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 605

_id acadia21_212
id acadia21_212
authors Gillespie, David; Qin, Zehao; Aish, Francis
year 2021
title An Extended Reality Collaborative Design System
doi https://doi.org/10.52842/conf.acadia.2021.212
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. 212-221.
summary This paper presents a new system that enables an eXtended Reality (XR) collaborative design review process, by augmenting an existing physical mockup or environment with virtual models at 1:1 scale in-situ. By using this new hybrid approach, existing context can be extended with minimal or no base physical structure through a simulated VR/AR environment to facilitate stakeholder design collaboration in a manner that was previously either cost prohibitive or technically unfeasible. Through combining real and virtual in this way, the sense of realism can be enhanced, increasing engagement and participation in the design process. An approach to apply AR/VR to uncontrolled environments is described, allowing it to overcome challenges such as tracking and mapping, and allowing users to walk around freely in-situ.

Two examples are presented where the system has been used in live project environments, one as a design tool for client review and engagement, and the other as part of a public planning process.

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

_id caadria2021_318
id caadria2021_318
authors Schnabel, Marc Aurel, Kobayashi, Yoshihiro, Pencreach, Yoann, Bennadji, Amar, Choi, Dongsoo, Fiamma, Paolo, Fukuda, Tomohiro, Lo, Tian Tian, Narahara, Taro, Novak, Marcos, Ron, Ruth, Swarts, Matthew, Terzidis, Kostas, Tucker, Thomas and Vital, Rebeka
year 2021
title Virtual World16 - Virtual Design Collaboration for the Intersection of Academia and Industry
doi https://doi.org/10.52842/conf.caadria.2021.2.203
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. 203-212
summary Over the past 13 years, the 'World16'-group has collaborated face-to-face on various challenges that architectural design faces within VR, architecture, urban design, and its delivery to the professional industries. The focus of the collaboration is to foster pathways of academic research and developments to industries and professions. In 2020, due to the restrictions of the pandemic, the group had to rethink and redevelop how to collaborate meaningfully and become resilient: the World16 collaborated akin to the Virtual Design Studios (VDS) of the Nineties for the first time exclusively virtually becoming the 'Virtual World16'. The paper presents the group's various projects that are transformative to the praxis in VR architecture, design and urban design, and critically reflects on the lessons learned from VDS-paradigm.
keywords Virtual Design Studio (VDS); Human-Computer Interaction (HCI); VR,AR,XR; Collaboration; 3D City Modelling
series CAADRIA
email
last changed 2022/06/07 07:57

_id sigradi2021_4
id sigradi2021_4
authors Song, Yang, Koeck, Richard and Luo, Shan
year 2021
title [AR]OBOT: the AR-Assisted Robotic Fabrication System for Parametric Architectural Structures
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. 1115–1126
summary [AR]OBOT tries to assist the robotic fabrication process for parametric architectural structures with Augmented Reality (AR) technology to explore new possibilities for easy architectural robotic operations. Due to the lack of computer programming skills and the disconnection between design and fabrication, architects are hampered in the robotic operation process. As part of our project, we create a visualization prototype in which robotic and on-site related information is being shown through AR devices overlapping on the physical world; followed by a robotic trajectory planning method in which designers’ gestures are being identified by AR as location nodes and calculated with the obstacle avoidance system; and an operation process in which robots are being controlled by human gestures and interactions with holographic simulation to enhance the robotic fabrication process efficiency and safety. In this paper, we share the preliminary results to demonstrate a new kind of AR-assisted workflow for the architects to perform the robotic fabrication of parametric architectural structures intuitively.
keywords Augmented Reality, Robotic Fabrication, Human-robot Collaboration
series SIGraDi
email
last changed 2022/05/23 12:11

