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

PDF papers
References

Hits 1 to 20 of 613

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

_id caadria2021_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 ijac202119305
id ijac202119305
authors Hosseini, Seyed Vahab; Alim, Usman R.; Oehlberg, Lora; Taron, Joshua M.
year 2021
title Optically illusive architecture (OIA): Introduction and evaluation using virtual reality
source International Journal of Architectural Computing 2021, Vol. 19 - no. 3, 291–314
summary Architects and designers communicate their ideas within a range of representational methods. No single instance of these methods, either in the form of orthographic projections or perspectival representation, can address all questions regarding the design, but as a whole, they demonstrate a comprehensive range of information about the building or object they intend to represent. This explicates an inevitable degree of deficiency in representation, regardless of its type. In addition, perspective-based optical illusions manipulate our spatial perception by deliberately misrepresenting the reality. In this regard, they are not new concepts to architectural representation. As a consequence, Optically Illusive Architecture (OIA) is proposed, not as a solution to fill the gap between the representing and represented spaces, but as a design paradigm whose concept derives from and accounts for this gap. By OIA we aim to cast light to an undeniable role of viewpoints in designing architectural spaces. The idea is to establish a methodology in a way that the deficiency of current representational techniques—manifested as specific thread of optical illusions—flourishes into thoughtful results embodied as actual architectural spaces. Within our design paradigm, we define a framework to be able to effectively analyze its precedents, generate new space, and evaluate their efficiencies. Moreover, the framework raises a hierarchical set of questions to differentiate OIA from a visual gimmick. Furthermore, we study two OIA-driven environments, by conducting empirical studies using Virtual Reality (VR). These studies bear essential information, in terms of design performance, and the public’s ability to engage and interact with an OIA space, prior to the actual fabrication of the structures.
keywords Architectural representation, optical illusion, design evaluation, virtual reality
series journal
email
last changed 2024/04/17 14:29

_id ecaade2021_036
id ecaade2021_036
authors Kikuchi, Naoki, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2021
title Landscape Visualization by Integrating Augmented Reality and Drones with Occlusion Handling to Link Real and Virtual Worlds - Towards city digital twin realization
doi https://doi.org/10.52842/conf.ecaade.2021.2.521
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 521-528
summary In the field of urban architecture and design, augmented reality (AR)-based landscape visualization is useful for building consensus among stakeholders at the design stage. An integrated AR and drone method can visualize future and past landscapes from an aerial perspective but has to address the problem of occlusion, where a 3D virtual model is displayed in front of the real-world objects. In this study, we propose an AR and drone integrated landscape visualization method to handle occlusion by linking the drone's location information in the real world and the camera in the virtual world. The method uses a 3D model of an existing building, which is part of the city model, to represent the 3D model of the design target as if the target were behind the existing building in the real world. Users can use the perspective of the drone, which flies along a set route, to examine the future landscape with high accuracy, as visualized using AR with occlusion handling.
keywords Digital twin; Occlusion handling; Landscape visualization; Web-based augmented reality (web AR); Drone; Urban design
series eCAADe
email
last changed 2022/06/07 07:52

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

_id caadria2021_006
id caadria2021_006
authors Agirachman, Fauzan Alfi and Shinozaki, Michihiko
year 2021
title VRDR - An Attempt to Evaluate BIM-based Design Studio Outcome Through Virtual Reality
doi https://doi.org/10.52842/conf.caadria.2021.2.223
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
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 ascaad2021_146
id ascaad2021_146
authors Aly, Zeyad; Aly Ibrahim, Sherif Abdelmohsen
year 2021
title Augmenting Passive Actuation of Hygromorphic Skins in Desert Climates: Learning from Thorny Devil Lizard Skins
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. 264-278
summary The exploitation of latent properties of natural materials such as wood in the passive actuation of adaptive building skins is of growing interest due to their added value as a low-cost and low-energy approach. The control of wood response behavior is typically conducted via physical experiments and numerical simulations that explore the impact of hygroscopic design parameters. Desert climates however suffer from water scarcity and high temperatures. Complementary mechanisms are needed to provide sufficient sources of water for effective hygroscopic operation. This paper aims to exploit such mechanisms, with specific focus on thorny devil lizard skins whose microstructure surface properties allow for maximum humidity absorption. We put forward that this process enhances hygroscopic-based passive actuation systems and their adaptation to both humidity and temperature in desert climates. Specific parameters and rules are deduced based on the lizard skin properties. Physical experiments are conducted to observe different actuation mechanisms. These mechanisms are recorded, and texture and bending morphologies are modeled for adaptive skins using Grasshopper.
series ASCAAD
email
last changed 2021/08/09 13:13

