result, this research presents a comparative chart that investigates the potential uses of these technologies in architecture teaching and in the act of designing. Moreover, this scenario includes the 360? image technology that presents itself as a vehicle of immersion and apprehension of space, having as a backdrop the unfoldings of social isolation arising from COVID - 19.
keywords Processo projetivo, Fotografia 360°, Percepçao, Desenho digital, Croqui tridimensional.
series SIGraDi
email
last changed 2022/05/23 12:11

_id ecaade2021_036
id ecaade2021_036
authors Kikuchi, Naoki, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2021
title Landscape Visualization by Integrating Augmented Reality and Drones with Occlusion Handling to Link Real and Virtual Worlds - Towards city digital twin realization
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. 521-528
doi https://doi.org/10.52842/conf.ecaade.2021.2.521
summary In the field of urban architecture and design, augmented reality (AR)-based landscape visualization is useful for building consensus among stakeholders at the design stage. An integrated AR and drone method can visualize future and past landscapes from an aerial perspective but has to address the problem of occlusion, where a 3D virtual model is displayed in front of the real-world objects. In this study, we propose an AR and drone integrated landscape visualization method to handle occlusion by linking the drone's location information in the real world and the camera in the virtual world. The method uses a 3D model of an existing building, which is part of the city model, to represent the 3D model of the design target as if the target were behind the existing building in the real world. Users can use the perspective of the drone, which flies along a set route, to examine the future landscape with high accuracy, as visualized using AR with occlusion handling.
keywords Digital twin; Occlusion handling; Landscape visualization; Web-based augmented reality (web AR); Drone; Urban design
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2021_038
id ecaade2021_038
authors Nakabayashi, Mizuki, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2021
title Mixed Reality Landscape Visualization Method with Automatic Discrimination Process for Dynamic Occlusion Handling Using Instance Segmentation
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. 539-546
doi https://doi.org/10.52842/conf.ecaade.2021.2.539
summary Mixed reality (MR), which blends real and virtual worlds, has attracted attention as a visualization method in landscape design. MR-based landscape visualization enables stakeholders to examine landscape changes at actual scale in real-time at the actual project site. One challenge in MR-based landscape visualization is occlusion, which occurs when virtual objects obscure physical objects that are in the foreground. Previous research proposed an MR-based landscape visualization method with dynamic occlusion by using semantic segmentation of deep learning. However, this method has two problems. The first is that the same kind of objects that are grouped into one or overlapped types are classified as the same object, and the other is that the foreground objects have to be defined in pre-processing. In this study, we developed a system for large-scale MR landscape visualization that enables the recognition of each physical object individually using instance segmentation, and it is possible to accurately represent the positional relationship by comparing the coordinate information of the 3D virtual model and all physical objects.
keywords landscape visualization; mixed reality; instance segmentation; dynamic occlusion handling; deep learning
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2021_46
id sigradi2021_46
authors Sardenberg, Victor, Rolim, Ana Luisa, Digiandomenico, Dyego, Da Silva Figueiredo, Andre Felipe, L. Aguiar Rattes, Rafael and Duarte, Clarissa
year 2021
title The Hyphae House and the Paperless Worksite
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 903–914
summary This paper discusses Augmented Reality on smartphones as a tool for building complex structures without utilizing CNC technology while showcasing architectural research. A 1:1 prototype made of concrete blocks was built to test the current stage of this technology, along with an interactive virtual exhibition. Results showed a positive outcome regarding possibilities to use the accessible technology of smartphones as a complementary tool, both in the construction site and to computerize construction work nowadays. Despite tolerance issues in the placement of blocks, the technology proved effectful as a construction and visualization method.
keywords Realidade Aumentada, Biomimética, Educaçao e design, Prototipagem
series SIGraDi
email
last changed 2022/05/23 12:11

_id sigradi2023_335
id sigradi2023_335
authors Teixeira, Frederica and Alessio, Pedro
year 2023
title Augmented Reality Applied to Architectural Maquettes: An Experience during Remote Teaching at the Federal University of Pernambuco.
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 985–996
summary This study explores the educational use of Augmented Reality in the course "Maquette II" of Architecture and Urbanism program at the Federal University of Pernambuco. The elective course took place during the first half of 2021 in a remote setting. The course, structured as a workshop with two modules, involved creating physical study maquettes for design proposals and experimenting with Augmented Reality to investigate the fusion of physical and digital models. Augmented Reality allowed virtual elements to overlay the maquettes, providing a deeper understanding of architectural concepts. This innovative approach enhances architectural education by bridging the physical and virtual realms, adaptable even in remote contexts, exemplifying technology's educational potential.
keywords Augmented Reality, Education, Architecture, Maquettes, Digital Models.
series SIGraDi
email
last changed 2024/03/08 14:08

