CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 611

_id caadria2021_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 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 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 ecaade2021_036
id ecaade2021_036
authors Kikuchi, Naoki, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2021
title Landscape Visualization by Integrating Augmented Reality and Drones with Occlusion Handling to Link Real and Virtual Worlds - Towards city digital twin realization
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 521-528
doi https://doi.org/10.52842/conf.ecaade.2021.2.521
summary In the field of urban architecture and design, augmented reality (AR)-based landscape visualization is useful for building consensus among stakeholders at the design stage. An integrated AR and drone method can visualize future and past landscapes from an aerial perspective but has to address the problem of occlusion, where a 3D virtual model is displayed in front of the real-world objects. In this study, we propose an AR and drone integrated landscape visualization method to handle occlusion by linking the drone's location information in the real world and the camera in the virtual world. The method uses a 3D model of an existing building, which is part of the city model, to represent the 3D model of the design target as if the target were behind the existing building in the real world. Users can use the perspective of the drone, which flies along a set route, to examine the future landscape with high accuracy, as visualized using AR with occlusion handling.
keywords Digital twin; Occlusion handling; Landscape visualization; Web-based augmented reality (web AR); Drone; Urban design
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2021_081
id ecaade2021_081
authors Lin, Chaohe, Lo, Tiantian and Hu, Xinchuang
year 2021
title Exploring the Possibilities of a Virtual Reality Aided Architectural Design System
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 555-564
doi https://doi.org/10.52842/conf.ecaade.2021.2.555
summary Creating a visual 3D model is a vital part of the architectural design process. In architectural scenes, immersion is important to perceive the connection between various aspects. The general interaction cannot meet the needs of immersion. The immersion and interaction of virtual reality (VR) allows architects to feel and design spaces better. However, VR is currently mainly used only for visualization and walkthrough of the architectural space. The design process is still done using modeling software. This paper proposes a method of architectural design in virtual reality, allowing designers to experience the model created in real-time and improve the design. The use of visual mesh positioning and ray limits can help users create accurate architectural models. The paper also applied the innovative design method to the participatory design process and showed that architectural design in virtual reality can improve design quality and better meet the needs of users.
keywords Digital Architecture Design; Interaction; Virtual Reality; Design tool; Virtual modeling
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2021_312
id caadria2021_312
authors Silcock, David, Schnabel, Marc Aurel, Moleta, Tane and Brown, Andre
year 2021
title Participatory AR - A Parametric Design Instrument
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. 295-304
doi https://doi.org/10.52842/conf.caadria.2021.2.295
summary CAAD research has frequently investigated the realm of public participation in large scale urban design re-development. Yet, the recurring problem lies with the lay-person often not being able to read 2d and 3d graphic information effectively, and hence be able to participate in the process of design development proactively. To date, much-existing research focuses on developing designs for urban settings using contemporary interaction devices such as the /Hololens/; such devices, with custom interfaces, require a significant level of expertise, or an experienced guide, to help navigate or create within these environments. Our paper presents a novel alternative based on real-time-virtual-engines, XR, and a parametric back-end system. The paper discusses the advantages that the resulting tangible user interface (TUI) can play in the lay-persons engagement in the design process. In the paper, we describe how the integration of interaction design (IxD) and augmented reality (AR) offer new opportunities due to the increasing availability of barrier-free technologies that can better include lay-persons as active participants in the design development process.
keywords Augmented Reality (AR / XR); Participatory Design; Urban Design; Tangible User Interface (TUI); Parametric
series CAADRIA
email
last changed 2022/06/07 07:56

_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 ascaad2021_069
id ascaad2021_069
authors Cheddadi, Aqil; Kensuke Hotta, Yasushi Ikeda
year 2021
title Exploring the Self-Organizing Structure of the Moroccan Medina: A Simulation Model for Generating Urban Form
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. 672-685
summary This research explores the use of generative design and computational simulations in the exploration of urban compositions based on traditional urban forms from North Africa. Upon the examination of these urban settlements, we discuss the relationship between traditional urban form and generative urbanism theory. We investigate several factors that allow these self-generated urban tissues to be highly adaptive to social, spatial, and environmental change. Following this, we formulate guidelines to reinterpret some of the characteristics of these urban forms. Built on these features, the simulation seeks to explore the generation of abstract urban forms and their optimization. In this regard, this experiment utilizes 3D and parametric design tools (Rhinoceros 3D and Grasshopper) to define a generative urban simulation and optimization model. It explores the use of algorithmic design methodology in the definition and optimization of the generated urban form. For this purpose, grid-based operations with base modules are used in conjunction with introverted urban blocks. We employ evolutionary algorithms and Pareto front methodology to visualize and rank a multitude of optimized results that are evaluated using three different and conflicting design objectives: sun exposure, physical accessibility, and urban density. The results are ranked and analyzed by comparing the outcomes of these different objective functions. The result of this study shows that it is possible to allow a degree of diversification of a myriad of urban configurations with a generative form-finding algorithm while still maintaining a rather commendable adaptability to various design constraints in the case of high-density settings. In this research, it is anticipated that an algorithmic design model is a fitting contemporary solution that can simulate the philosophy of a design made without a designer and offer a wide range of objective-based spatial solutions. It sets the stage for a discussion about the relevance of reinterpreting traditional urban forms from north Africa by designing a generative model that allows for self-organization.
series ASCAAD
email
last changed 2021/08/09 13:13