_id caadria2021_447
id caadria2021_447
authors Belek Fialho Teixeira, Muge, Pham, Kieu, Caldwell, Glenda, Seevinck, Jennifer, Swann, Levi, Rittenbruch, Markus, Kelly, Nick, Santo, Yasuhiro, Garcia-Hansen, Veronica and Voltz, Kirsty
year 2021
title A User-Centred Focus on Augmented Reality and Virtual Reality in AEC: Opportunities and Barriers Identified by Industry Professionals - OPPORTUNITIES AND BARRIERS IDENTIFIED BY INDUSTRY PROFESSIONALS
doi https://doi.org/10.52842/conf.caadria.2021.2.273
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. 273-283
summary This paper presents insights into the opportunities and barriers for using augmented reality (AR) and virtual reality (VR) in the architecture, engineering and construction (AEC) industry by contextualising how their adoption is leveraged in practices. Based on a review of literature, a qualitative study using semi-structured interviews was conducted with thirteen participants from AEC industries between five and thirty years of experience. Interviews were conducted face-to-face and virtually using questions focusing on participants experiences, perceptions of, and opinions about the use of AR/VR in AEC practice. Qualitative dissemination of key insights highlighted immediate and future possibilities for AR/VR, with current limitations that require future investigation from a user-centred perspective. Suggesting a XR-PACT framework, this paper frames key directions for future research to address current limitations and explore new opportunities that positively impact architecture and other professions, communities of building users.
keywords Augmented Reality; Virtual Reality; AEC; User Experience; Technology Adoption
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
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 caadria2021_242
id caadria2021_242
authors Joe, Joshua and Pelosi, Antony
year 2021
title PARAMTR v2 - Human-Generative Design tools for prefabricating large-scale residential developments.
doi https://doi.org/10.52842/conf.caadria.2021.1.041
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. 41-50
summary Designers are encountering more issues with complexity, scale and performance requirements increase in residential projects. Prefabrication and generative design tools have the potential to significantly reduce construction time, cost, and material waste at scale. Building upon existing research, this paper further investigates how human-generative design tools can improve building performance and feasibility of prefabrication at scale whilst encouraging design variance. In this context, human-generative design tools refer to a partially algorithmic design tool that facilitates an open-box, collaborative approach to design. Following initial research-based design, a new human-generative tool was created (PARAMTR) to address the aforementioned issues using a design-based research methodology. Based on the research performed during the literature review and from initial design results, PARAMTR shows the potential to halve construction time on residential projects in combination with increased manufacturing efficiency. Design outputs share no design commonality, yet use almost 10 times less unique components across four houses when compared to existing residential projects. In combination with the overall benefits discussed and associated with prefabrication, material waste, cost, design time and complexity are expected to be reduced. The paper will discuss further progress towards designing and building smarter homes at scale.
keywords generative design; generative prefabrication; parametric; residential; prefabrication
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2021_120
id sigradi2021_120
authors Nascimento, Bruna Costacurta and Moreira, Lorena Claudia de Souza
year 2021
title Augmented Reality and Historical Sites: A Systematic Literature Review
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. 685–697
summary The combination of Augmented Reality (AR) technology and the preservation of historical heritage can promote advances in management, maintenance, and documentation of objects and historical sites. The importance of this integration is that digitalizing these historical heritage assets is a worldwide trend because it is the other way of storing information and allowing access and interaction with the public. This article presents a Systematic Literature Review (SLR), and it aims to identify and analyze existing studies on AR applications used in visualizing historical heritage. A methodological procedure was adopted involving the use of protocols and documents for conducting the SLR. The application areas, specific activities, modeling programs, AR programs, tracking techniques, and visualization devices were identified. Results present which programs, visualization devices and tracking techniques are highlighted in the studies. AR applications used in the sample aim for memory recovery, preservation, and interaction with the historical-cultural heritage.
keywords Realidade aumentada, patrimônio urbano, sítio histórico, centro histórico, patrimônio cultural.
series SIGraDi
email
last changed 2022/05/23 12:11

_id ecaade2021_222
id ecaade2021_222
authors Azambuja Varela, Pedro, Sousa, José Pedro and Silva Dias, Joana
year 2021
title Drawing-to-Factory Process - Using freehand drawing to drive robotic assembly of brick walls
doi https://doi.org/10.52842/conf.ecaade.2021.1.189
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. 189-194
summary The developments of digital technology applied to architecture in the recent decades has allowed for direct communication from the studio to fabrication. However, this process is typically dependent on complicated computational processes, enlarging the distance from the benefits of the traditional drawing approaches employed by architects. This research intends to explore possibilities of reenacting the drawing as a means of computational generative design which feeds automated systems of construction. By using a Cobot directed by an algorithm which reads a simple drawn curve on paper, an automated brick wall is built, as demonstrated in two exhibitions. This mixed approach allows for technology in architectural design and construction to be more accessible to a wider audience, while blurring the boundaries between concept and materialization.
keywords robotic assembly; human-robot collaboration; non-standard structures; digital fabrication; computational design; interactive fabrication
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2021_368
id caadria2021_368
authors Cheng, Fang-Che, Yen, Chia-Ching and Jeng, Tay-Sheng
year 2021
title Object Recognition and User Interface Design for Vision-based Autonomous Robotic Grasping Point Determination
doi https://doi.org/10.52842/conf.caadria.2021.1.633
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. 633-642
summary The integration of Robot Operating System (ROS) with Human-Machine Collaboration (HMC) currently represents the future tendency toward Autonomous Robotic In-Situ Assembly on Construction Sites. In comparison with the industrial environment, construction sites nowadays are extremely complex and unpredictable, due to the different building components and customized design.This paper presents a visual-based object recognition method and user interface enabling on-site robot arms to autonomously handle building components, to build specific designs without the influence of material, shape, and environment. The implementation is an object recognition approach that serves with KUKA industrial robotic manipulator along with an RGB-depth stereo camera in an eye-in-hand configuration to grasp and manipulate found elements to build the desired structure. Opportunities for using vision-based autonomous robotic in-situ assembly on construction sites are reviewed.
keywords computer vision; robot operating system; object recognition; pose estimate; grasping point determination; human-robot collaboration
series CAADRIA
email
last changed 2022/06/07 07:55

