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 610

_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
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
doi https://doi.org/10.52842/conf.caadria.2021.2.273
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
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 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 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_212
id acadia21_212
authors Gillespie, David; Qin, Zehao; Aish, Francis
year 2021
title An Extended Reality Collaborative Design System
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.
doi https://doi.org/10.52842/conf.acadia.2021.212
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 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 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 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 caadria2021_216
id caadria2021_216
authors Aman, Jayedi, Tabassum, Nusrat, Hopfenblatt, James, Kim, Jong Bum and Haque, MD Obidul
year 2021
title Optimizing container housing units for informal settlements - A parametric simulation & visualization workflow for architectural resilience
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. 51-60
doi https://doi.org/10.52842/conf.caadria.2021.1.051
summary In rapidly growing cities like Dhaka, Bangladesh, sustainable housing in urban wetlands and slums present a challenge to more affordable and livable cities. The Container Housing System (CHS) is among the latest methods of affordable, modular housing quickly gaining acceptance among local stakeholders in Bangladesh. Even though container houses made of heat-conducting materials significantly impact overall energy consumption, there is little research on the overall environmental impact of CHS. Therefore, this study aims to investigate the performance of CHS in the climatic context of the Korail slum in Dhaka. The paper proposes a building envelope optimization and visualization workflow utilizing parametric cluster simulation modeling, multi-objective optimization (MOO) algorithms, and virtual reality (VR) as an immersive visualization technique. First, local housing and courtyard patterns were used to develop hypothetical housing clusters. Next, the CHS design variables were chosen to conduct the MOO analysis to measure Useful Daylight Illuminance and Energy Use Intensity. Finally, the prototype was integrated into a parametric VR environment to enable local stakeholders to walk through the clusters with the goal of generating feedback. This study shows that the proposed method can be implemented by architects and planners in the early design process to help improve the stakeholders understanding of CHS and its impact on the environment. It further elaborates on the implementation results, challenges, limitations of the parametric framework, and future work needed.
keywords Multi-objective Optimization; Building Energy Use; CHS; Informal Settlements; Parametric VR
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia21_238
id acadia21_238
authors Anifowose, Hassan; Yan, Wei; Dixit, Manish
year 2021
title BIM LOD + Virtual Reality
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. 238-245.
doi https://doi.org/10.52842/conf.acadia.2021.238
summary Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing design learning. This paper investigates a hypothesis establishing grounds towards a new research in Building Information Modeling (BIM) and Virtual Reality (VR). The hypothesis is projected to determine best practices for content creation and tactile object virtual interaction, which potentially can improve learning in architectural & construction education with a less costly approach and ease of access to well-known buildings. We explored this hypothesis in a step-by-step game design demonstration in VR, by showcasing the exploration of the Farnsworth House and reproducing assemblage of the same with different game levels of difficulty which correspond with varying BIM levels of development (LODs). The game design prototype equally provides an entry way and learning style for users with or without a formal architectural or construction education seeking to understand design tectonics within diverse or cross-disciplinary study cases. This paper shows that developing geometric abstract concepts of design pedagogy, using varying LODs for game content and levels, while utilizing newly developed features such as snap-to-grid, snap-to-position and snap-to-angle to improve user engagement during assemblage may provide deeper learning objectives for architectural precedent study.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2021_375
id sigradi2021_375
authors Banda, Pablo and Valenzuela-Astudillo, Eduardo
year 2021
title Immersive Variations: Connecting Architectural Sensitivity with Parametric Design through Collaborative Virtual Reality Environments
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. 1017–1028
summary Undergraduate design studies for digital fabrication and non-standard architecture are complex as their participants are usually far from systems thinking and have a basic level of confidence in the use of advanced digital tools. Furthermore, in the face of high formal complexity, the understanding of the structural system and its effects for the inhabitant are not evident. This work presents an implementation of Virtual Reality to introduce Latin American architecture university students to digital fabrication and parametric design, taking as its main premise that during the initial design stage, the designed architecture using virtual reality techniques and spatial perception can engage students to appreciate the value in these new designs, formulating new arguments and paradigms to further contribute to their training as contemporary professionals.
keywords irtual Reality, Digital fabrication, Architecture, Spatial Perception
series SIGraDi
email
last changed 2022/05/23 12:11

_id sigradi2021_359
id sigradi2021_359
authors Carrasco-Walburg, Carolina, Valenzuela-Astudillo, Eduardo, Maino-Ansaldo, Sandro, Correa-Díaz, Matías and Zapata-Torres, Diego
year 2021
title Experiential Teaching-learning Tools: Critical Study of Representational Media and Immersion in Architecture
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. 475–488
summary The use of Virtual Reality (VR) in teaching-learning process of design, theory and history of architecture has increased in terms of virtual tours. A preliminary study of techniques and capabilities of Immersive Virtual Reality (IVR) systems allowed us to establish that the immersive and interactive virtual experience facilitates the perception and enhancement of spatial qualities. In addition, it facilitates analysis since it promotes observation and the development of spatial thinking. However, the use of this medium as a tool for analysis is less frequent. Therefore, in this research we comparatively evaluate the impact that VR has on such a task. We developed an analysis instrument using experiential learning cycles that was tested with students in control and experimental groups. As a result, we found that the experience of inhabiting facilitates integration of fundamental concepts, allowing empirical evaluation of architecture and streamlining communication in the classroom as an active learning strategy.
keywords Virtual Reality, Architecture, Spatial Perception, Experiential Learning, Teaching-Learning Process
series SIGraDi
email
last changed 2022/05/23 12:11