_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_028
id ascaad2021_028
authors Fahmy, Marwa
year 2021
title Applying Urban Parametricism in the Design of Dynamic Neighborhoods
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. 646-660
summary Neighborhoods are considered basic spatial units of an urban area. Their forms have complex and hierarchical structures that contain building layouts, street segments, street networks and etc.. The traditional ways of computationally producing neighborhoods have proven incompetence. Some of these conventional ways focus on the morphological approaches, but they do not include all urban features. Meanwhile, other models that can design urban features have limited formulation flexibility. Besides the absence of dynamic generation behavior as they don’t use parametric techniques. They lack interactivity with the surroundings as they don’t use streets as the main generator of neighborhoods. Additionally, they don’t have the ability of automatically analyzing the site. Other models are generated for a specific location and miss the interactivity with other sites. This study implements parametric techniques to generate an urban model with wide design varieties. Furthermore, the model has dynamic morphological behavior, capable of interacting with the designer's modifications. This study focuses on the streets and grid as the dominant element of neighborhoods. The study also presents a predefined function in the scripting process. The model also proposes a python switcher to allow easy accessing all the inputs. Also, the research converts the elements to be more interactive, responsive, flexible, and dynamic. Therefore, all the neighborhood elements are simultaneously created according to user requirements. The study method is divided into three stages: Decomposition, Formulation, Modeling, and evaluation. Each process is defined with its tools, inputs, and parameters.
series ASCAAD
email
last changed 2021/08/09 13:11

_id ascaad2021_025
id ascaad2021_025
authors Fekry, Ahmed; Reham El Dessuki, Mai Abdalaty
year 2021
title Using ENVI-met to Simulate the Climatic Behavior of Green Elements in Urban Spaces
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. 341-354
summary The urban environment is nothing but the product of the permanent interaction between the physical elements that make up the urban space and the corresponding climatic factors. This relationship is similar to a chemical reaction, hence the difficulty of anticipating and dealing with such complex relationships. As a result, designers resort to the use of simulation software. Designers in the area of urban design must be fully aware of the ways to use these programs optimally and check the impact of the use of green elements within urban spaces in advance during the design process before practical implementation. This paper aims to integrate the design of urban spaces with the simulation of climatic behavior using ENVI-met climatic simulation software. It also aims to determine the impact of using the optimal ratio of green elements in urban spaces on the thermal comfort of their users (using two example urban spaces at the American University in New Cairo and Princess Noura University in Riyadh).
series ASCAAD
email
last changed 2021/08/09 13:11

_id caadria2021_117
id caadria2021_117
authors Ikeno, Kazunosuke, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2021
title Can a Generative Adversarial Network Remove Thin Clouds in Aerial Photographs? - Toward Improving the Accuracy of Generating Horizontal Building Mask Images for Deep Learning in Urban Planning and Design
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. 377-386
doi https://doi.org/10.52842/conf.caadria.2021.2.377
summary Information extracted from aerial photographs is widely used in the fields of urban planning and architecture. An effective method for detecting buildings in aerial photographs is to use deep learning to understand the current state of a target region. However, the building mask images used to train the deep learning model must be manually generated in many cases. To overcome this challenge, a method has been proposed for automatically generating mask images by using textured 3D virtual models with aerial photographs. Some aerial photographs include thin clouds, which degrade image quality. In this research, the thin clouds in these aerial photographs are removed by using a generative adversarial network, which leads to improvements in training accuracy. Therefore, the objective of this research is to propose a method for automatically generating building mask images by using 3D virtual models with textured aerial photographs to enable the removable of thin clouds so that the image can be used for deep learning. A model trained on datasets generated by the proposed method was able to detect buildings in aerial photographs with an accuracy of IoU = 0.651.
keywords Urban planning and design; Deep learning; Generative Adversarial Network (GAN); Semantic segmentation; Mask image
series CAADRIA
email
last changed 2022/06/07 07:50