_id ijac202119106
id ijac202119106
authors Del Campo, Matias; Alexandra Carlson, and Sandra Manninger
year 2021
title Towards Hallucinating Machines - Designing with Computational Vision
source International Journal of Architectural Computing 2021, Vol. 19 - no. 1, 88–103
summary There are particular similarities in how machines learn about the nature of their environment, and how humans learn to process visual stimuli. Machine Learning (ML), more specifically Deep Neural network algorithms rely on expansive image databases and various training methods (supervised, unsupervised) to “make sense” out of the content of an image. Take for example how students of architecture learn to differentiate various architectural styles. Whether this be to differentiate between Gothic, Baroque or Modern Architecture, students are exposed to hundreds, or even thousands of images of the respective styles, while being trained by faculty to be able to differentiate between those styles. A reversal of the process, striving to produce imagery, instead of reading it and understanding its content, allows machine vision techniques to be utilized as a design methodology that profoundly interrogates aspects of agency and authorship in the presence of Artificial Intelligence in architecture design. This notion forms part of a larger conversation on the nature of human ingenuity operating within a posthuman design ecology. The inherent ability of Neural Networks to process large databases opens up the opportunity to sift through the enormous repositories of imagery generated by the architecture discipline through the ages in order to find novel and bespoke solutions to architectural problems. This article strives to demystify the romantic idea of individual artistic design choices in architecture by providing a glimpse under the hood of the inner workings of Neural Network processes, and thus the extent of their ability to inform architectural design.The approach takes cues from the language and methods employed by experts in Deep Learning such as Hallucinations, Dreaming, Style Transfer and Vision. The presented approach is the base for an in-depth exploration of its meaning as a cultural technique within the discipline. Culture in the extent of this article pertains to ideas such as the differentiation between symbolic and material cultures, in which symbols are defined as the common denominator of a specific group of people.1 The understanding and exchange of symbolic values is inherently connected to language and code, which ultimately form the ingrained texture of any form of coded environment, including the coded structure of Neural Networks.A first proof of concept project was devised by the authors in the form of the Robot Garden. What makes the Robot Garden a distinctively novel project is the motion from a purely two dimensional approach to designing with the aid of Neural Networks, to the exploration of 2D to 3D Neural Style Transfer methods in the design process.
keywords Artificial intelligence, design agency, neural networks, machine learning, machine vision
series journal
email
last changed 2021/06/03 23:29

_id caadria2023_127
id caadria2023_127
authors Franze, Anthony, Caldwell, Glenda, Belek Fialho Teixeira, Muge and Rittenbruch, Markus
year 2023
title Informing User-Centred Approaches to Augmented Custom Manufacturing Practices
doi https://doi.org/10.52842/conf.caadria.2023.1.353
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 353–362
summary This practice-based research presents insights into the potential and challenges for augmented and mixed reality (AR/MR) technology to enhance Australian small-to-medium (SME) custom manufacturers’ agility to overcome existing Industry 4.0 (I4.0) workforce productivity and efficiency challenges. Moreover, it seeks to understand the technology’s ability to support custom manufacturers and the architectural, engineering and construction (AEC) sector transition to a more human-centric Industry 5.0 (I5.0) model, whereby the well-being of the fabricator is placed back at the centre of manufacturing processes. This qualitative study draws on interviews with eleven Australian custom manufacturing industry professionals to inform pertinent themes around fabricators’ current use and perceptions of mixed reality technology. Results indicate benefits for fabricators in reducing 2D drawing and task-related ambiguities in fabrication and assembly practices and reveal factors surrounding underutilisation. Synthesising insights and reflecting on Teixeira et al., (2021)’s XR-PACT framework, key research areas are identified for future AR/MR development centred on fabrication users’ distinct needs to improve accessibility, empower fabricators and ultimately assist the competitiveness of custom manufacturers and the AEC sector.
keywords Augmented and Mixed Reality, Custom Manufacturing, SME, User-centred design, Industry 5.0
series CAADRIA
email
last changed 2023/06/15 23:14

