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 557

_id caadria2021_275
id caadria2021_275
authors Kawai, Yasuo
year 2021
title Development of a Landscape Simulation System for Historical and Cultural Heritage of the Region
doi https://doi.org/10.52842/conf.caadria.2021.2.489
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. 489-498
summary In this study, we developed a historical and cultural landscape simulation system for Fujisawa-juku, a post town of the old Tokaido road. A game engine was used to recreate the landscape of the past by referring to old documents to inherit the history and culture of the region. Subsequently, an enhanced system was developed for changing the representation of time, season, and weather, and another system was developed for recreating the landscape using Ukiyo-e-style rendering. The developed system was exhibited at permanent installations in public facilities and at community events, and feedback from users led to major updates to the system. With the new information, we reviewed the shape of the model of the spatial components of the system and updated it to be more accurate. The digital model of this system can be updated with information that is not possible in a real model, such as a diorama. We will generalize this system through the unitization of spatial components to create a platform for historical cultural landscape simulation systems that can be used in other regions.
keywords Landscape Simulation; Historical Landscape; Local Cultural Inheritance; Ukiyoe; Game Engine
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2023_336
id sigradi2023_336
authors Teixeira, Frederica and Alessio, Pedro
year 2023
title Development and Implementation of an Augmented Reality App for the Three-Dimensional Graphic Geometry Course 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. 913–924
summary This study explores the educational use of Augmented Reality (AR) for teaching Three-Dimensional Graphic Geometry (GGT) within the Engineering curriculum at the Federal University of Pernambuco. GGT course faces high failure rates due to students' spatial skill limitations and struggles with visual comprehension. To address this, the GGT-RA app was developed, enabling real-time visualization of 3D models from the course ebook using AR. A survey evaluated impressions, yielding insights for app improvement, with feedback from students, teaching assistants, and professors during remote 2021 usage. While the application has shown promise, forthcoming improvements should place a priority on ensuring compatibility across devices and enhancing system flexibility. This will improve accessibility and facilitate understanding of 3D Graphic Geometry for students.
keywords Augmented Reality, Education, Graphical Geometry, 3D Graphic Representation, Real-Time Rendering Engines.
series SIGraDi
email
last changed 2024/03/08 14:07

_id caadria2021_405
id caadria2021_405
authors Zarei, Maryam, Erhan, Halil, Abuzuraiq, Ahmed M., Alsalman, Osama and Haas, Alyssa
year 2021
title Design and Development of Interactive Systems for Integration of Comparative Visual Analytics in Design Workflow
doi https://doi.org/10.52842/conf.caadria.2021.2.121
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. 121-130
summary In architectural design, data-driven processes are increasingly utilized in creating and selecting design alternatives. Multiple design-aid systems that support such processes exist. Still, these systems dominantly support parametric modelling only or lack sufficient support for organizing, scanning and comparing multiple alternatives in the process of their creation while considering both their forms and performance data. In this paper, we argue that (a) evaluating and selecting potential alternatives must take place in the same context they are created and explored, (b) interactive data visualizations can provide real-time feedback about various aspects of design alternatives, and they should be incorporated as early in the design process as possible, and (c) design environment must enable comparing design alternatives as an integral part of the design workflow. We call our approach 'comparative design analytics,' which aims to identify, develop, and validate practical key features of visualization tools for assisting designers in analyzing and comparing multiple solutions with their data. We present D-CAT as a visualization prototype tool integrated with an existing CAD application. D-CAT acts as a platform for generating knowledge about using interactive data visualization for comparing design alternatives. Our goal is to transfer the findings from evaluating this interface to developing practical applications for real-world use.
keywords Comparative Design Analytics; Interactive System Development; Design Data Visualization; Design Workflow Augmentation; Creativity Support Tool
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade2021_153
id ecaade2021_153
authors Stojanovic, Djordje and Vujovic, Milica
year 2021
title Towards Prediction and Optimisation for Outdoor Evaporative Cooling Systems in Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2021.2.401
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. 401-408
summary The paper presents a blueprint of a simulation model and structures the processing of information that sensors in real life would provide to improve the efficiency of the cooling system and increase the thermal comfort of occupants in an outdoor environment. It outlines an evidence-based technique for evaluating perceived benefits that would arise from the introduction of Wireless Sensor Networks (WSNs) and Computational Techniques (CTs) to evaporative cooling systems. The initial results indicate how data that would be gathered by sensory devices on occupancy and microclimatic conditions can be employed for the prediction and optimisation of the system to narrow the time gap between peak usage and nozzle activation to minimise resource use and maximise occupants' comfort. The larger objective of the study to help mitigate the effects of rising temperatures in urban environments and support the future use of outdoor public spaces. In the longer run, the study aims to explore the role of computationally enhanced microclimate control at a large scale, integral to innovative approaches to outdoor public spaces design.
keywords Human-Building Interaction; Interactive Architecture; Responsive Environments; Evaporative Cooling; Outdoor Public Space
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2021_399
id caadria2021_399
authors Alsalman, Osama, Erhan, Halil, Haas, Alyssa, Abuzuraiq, Ahmed M. and Zarei, Maryam
year 2021
title Design Analytics and Data-Driven Collaboration in Evaluating Alternatives
doi https://doi.org/10.52842/conf.caadria.2021.2.101
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. 101-110
summary Evaluation of design ideas is an important task throughout the life cycle of design development in the AEC industry. It involves multiple stakeholders with diverse backgrounds and interests. However, there is limited computational support which through this collaboration is facilitated, in particular for projects that are complex. Current systems are either highly specialized for designers or configured for a particular purpose or design workflow overlooking other stakeholders' needs. We present our approach to motivating participatory and collaborative design decision-making on alternative solutions as early as possible in the design process. The main principle motivating our approach is giving the stakeholders the control over customizing the data presentation interfaces. We introduce our prototype system D-ART as a collection of customizable web interfaces supporting design data form and performance presentation, feedback input, design solutions comparisons, and feedback compiling and presentation. Finally, we started the evaluation of these interfaces through an expert evaluation process which generally reported positive results. Although the results are not conclusive, they hint towards the need for presenting and compiling feedback back to the designers which will be the main point of our future work.
keywords Design Analytics; Collaboration; Visualizations
series CAADRIA
email
last changed 2022/06/07 07:54