_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 sigradi2021_197
id sigradi2021_197
authors Landenberg, Raquel, Hernandez, Silvia Patricia, Pochini, Olga and Boccolini, Sara M.
year 2021
title From Digital to Real: Inmotics and Parametricism for Urban Transformation
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. 1005–1016
summary Our research team develops sustainable and inclusive typologies of micro-architecture. These micro-architectures, aided by cutting-edge technologies, give room to more inclusiveness and functional-ductility. We are convinced that nothing is static, there is not just a single possible future. Because of that, we generate real/virtual architectures that do not respond only to a single type of user, place or use. In this case, we introduce a typological model focused on health and wellness services, currently under development by parametric design. Located in the city of Córdoba, Argentina and placed near public parks (where many citizens practice sports and recreational outdoor activities)). We use energy-efficient local technology to power devices that adapt to local weather; moreover, the equipment provides performance data via audio, visual and tactile outputs, and in adjustable-position devices.
keywords Palabras clave. Inmótica, inclusividad, microarquitectura, ductilidad, sutentabilidad
series SIGraDi
email
last changed 2022/05/23 12:11

_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
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
doi https://doi.org/10.52842/conf.ecaade.2021.2.323
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 acadia21_222
id acadia21_222
authors Lok, Leslie; Samaniego, Asbiel; Spencer, Lawson
year 2021
title Timber De-Standardized
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.
doi https://doi.org/10.52842/conf.acadia.2021.222
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 ascaad2021_145
id ascaad2021_145
authors Marchal, Theo; Noha Said
year 2021
title Parametric Tool to Sketch Sonic Ambiences: Esquissons, A Plugin for Ecological and Educational Issues
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. 156-165
summary This paper presents the process and outcomes of a thematic winter school on designing sustainable soundscapes. It aims to present a new parametric tool: Esquis’Sons! that has been initiated during a French research project on sustainable sound environment and then developed as part of Theo Marchal’s PhD. Combining Rhinoceros and Grasshopper, the Esquis’Sons! tool has allowed the integration of the sound dimension during the design phase of architectural spaces. The thematic school aims to test the validity of this tool through experimenting it with multidisciplinary teams involving architecture, urban design, acoustics, art, landscape and sociology. We have chosen to use this methodology on two urban districts located in Grenoble, France in order to auralize in real time the different intervention scenarios proposed by participants for ameliorating the experience of sound in the two districts.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ecaade2021_319
id ecaade2021_319
authors Mesa, Olga and O'Keefe, John
year 2021
title Modeling Inter-dimensional Narratives
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 565-574
doi https://doi.org/10.52842/conf.ecaade.2021.2.565
summary The integration of VR in the creative process has caused a profound shift in the use of modeling tools and abstraction. How do instantaneous experiential feedback, body awareness, the triggering of spatial sensations, and traveling in real-time from an object-scale to a habitable-scale affect modeling in VR? This research explores the tensions and exchanges between the physical and the digital relative to spatial perception when designing in VR. The work produced by participants involved in a digital design workshop developed around these topics will be presented. In response to a written provocation, participants modeled three-dimensional dreamscapes in VR using Oculus Medium. Participants explored the connection between the body and its movements to measure, model, and control phenomena when animating virtual scenes. This research contributes to the teaching and implementation of modeling in a virtual environment by exploring the inherent possibilities of VR in relation to the conceptualization of spaces.
keywords Virtual Reality; Spatial Perception; Virtual Reality Modeling; Virtual Reality in Architecture
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2021_261
id caadria2021_261
authors Pei, Wanyu, Guo, Xiangmin and Lo, TianTian
year 2021
title Detecting Virtual Perception Based on Multi-Dimensional Biofeedback - A Method to Pre-Evaluate Architectural Design Objectives
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. 183-192
doi https://doi.org/10.52842/conf.caadria.2021.2.183
summary In the information age, the attention to architectural design has gradually shifted from spatial aesthetics to the human's spatial experience. The situation of human perception becomes essential feedback information that designers can use to improve the design schemes. This research proposes an auxiliary method for pre-evaluating the architectural design goals and providing recommendations for architects to optimize the scheme. Specifically, by aggregating and quantitative analyzing electrophysiological signals and eye-tracking data, this research obtained the user's spatial perception with little effect of subjective consciousness as their feedback on the architectural environment. We took the campus outdoor space of an International School of Design as the research sample. By combining the architect's design concept and objectives, we constructed the contrast spatial schemes in virtual reality (VR) for users to experience and analyzed the usability of this method when pre-evaluate design objectives in a practical project.
keywords multi-dimensional biofeedback; architectural design objectives; pre-evaluation; virtual reality
series CAADRIA
email
last changed 2022/06/07 07:59

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