_id sigradi2021_51
id sigradi2021_51
authors Poustinchi, Ebrahim
year 2021
title PX01-Switch: A Hardware Extension for KUKA Robot Controller Enabling Realtime Safe Operation
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. 1223–1234
summary PX01-Switch is a research investigation based on an internationally filed patent by the author, focused on human-robot interaction and robotic control/motion in the field of design (Poustinchi, E. 2020). Using hardware solutions, PX01-Switch enables users—with limited or no programming background, to convert any simple or complicated “offline” developed robotic operations for KUKA robots, to realtime online operational strategies without needing any additional software package or coding knowledge. Operating as a hardware plug-in, PX01-Switch—as a device, can be added to any KUKA robot with the 4th generation controller—KRC4, regardless of the robot's type and payload. PX01-Switch aims to make realtime robotic interaction more accessible to general users, by simplifying some of the advanced programming aspects of the process, at the cost of reducing the operation/interaction resolution.
keywords Interface design, Human Robot Interaction, Robotics, Design, Digital fabrication
series SIGraDi
email
last changed 2022/05/23 12:11

_id ecaade2021_215
id ecaade2021_215
authors Slotina, Kristine, Hensel, Michael U. and Hjelseth, Eilif
year 2021
title Techno-Anthropological Inquiry into VDC Impact on Expert Collaboration in the AEC Industry - Interdisciplinary interactions through Virtual Design and Construction (VDC)
doi https://doi.org/10.52842/conf.ecaade.2021.1.151
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. 151-160
summary In the architecture, engineering and construction industry (AEC) the transfer of knowledge and information through sharing, cooperation and collaboration serves to manage the inherent complexity of projects. Inter- and transdisciplinary teams including architects, engineers, consultants, contractors, suppliers and building owners, require shared design processes and understanding. Virtual Design and Construction (VDC) is part of how architectural information and knowledge is transferred through integrated processes. As part of an ongoing research this conference paper employs a Techno-Anthropological perspective to map existing research on the subject, to identify research gaps and to suggest further research. Given the ongoing changes the AEC industry is undergoing, we believe that Techno-Anthropology can contribute to systematic analysis and understanding of human-technology interactions. This research examines how VDC impacts upon the output of processes and how it affects the way interdisciplinary teams in AEC industry conceptualize and configure outputs.
keywords Techno-Anthropology; Virtual Design and Construction (VDC); Building Information Modelling (BIM); knowledge transfer; collaboration; configurability
series eCAADe
email
last changed 2022/06/07 07:56

_id ascaad2021_017
id ascaad2021_017
authors Abouhadid, Mariam
year 2021
title Affective Computing in Space Design: A Review of Literature of Emotional Comfort Tools and Measurements
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. 330-340
summary Architecture Digital Platforms are capable of creating buildings that provide comfort that meets human thermal, acoustic and visual needs. However, some building technologies can choose the physical energy arena of the building on the expense of the mentioned aspects of human comfort. Nevertheless, aspects like emotional and psychological human comfort exist in limited studies practiced in interior design, or in active design of public spaces and on the landscape and urban scale. It is not mandatory in building design: How different spaces affect humans and what makes an environment stressful or not. Study gathers literature theoretically and categorizes it per topic: 1) Affective computing Introduction and uses, 2) Human responses to different stimulus and environments, 3) Factors that affect humans, 4) Technologies like brain imaging and Galvanic Skin Response (GSR) that are used to measure human anxiety levels, as well as blood pressure and other indications on the person’s well-being, and some 5) Case Studies. Affective computing can be an addition to different pre- design analysis made to a project. Different areas of comfort like space dimensions, height, colour and shape can be the start of coding “Human Comfort” analysis software. Study has been restricted to previous research, and can be expanded further to experimentation. Future work aims to code it into Building Information Modelling Software.
series ASCAAD
email
last changed 2021/08/09 13:11