_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 caadria2021_226
id caadria2021_226
authors Fang, Yu-Cyuan, Chang, Teng-Wen, Hsiao, Chi-Fu and Chen, Chun-Yen
year 2021
title Developing a correcting tool for interactive fabrication process
doi https://doi.org/10.52842/conf.caadria.2021.1.653
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 653-662
summary This paper will propose the integration of multi-view stereo and time of flight technologies and components. Through the spatial point cloud sensor, the changes of objects in the space are converted into digital point clouds, which are feedback on the virtual interface. To make the virtual and physical will continuously communicate and feedback in space, which we established a correction tool for the integration of virtual and physical. The agent-based sensor computing method combines the fabrication process of visual sensors and behavior, from virtual object control to fabrication machines. In this tool, users can explain the reasons for design decisions by visualizing process and process-related information. It allows virtual and physical previews and feedback in real time, and finds out the differences between the two and makes real-time corrections. Solved the correction problem of coexistence.
keywords Digital fabrication; Digital Twin; Co-existing; Design process
series CAADRIA
email
last changed 2022/06/07 07:55

_id acadia21_232
id acadia21_232
authors Goepel, Garvin; Crolla, Kristof
year 2021
title Augmented Feedback
doi https://doi.org/10.52842/conf.acadia.2021.232
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. 232-237.
summary Augmented Reality (AR) has the potential to create a paradigm shift in the production of architecture.

This paper discusses the assembly and evaluation of a bamboo prototype installation aided by holographic instructions. The case study is situated within the framework of AR-driven computational design implementation methods that incorporate feedback loops between the as-built and the digital model.

The prototype construction aims to contribute to the ongoing international debate on architectural applications of digital technology and computational design tools and on the impact these have on craftsmanship and architecture fabrication. The case study uses AR-aided construction techniques to augment existing bamboo craftsmanship in order to expand its practically feasible design solution space. Participating laypersons were challenged to work at the interface of technology and material culture and engage with both latest AR systems and century-old bamboo craft.

This paper reflects on how AR tracking can be used to create a constant feedback loop between as-built installations and digitally designed source models and how this allows for the real-time assessment of design fidelity and deviations. The case study illustrates that this is especially advantageous when working with naturally varying materials, like bamboo, whose properties and behaviour cannot straightforwardly be accurately simulated digitally.

The paper concludes by discussing how augmented feedback loops within the fabrication cycle can facilitate real-time refinement of digital simulation tools with the potential to save time, cost, and material. The augmentation of onsite available skills facilitates the democratisation of non-standard architecture design production.

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

_id acadia21_92
id acadia21_92
authors Imai, Nate; Conway, Matthew
year 2021
title Data Waltz
doi https://doi.org/10.52842/conf.acadia.2021.092
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. 92-99.
summary This paper explores the impacts of the Internet of Things (IoT) on the field of interactive architecture and the ways this novel technology enables realignments toward inclusive and critical practices in the design of computational systems across different scales. Specifically, it examines how the integration of IoT in the design of architectural surfaces can encourage interaction between local and remote users and increase accessibility amongst contributors. Beginning with a survey of media facades and the superimposition of architectural surfaces with projected images, the paper outlines a historical relationship between buildings and the public realm through advancements in technology.