_id ecaade2021_251
id ecaade2021_251
authors Carvalho, Joao, Cruz, Paulo J. S. and Figueiredo, Bruno
year 2021
title Ceramic AM Gantry Structures - Discretisation and connections between beams and columns
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. 483-492
doi https://doi.org/10.52842/conf.ecaade.2021.2.483
summary The manufacture of architectural components driven by digital design tools and Additive Manufacturing (AM) allows the achievement of highly evolved constructive systems, more integrated into a specific reality to which it is intended to respond, resulting in unique and adapted solutions with high geometric and material performances. Considering the application of these methods to common structural elements, namely beams and columns, for which there are already several examples demonstrating their feasibility, we find that it is necessary to provide a sound answer to an element that is fundamental for these proposals to function together as a single system - the moment of connection between beams and columns. In this sense, this paper proposes the design and test of a set of connections with adapted geometry between beams and columns, produced through ceramic Liquid Deposition Modelling (LDM), applying logics of topological optimization. This work foresees the development of a constructive system that incorporates reversible and irreversible connections, being formalised in a set of gantry structures formed by two vertical elements and a horizontal one, giving the comparative model between digital design and manufacture methods and the traditional ones.
keywords Ceramic AM; Performative design; Computational design; Connections; Ceramic gantry structure
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2021_273
id ecaade2021_273
authors Dania, Panagiota, Theodoropoulou, Helena G., Karagianni, Anna, Geropanta, Vasiliki and Parthenios, Panagiotis
year 2021
title Enhancing User Experience through Interaction Design - Rethinking the municipal agora of Chania through AR narratives
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. 263-272
doi https://doi.org/10.52842/conf.ecaade.2021.2.263
summary This paper examines the relationship between designing interactive experiences based on new technologies and the process of architectural narration. It highlights the idea of rethinking a building with historical, architectural and functional value, as an experience and a journey. Referring to the historic building of the Municipal Market of Chania, Greece and using the conceptual idea of designing through narratives, it delineates the process of integrating new technologies into the process of designing a spatial and temporal experience. Exploiting Augmented Reality, we design an application implementing a digital layer with architectural and historical content, that is integrated into reality, improving the on-site visit, providing enhanced understanding of the building and introducing experiential visitor-building interaction. The application is available through mobile devices and the proposed system is evaluated by a group of users showing the positive effects of the use of interactive technologies in redesigning the experience of a space.
keywords Mobile AR; cultural dissemination; architectural narration; interactive spatial experiences; interactive visualization
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2021_331
id caadria2021_331
authors Globa, Anastasia, Parker, Callum, Philp, Jude and Antonios, John
year 2021
title Big Data Bugs - Investigating the design of Augmented Reality applications for museum exhibitions
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 305-314
doi https://doi.org/10.52842/conf.caadria.2021.2.305
summary This paper presents a reflection on the co-design approach taken for designing a web-based and smartphone-augmented reality (AR) application (app) for a local museum exhibit on geo-located data for entomology specimens. The AR app allows visitors to spatially visualise insect specimens in-situ and view more detailed information through their own devices. The design of the app was guided by continuous input from curators of the museum to ensure it met their requirements. The contribution of this paper is two-fold: (1) design recommendations for AR apps created for museum exhibitions, which are derived from a focus group session with museum curators; and (2) considerations for co-designing AR apps in museum contexts, based on a reflection of the design process. This paper details the iterative co-design process that was adopted for the Big Data Bugs project and presents a short summary of results deriving from a focus group testing with museum curators.
keywords augmented reality; data visualization; human computer interactions; museum exhibitions; co-design
series CAADRIA
email
last changed 2022/06/07 07:51

_id acadia21_346
id acadia21_346
authors Gordon, Matthew; Calvo, Roberto Vargas
year 2021
title Digital Deconstruction and Design Strategies from Demolition Waste
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 346-351.
doi https://doi.org/10.52842/conf.acadia.2021.346
summary The project develops pre- and post-demolition digital assessment protocols in order to better inform reclaimed material implementation in new projects. The application of the protocols are demonstrated in a pavilion constructed of reused timber (Figure 1). By facilitating the data capture, analysis, identification, and characterization of available secondary raw materials, and creating database systems for pre- and post-demolition sites, it promotes gains in high quality upcycled materials for new construction projects. Modern reality capture technologies allow for collecting high density and quality Construction and Demolition Waste (CDW) data, presenting the opportunity to also increase the reliability and trust in upcycled materials by data specifically structured to relevant actors.
series ACADIA
type project
email
last changed 2023/10/22 12:06

_id ijac202119104
id ijac202119104
authors Kieffer, Hyun Lynn; and Paul Nicholas
year 2021
title Soft actuated material: Exploration of a programmable composite
source International Journal of Architectural Computing 2021, Vol. 19 - no. 1, 50–66
summary This paper describes the development of a programmable composite material and investigates its application in architecture as flexible and controllable surfaces. The composite leverages qualities found in the field of soft robots, that is, strength, precision, and the ability to change shape through vacuum actuation. It is an exploration of a range of applications for shape shifting composites within different phases of architecture. This research has deployed a controlled form-actuator of a designed surface as a reusable and flexible approach for concrete formwork and as a continuously changing spatial element, which aims to create a more engaging relationship between habitat and inhabitant. The design method linked to this composite aims to converge technology and material behavior and therethrough create a more linear process from design to construction. This paper elaborates on the design, simulation and fabrication methods, and their development through empirical research from individual actuatable cells to a controllable multi-cell surface and associated design tool.
keywords Soft robots, programmable, artificial and deployable material, flexible architecture, shape-shifting composite, shape actuation
series journal
email
last changed 2021/06/03 23:29

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