_id ijac202119302
id ijac202119302
authors BuHamdan, Samer; Alwisy, Aladdin; Bouferguene, Ahmed
year 2021
title Generative systems in the architecture, engineering and construction industry: A systematic review and analysis
source International Journal of Architectural Computing 2021, Vol. 19 - no. 3, 226–249
summary Researchers have been extensively exploring the employment of generative systems to support design practices in the architecture, engineering and construction industry since the 1970s. More than half a century passed since the first architecture, engineering and construction industry’s generative systems were developed; researchers have achieved remarkable leaps backed by advances in computing power and algorithms’ capacity. In this article, we present a systematic analysis of the literature published between 2009 and 2019 on the utilization of generative systems in the design practices of the architecture, engineering and construction industry. The present research studies present trends, collaborations and applications of generative systems in the architecture, engineering and construction industry in order to identify existing shortcomings and potential advancements that balance the need for theory development and practical application. It provides insightful observations that are translated into meaningful recommendations for future research necessary to progress the incorporation of generative systems into the design practices of the architecture, engineering and construction industry.
keywords Generative systems, architecture, engineering and construction industry, performative design, generative design, systematic literature review, future directions
series journal
email
last changed 2024/04/17 14:29

_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
doi https://doi.org/10.52842/conf.caadria.2021.2.629
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
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 ijac202119308
id ijac202119308
authors Dinçer, Sevde Gülizar; Yazar, Tugrul
year 2021
title A comparative analysis of the digital re-constructions of muqarnas systems: The case study of Sultanhani muqarnas in Central Anatolia
source International Journal of Architectural Computing 2021, Vol. 19 - no. 3, 360–385
summary This paper presents a comparative case study on the digital modeling workflows of a particular muqarnas system. After the literature review and the definition of the context, several digital modeling workflows were described as element-based, tessellation-based and block-based workflows by using computer-aided design and parametric modeling software. As the case study of this research, these workflows were tested on a muqarnas design located at the Sultanhani Caravanserai in Central Anatolia. Then, workflows were compared according to three qualities: analytical, generative, and performative. The outcomes of element-based workflow has more analytical solutions for the study, where tessellation-based workflow has more generative potential and block-based workflow is more performative.
keywords Anatolian Seljuk muqarnas, digital modeling, parametric modeling, architectural geometry, Sultanhani Caravanserai
series journal
email
last changed 2024/04/17 14:29

_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
doi https://doi.org/10.52842/conf.ecaade.2021.2.513
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
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 ascaad2021_130
id ascaad2021_130
authors Hossameldin, Hala; Ramy Bakir, Sherif Elfiki
year 2021
title Conditions of Tacit Knowledge Transfer in Architectural Computational Design: An Analytical Review
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. 43-56
summary This paper investigates the transfer of tacit knowledge between designers and the computer in architectural design. Most research efforts in computational architectural design recently focus on the tangible and technical domains of the design process. This resulted in a lack of understanding of the role of other qualitative intangible domains, such as tacit design knowledge, in the computational design process. Despite the attempts of a few recent studies to tackle some tacit aspects within design computing, little research extended further to study how tacit knowledge can be transferred between different entities of the computational design process and how it can be represented. Through an analytical review, the paper will first discuss the notions of tacit knowledge in different disciplines, with particular emphases on architecture. Second, the study reviews the conditions and factors that influence the transfer of tacit knowledge between humans, and accordingly between the human and the computer, as addressed by different architects and authors. The study particularly emphasizes the significance of a human-computer symbiotic relationship for the process of tacit knowledge transfer to take place. In conclusion, this paper presents a theoretical basis for understanding and facilitating the transfer and representation of tacit knowledge in a computational design environment.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ijac202119311
id ijac202119311
authors Kovacs, Adam Tamas; Micsik, Andras
year 2021
title BIM quality control based on requirement linked data
source International Journal of Architectural Computing 2021, Vol. 19 - no. 3, 431–448
summary This article discusses a BIM Quality Control Ecosystem that is based on Requirement Linked Data in order to create a framework where automated BIM compliance checking methods can be widely used. The meaning of requirements is analyzed in a building project context as a basis for data flow analysis: what are the main types of requirements, how they are handled, and what sources they originate from. A literature review has been conducted to find the present development directions in quality checking, besides a market research on present, already widely used solutions. With the conclusions of these research and modern data management theory, the principles of a holistic approach have been defined for quality checking in the Architecture, Engineering and Construction (AEC) industry. A comparative analysis has been made on current BIM compliance checking solutions according to our review principles. Based on current practice and ongoing research, a state-of-the-art BIM quality control ecosystem is proposed that is open, enables automation, promotes interoperability, and leaves the data governing responsibility at the sources of the requirements. In order to facilitate the flow of requirement and quality data, we propose a model for requirements as Linked Data and provide example for quality checking using Shapes Constraint Language (SHACL). As a result, an opportunity is given for better quality and cheaper BIM design methods to be implemented in the industry.
keywords Compliance check, quality assurance, quality control, linked data, requirement, BIM
series journal
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