_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
doi https://doi.org/10.52842/conf.caadria.2021.1.051
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
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 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 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 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 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_125
id ascaad2021_125
authors Gomez, Paula; Khatereh Hadi, Matthew Swarts, Olga Kemenova,Marcelo Bernal
year 2021
title Spatiotemporal Modeling: Spread of COVID-19 in Educational Settings: The Role of Architecture in A Pandemic
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. 421-434
summary In this study, we explore the role of Architecture within the COVID-19 pandemic. Our research focuses on the role of buildings and smaller-scale spaces on virus spread instead of large-scale environments. The approach tests the scenarios through which the interaction between humans and enclosed built environments impacts virus exposure probabilities. We propose a comprehensive parametric modeling approach of the most significant parameters shown to impact COVID-19 spread in educational buildings. This publication presents the models by aspect, extending our initial research on the Spatiotemporal Modeling of COVID-19 Spread in Built environments based on human-to-human and fomite contagion. It includes the most significant parameter of the spread: airborne transmission. The proof-of-concept study for this research is a K-12 educational setting.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ecaade2021_037
id ecaade2021_037
authors Kikuchi, Takuya, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2021
title Automatic Diminished Reality-Based Virtual Demolition Method using Semantic Segmentation and Generative Adversarial Network for Landscape Assessment
doi https://doi.org/10.52842/conf.ecaade.2021.2.529
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. 529-538
summary In redevelopment projects in mature cities, it is important to visualize the future landscape. Diminished reality (DR) based methods have been proposed to represent the future landscape after the structures are removed. However, two issues remain to be addressed in previous studies. (1) the user needs to prepare 3D models of the structure to be removed and the background structure to be rendered after removal as preprocessing, and (2) the user needs to specify the structure to be removed in advance. In this study, we propose a DR method that detects the objects to be removed using semantic segmentation and completes the removal area using generative adversarial networks. With this method, virtual removal can be performed without preparing 3D models in advance and without specifying the removal target in advance. A prototype system was used for verification, and it was confirmed that the method can represent the future landscape after removal and can run at an average speed of about 8.75 fps.
keywords landscape visualization; virtual demolition; diminished reality (DR); deep learning; generative adversarial network (GAN); semantic segmentation
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2021_138
id ecaade2021_138
authors Liapi, Katherine and Liosi, Dimitra
year 2021
title An Immersive Modular Museum-Archive Concept Model - An integration of shape grammars with virtual reality
doi https://doi.org/10.52842/conf.ecaade.2021.2.323
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. 323-332
summary The paper presents a concept model of a modular exhibition that is designed to function as a museum in the physical environment and as an archive of architectural projects in the virtual. A design method based on shape grammars and inspired by the Bauhaus teaching, has been used to generate both the museum spaces and the archive which expands endlessly as the acquisition of architectural exhibits keeps increasing. Specifically, rules that control the geometric organization, tectonic expression and linear or radial expansion of a modular assembly of interlocking physical or virtual spaces, leading to various self-similar spatial patterns, have been developed. Several scenarios of the visitors' interaction with the exhibits and the museum's space with the use of VR and AR have been explored. In the actual museum scenario, physically present visitors can interact with the exhibits which are enriched with digital information. In the case of the archive, the Unity platform is used for the development of a virtual experience of the visitor who interacts with the expanding space and exhibits in a purely immersive manner.
keywords virtual reality, augmented reality, shape grammars, golden ration, modular museum, archive, Bauhaus teaching
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2021_396
id caadria2021_396
authors Liu, Jie, Wang, Yuechen and Zhu, Ning
year 2021
title Cycling Virtual Tour - A Remote Online Travel System Based On Interactive Technologies And Its User Experience Evaluation
doi https://doi.org/10.52842/conf.caadria.2021.2.243
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. 243-252
summary Virtual reality has been widely adopted into various fields of human life. It is entering the world of tourism to remote places. This paper proposes a brand-new interaction design system for remote online virtual tourism based on bicycle riding behavior and projection mapping technologies. Through the user experience evaluation experiments of this system, the research found that this interactive system can effectively improve the realism and sense of the presence of the virtual environment. It can also enhance the delectation and satisfaction of the virtual tour. At the same time, this system can reduce the simulator syndrome which plays as a common problem in the traditional virtual tour experience.
keywords interaction design; immersive environment; virtual tour; user experience
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia21_222
id acadia21_222
authors Lok, Leslie; Samaniego, Asbiel; Spencer, Lawson
year 2021
title Timber De-Standardized
doi https://doi.org/10.52842/conf.acadia.2021.222
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. 222-231.
summary Timber De-Standardized is a framework that salvages irregular and regular shaped tree logs by utilizing a mixed reality (MR) interface for the design, fabrication, and assembly of a structurally viable tree log assembly. The process engages users through a direct, hands-on design approach to iteratively modify and design irregular geometry at full scale within an immersive MR environment without altering the original material.

A digital archive of 3D scanned logs are the building elements from which users, designing in the MR environment, can digitally harvest (though slicing) and place the elements into a digitally constructed whole. The constructed whole is structurally analyzed and optimized through recursive feedback loops to preserve the user’s predetermined design. This iterative toggling between the physical and virtual emancipates the use of irregular tree log structures while informing and prioritizing the user’s design intent. To test this approach, a scaled prototype was developed and fabricated in MR.