The paper next reveals ways in which IoT can transform the field of interactive architecture through the documentation and analysis of a project that stages an encounter between local and remote Wikipedia contributors. The installation creates a feedback loop for engaging Wikipedia in real-time, allowing visitors to follow and produce content from their interactions with the gallery’s physical environment. Light, sound, and fabric contextualize the direction and volume of real-time user-generated event data in relation to the gallery’s location, creating an interface that allows participants to dance with dynamic bodies of knowledge.

By incorporating IoT with the field of interactive architecture, this project creates a framework for designing computational systems responsive to multiple scales and expanding our understanding of computational publics.

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

_id ecaade2021_014
id ecaade2021_014
authors Lu, Ming, Zhou, Xinjie, Zhou, Yifan, Zhang, Liming, Zhu, Weiran and Yuan, Philip F.
year 2021
title Research on Realtime Communication and Control Workflow with Vision Feedback Integrated in Robotic Fabrication
doi https://doi.org/10.52842/conf.ecaade.2021.2.145
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. 145-152
summary On-site construction is one of the main research directions of robot construction. Due to the complex and everchanging construction environment on the site, traditional offline programming and simple conditional programming cannot meet the needs of robot on-site construction at all. Realtime adjustment of the robot's operating program for the real-time situation in the field is the appropriate solution. Therefore, the real-time communication and control of robots has become a key issue for robot on-site construction. This article discusses in turn the way of robot offline program control through EthernetKRL and grasshopper. A remote real-time communication and control method for an on-site construction robot is studied, and the application of the method in the on-site construction process of an actual robot is introduced with the Wuzhen coffee kiosk project as an example. Based on the above methods, remote real-time monitoring of the construction robot on site can be realized, which provides a reference for the actual engineering application of the construction robot on site.
keywords on-site; robot; fabrication; communication; sensor
series eCAADe
type normal paper
email
last changed 2022/06/07 07:59

_id ecaade2021_332
id ecaade2021_332
authors Rust, Romana, Xydis, Achilleas, Frick, Christian, Strauss, Jürgen, Junk, Christoph, Feringa, Jelle, Gramazio, Fabio and Kohler, Matthias
year 2021
title Computational Design and Evaluation of Acoustic Diffusion Panels for the Immersive Design Lab - An acoustic design case study
doi https://doi.org/10.52842/conf.ecaade.2021.1.515
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 515-524
summary Acoustic performance is an important criterion for architectural design. Much is known about sound absorption, but little about sound scattering, although it is equally important for improving the acoustic quality of built spaces. This paper presents an alternative workflow for the computational design and evaluation of acoustic diffusion panels, which have been developed and realized in a real building project - the Immersive Design Lab (IDL). This workflow includes a computational design system, which is integrated with a rough acoustic evaluation method for fast performance feedback, as well as the assessment of acoustic performance with an experimental measurement setup, and the post-processing of a selected design instance for fabricability. The paper illustrates and discusses this workflow on the basis of the presented design study.
keywords Architectural Acoustics; Performance-based Design; Digital Workflow
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2021_406
id caadria2021_406
authors Sun, Maoran, Sun, Pengcheng, Dong, Yuebin and Lopez, Jose Luis Garcia del Castillo
year 2021
title Mass Production - Towards Multidimensional,Real-time Feedback in Early Stages of Urban Design Processes
doi https://doi.org/10.52842/conf.caadria.2021.2.649
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. 649-658
summary Urban design, especially in its early stages, focuses mainly on massing studies rather than architectural detail or engineering. Traditional urban design workflows involve a mix of sketching and modeling. However, the back and forth between the sketching-modeling loop is typically fairly time-consuming, resulting in a reduced capacity to iterate efficiently over design concepts, even in their digital form. In this paper, we present a workflow for producing digital massing tests from hand-drawn sketches. The goal of Mass Production is to help quick iteration on volumetric design enhanced by real-time feedback on quantitative and qualitative parameters of the model, thus helping designers make better informed decisions on early stages of urban design processes. The architecture of the proposed workflow consists of three main elements: a tangible user interface (UI) for designer input, a real-time dashboard of diagrams and models for massing analysis, and an augmented reality (AR) environment for enhanced feedback on design form and shaping. In this research, Mass Production is tested in different design scenarios, a discussion about the future and its impact is presented, including emerging technology while keeping traditional workflows.
keywords Urban Design; Massing Study; Augmented Reality
series CAADRIA
email
last changed 2022/06/07 07:56