_id ijac202119204
id ijac202119204
authors Castelo-Branco, Renata; Catarina Brás, António Menezes Leitao
year 2021
title Inside the Matrix: Immersive Live Coding for Architectural Design
source International Journal of Architectural Computing 2021, Vol. 19 - no. 2, 174–189
summary Algorithmic Design (AD) uses computer programs to describe architectural models. These models are visual by nature and, thus, greatly benefit from immersive visualization. To allow architects to benefit from the advantages of Virtual Reality (VR) within an AD workflow, we propose a new design approach: Live Coding in Virtual Reality (LCVR). LCVR means that the architect programs the design while immersed in it, receiving immediate feedback on the changes applied to the program. In this paper, we discuss the benefits and impacts of such an approach, as well as the most pressing implementation issues, namely the projection of the programming environment onto VR, and the input mechanisms to change the program or parts of it. For each, we offer a critical analysis and comparison of the various solutions available in the context of two different programming paradigms: visual and textual.
keywords Virtual Reality, Algorithmic Design, Live Coding, Programming Environments, Interaction Mechanisms
series journal
email
last changed 2024/04/17 14:29

_id sigradi2021_346
id sigradi2021_346
authors Chagas, Icaro and Braida, Frederico
year 2021
title The Possibilities of Digital Collage as a Representation Language in Contemporary Architecture and Urbanism
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. 547–557
summary This article approaches the theme of digital collage as a technique of graphic representation in Architecture and Urbanism emerging in cyberculture. The main objective is to highlight the underlying logic of digital collage as a representation language of contemporary architecture and urbanism projects. From a methodological point of view, this article is the result of qualitative, exploratory and descriptive research. In addition to the literature review on collage as an artistic and architectural expression, and its incorporation into digital culture, a study of multiple cases was carried out, taking as empirical object the graphic production of ten architecture and urbanism offices from different parts of the world. Finally, it appears that digital collages are consistent with the hybrid contemporary reality and create new poetics capable of representing the semantic and communicative dimension of architecture and urbanism design.
keywords colagem digital, representaçao gráfica, arquitetura e urbanismo
series SIGraDi
email
last changed 2022/05/23 12:11

_id sigradi2021_53
id sigradi2021_53
authors Chen, Yao, Lo, Tiantian, Guo, Xiangmin and Wang, Xiangming
year 2021
title Interactive Virtual Sand Table: An Improved Alternative Participatory Design Tool for Architectural Design
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. 67–78
summary With the planning reform in China, public participation is becoming increasingly crucial to the success of rural planning. However, it is difficult to involve various stakeholders in planning and design projects, mainly due to insufficient planning knowledge and computer skills. Therefore, this paper introduces the Interactive Virtual Sand Table (IVST) as a participatory design tool so that non-professional users can use it conveniently and promote interactive and efficient collaborative design discussion. The IVST based participatory tool was applied in Xidong Village, Chaozhou City, Guangdong Province, China. The results show that IVST interaction is more natural and reduces non-professional users' difficulty participating in the design. Participants' ability to participate was highly enhanced, and their interest in IVST visualization was highly activated. In conclusion, the Interactive Virtual Sand Table highly supports the participatory village planning process and may apply to other areas and domains.
keywords Mixed reality, Participatory design, Architectural design, Interactive Virtual Sand Table
series SIGraDi
email
last changed 2022/05/23 12:10

_id ecaade2021_066
id ecaade2021_066
authors Dokonal, Wolfgang, Scheich, Patrick, Huyeng, Tim-Jonathan and Rüppel, Uwe
year 2021
title A Hard Road To Travel - Developing tools for low-cost Virtual Reality (VR) systems in the early design phases
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. 89-94
doi https://doi.org/10.52842/conf.ecaade.2021.2.089
summary This paper updates on the developments in the use of low-cost Virtual Reality devices for Architectural design. The authors established a workflow using the gaming software "Unity" to prepare geometry for virtual environments and developed interfaces for a more natural movement inside the virtual world. We will give a summary on the old experiments and explain about our latest develoments in refining the workflow and the interfaces within a new setting. Architects teamed up with civil engineers with a focus on computer science. Due to new hardware developments, we could change the systems from wired to wireless and added several funktions within the overall aim to keep it simple and affordable.
keywords Virtual Reality; Head Mounted Displays; Low-Cost Interfaces; Google Cardboard; Microcontroller
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 sigradi2021_68
id sigradi2021_68
authors Filgueira Dias, Cristina and Portugal do Nascimento, Luís Cláudio
year 2021
title Inductive Creative Processes within Ideation Phases of Digital Design Products
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. 463–473
summary This article aims to identify and analyze inductive aspects (those which go from particular instances to the general configuration) present in ideation phases of digital design projects (such as apps, websites and tools for companies’ internal communications), with special emphasis on how induction occurs in creative processes. Using a qualitative methodological approach, the analysis is based on in-depth, semi-structured interviews with digital designers, on a literature review on the subjects of creativity and classic design method, as well as on a design documentary. Research findings suggest the importance of combining the use of verbal and visual communication resources in group dynamics; the need for designers to be highly proficient in the tools and techniques used while generating new alternatives, regardless of their physical/analogical or virtual/digital nature; and to allocate, whenever possible, ample time to explore ideas in order to push the limits of each project being developed.
keywords Design method, digital design products, inductive processes, creative processes, creativity techniques
series SIGraDi
email
last changed 2022/05/23 12:11

_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

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