By creating a framework that links a holographic digital design to a physical catalog of material, the interactive workflow provides greater design agency to users as co-creators in processing material parts. This participation enables users to have a direct impact on the design of discretized tree logs that would otherwise have been discarded in standardized manufacturing. This paper presents an approach in which complex tree log structures can be made without the use of robotic fabrication tools. This workflow opens new opportunities for design in which users can freely configure structures with non-standardized elements within an intuitive MR environment.

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

_id caadria2023_187
id caadria2023_187
authors Lopez Rodriguez, Alvaro and Pantic, Igor
year 2023
title Augmented Environments: The Architecture for the Augmented Era
doi https://doi.org/10.52842/conf.caadria.2023.1.403
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. 403–412
summary Human imagination has played with the idea of an alternative technological world for years. From dystopian proposals like Neuromancer or The Matrix to more positive views like the recent Upload series, the exploration of the friction between the digital world and the physical world has entertained the imagination of our society for decades. Outside the fictional environments, the omnipresence of the internet and the development of “the cloud” are showing that the virtual world is possible and that the idea of a Metaverse is no longer part of science fiction but a very real future for human relations (Winters 2021). In line with the idea of the Metaverse, the intersection of the virtual and the physical world is being explored through the idea of Extended Realities. Technology is allowing humans to enhance their capabilities more than ever, and in fact, it has been proposed that we are entering the Augmented era (King 2014). This paper explores the opportunities and possible challenges that “Extended Architecture” has by analyzing a research project based on augmented reality as the media to explore these ideas. This project will propose a speculative approach to how the fact that in the recent future, everyone will have access to an AR device will change the way we perceive and understand our architectural environment.
keywords Work in progress, Virtual and Augmented Environments, Disruptive Modes of Practice and Pedagogy, Extended Realities, Machine Learning
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2022_302
id ecaade2022_302
authors Lu, Xin, Meng, Zeyuan, Rodriguez, Alvaro Lopez and Pantic, Igor
year 2022
title Reusable Augmented Concrete Casting System - Accessible method for formwork manufacturing through holographic guidance
doi https://doi.org/10.52842/conf.ecaade.2022.1.371
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 371–380
summary Reinforced concrete has been one of the essential materials for modern architecture for the last hundred years. Its use is entirely global, having been adopted by all cultures and styles since its invention in the late 19th century. Although its value is excellent due to its low cost, durability and adaptability, its environmental impact is significant, being, in fact, one of the most polluting industries in the world (Babor et al. 2009). This experimental project will research a more sustainable use of concrete, exploring a new form of reusable concrete formwork that will ideally reduce the CO2 footprint by removing wood waste in the casting process and replacing it with adaptable metal components. The modular part-based system for the concrete casting also attempts to simplify one of the current complexities for concrete construction, the Skilled-Labour shortage. (Yusoff et al. 2021). To mitigate this problem, the project also proposes using an Augmented Assembly logic for the casting parts to guide the ensemble and dismantle the formwork through an optimised algorithmic logic. The use of Augmented Reality as a replacement for traditional paper instructions will facilitate access to more workers to this construction art and potentially improve access to optimised use of concrete in developing communities with restricted building technological resources.
keywords Mixed Reality, Distributed Manufacturing, Augmented Manufacturing, Sustainability, Computational Design, Concrete Casting
series eCAADe
email
last changed 2024/04/22 07:10

_id ascaad2021_051
id ascaad2021_051
authors Marey, Ahmed; Ahmed Barakat
year 2021
title The Customized Habitat: An Exploration of Personality-Induced Mass Customization through Shape Grammars
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. 450-464
summary Despite its economic efficiency, mass production fails to appeal to the very people it is meant to accommodate. Mass customization, on the other hand, allows for the consideration of personal differences. Nonetheless, it is a process that requires more time, effort, and resources, hence the reliance upon mass production. Previous research showed a potential impact of personality on perceptions of the architectural space. The research investigates the applicability of mass customization in the architectural domain using MBTI (Myers–Briggs Type Indicator). Using MBTI, we surveyed 187 individuals to investigate the correlations between personal traits (mind, energy, nature, tactics, and identity) and preferences of architectural aspects (exposure, circulation, view, plan layout, and interior colors). The survey draws on how multiple fields have successfully applied MBTI to increase the value they provide. The findings present a novel contribution to architectural research as they demonstrate an actual connection between MBTI personality patterns and architectural preferences. In addition to several interaction patterns, our results strongly support an effect of the mind aspect on view preferences as well as an effect of energy on three architectural aspects: view, plan layout and interior colors. Shape grammars were then created, based upon these correlations, in order to provide a basis for optimized mass customization. The optimization/automation of this process will result in a more habitable space in which neither personality differences nor valuable resources are sacrificed.
series ASCAAD
email
last changed 2021/08/09 13:11

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 30HOMELOGIN (you are user _anon_181356 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002