_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
doi https://doi.org/10.52842/conf.ecaade.2021.2.547
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
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 ecaade2021_240
id ecaade2021_240
authors Dan, Yuze, Shen, Zhenjiang, Lin, Yumin, Zhu, Yiyun and Xiao, Jianqiang
year 2021
title The Development of Design Support System for Public Participation of Community Public Space Design Using Mixed Reality
doi https://doi.org/10.52842/conf.ecaade.2021.1.205
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 205-212
summary Public participation has been continuously encouraged in community planning and design. However, lacking effective participatory tools, the professional design documents are complicated for the public to understand, let alone express their design intentions. The advancement of computer graphics brings possibilities to suppress this barrier, especially for the emergence of Mixed Reality (MR). In this research, we used MR technology to develop a design support tool for public participation. We implemented this system successfully by creating interactive interfaces, developing design functions, implementing design data, and establishing interactive visualizations. To examine its effectiveness, we did a participatory design experiment. We invited twelve participants to view the 3D design proposal and then make adjustments based on their respective preferences using the MR design support system. This experiment demonstrated that this system could achieve intuitive on-site 3D visualization for the public to understand professional design proposals and real-time design interactions to present their design intentions.
keywords Public participation; Design support system; Mixed Reality; Interactive visualization; Community design
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2021_157
id caadria2021_157
authors Huang, Xiaoran, Kimm, Geoff and Burry, Mark
year 2021
title Exploiting game development environments for responsive urban design by non-programmers - melding real-time ABM pedestrian simulation and form modelling in Unity 3D
doi https://doi.org/10.52842/conf.caadria.2021.2.689
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. 689-698
summary Precinct-level pedestrian simulation often requires moderate to high-level modelling skills with a steep learning curve, and is usually non-flexible, time-consuming and exclusive of the broader public community. Confronting these problems, our research investigates a novel and agile workflow to test precinct pedestrian behaviours by melding agent-based simulation (ABM) and responsive real-time form modelling mechanisms within accessible visualisation of city and precinct environments in a game engine, Unity 3D. We designed an agent system prototype of configurable and interoperable nodes that may be placed in an urban modelling scenario. Realtime CSG, a fast polygon-based modelling plugin, is also introduced to our workflow where users can use the evidence observed when running a scenario to quickly adjust the street morphology and buildings in response. In this process, end users are kept in the design loop and may make critical adjustments, whereby a responsive, collective, informed design agenda for our built environments can inform more detailed outcomes of pedestrian behaviour and action and promote more efficient collaborations for both professionals and local communities.
keywords Agent-based pedestrian simulation; responsive modelling; computer-aided urban design; public participation
series CAADRIA
email
last changed 2022/06/07 07:49

_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 ecaade2021_081
id ecaade2021_081
authors Lin, Chaohe, Lo, Tiantian and Hu, Xinchuang
year 2021
title Exploring the Possibilities of a Virtual Reality Aided Architectural Design System
doi https://doi.org/10.52842/conf.ecaade.2021.2.555
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. 555-564
summary Creating a visual 3D model is a vital part of the architectural design process. In architectural scenes, immersion is important to perceive the connection between various aspects. The general interaction cannot meet the needs of immersion. The immersion and interaction of virtual reality (VR) allows architects to feel and design spaces better. However, VR is currently mainly used only for visualization and walkthrough of the architectural space. The design process is still done using modeling software. This paper proposes a method of architectural design in virtual reality, allowing designers to experience the model created in real-time and improve the design. The use of visual mesh positioning and ray limits can help users create accurate architectural models. The paper also applied the innovative design method to the participatory design process and showed that architectural design in virtual reality can improve design quality and better meet the needs of users.
keywords Digital Architecture Design; Interaction; Virtual Reality; Design tool; Virtual modeling
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2021_251
id caadria2021_251
authors Ma, Chun Yu and van Ameijde, Jeroen
year 2021
title Participatory Housing: Discrete Design and Construction Systems for High-Rise Housing in Hong Kong
doi https://doi.org/10.52842/conf.caadria.2021.1.271
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 271-280
summary There has been a recent increase in the exploration of mereological systems, speculating on how digital design, assembly and reconfiguration of digital materials (Gershenfeld, 2015) enables digitally informed physical worlds that change over time. Besides opportunities for construction and design automation, there is a potential to reimagine how multiple stakeholders can participate in the computational decision-making process, using the benefits of the mass customization of logistics (Retsin, 2019). This paper presents a research-by-design project that applies a digital and discrete material system to high-rise housing in Hong Kong. The project has developed an integrated approach to design, construction, and inhabitation, using a system of discrete parts which can be assembled in various apartment configurations, to incorporate varying occupants requirements and facilitate negotiations and changes over time.
keywords Participatory Design; Generative Design; Adaptable Architecture; High-rise Housing
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia21_502
id acadia21_502
authors Mytcul, Anna
year 2021
title ARchitect
doi https://doi.org/10.52842/conf.acadia.2021.502
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.
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 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
doi https://doi.org/10.52842/conf.ecaade.2021.2.539
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
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

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