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 614

_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 caadria2021_275
id caadria2021_275
authors Kawai, Yasuo
year 2021
title Development of a Landscape Simulation System for Historical and Cultural Heritage of the Region
doi https://doi.org/10.52842/conf.caadria.2021.2.489
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 489-498
summary In this study, we developed a historical and cultural landscape simulation system for Fujisawa-juku, a post town of the old Tokaido road. A game engine was used to recreate the landscape of the past by referring to old documents to inherit the history and culture of the region. Subsequently, an enhanced system was developed for changing the representation of time, season, and weather, and another system was developed for recreating the landscape using Ukiyo-e-style rendering. The developed system was exhibited at permanent installations in public facilities and at community events, and feedback from users led to major updates to the system. With the new information, we reviewed the shape of the model of the spatial components of the system and updated it to be more accurate. The digital model of this system can be updated with information that is not possible in a real model, such as a diorama. We will generalize this system through the unitization of spatial components to create a platform for historical cultural landscape simulation systems that can be used in other regions.
keywords Landscape Simulation; Historical Landscape; Local Cultural Inheritance; Ukiyoe; Game Engine
series CAADRIA
email
last changed 2022/06/07 07:52

_id 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 acadia21_492
id acadia21_492
authors Römert, Olivia; Zboinska, Malgorzata A.
year 2021
title Aligning the Analog, Digital, and Hyperreal
doi https://doi.org/10.52842/conf.acadia.2021.492
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. 492-501.
summary This work explores the relevance of photogrammetry-generated errors for contemporary architectural design. Unlike approaches featuring correction or elimination of such errors, this study demonstrates how they can be accommodated in the design process to expand its exploratory boundaries and emancipate the designer from the need of ultimate control. The work also highlights the relevance of software error explorations in the context of modern media culture theory and critical discourses on computer-generated imagery. By exploring the errors of photogrammetry, the study sought to highlight its potential as a creative exploration medium instead of a mere representation tool, using new interventions to an existing building as an experimental brief. Conducting the explorations within the philosophical framework of Jean Baudrillard's four orders of the image, and relating them to contrasting discourses, allowed to coin their most important creative and esthetic values. It revealed how surplus, leftover and undesirable data can be harnessed to provide a critical trajectory, through computation, to fields like historic preservation and adaptive reuse. The study concludes by proposing that photogrammetry errors, although distancing the digital representation from an accurate depiction of analog reality, do not deprive it of new meaning. Conversely, they generate new esthetic, spatial and functional qualities that uncover alternative, critical ways of architectural creation. Conducting error explorations in the context of philosophies debating the value of the real and hyperreal increases their discursive potential, legitimizing the agency of software errors in architectural computing.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2021_285
id ecaade2021_285
authors Vaez Afshar, Sepehr, Eshaghi, Sarvin, Varinlioglu, Guzden and Balaban, Özgün
year 2021
title Evaluation of Learning Rate in a Serious Game - Based on Anatolian cultural heritage
doi https://doi.org/10.52842/conf.ecaade.2021.2.273
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. 273-280
summary Cultural heritage conservation has two aspects, tangible and intangible, both of which contribute greatly to the understanding of ancient inheritances. Due to the role of education in the preservation process, and the strength of the new media in the current era, serious games can play a key role in conservancy by transmitting the target culture. There is a gap in the serious game field in relation to Turkey's cultural heritage on the Silk Roads, underlining the motivation of this research. Hence, this study proposes the Anatolian Journey serious game, which is developed in the Twine platform, designed to transmit Turkey's tangible and intangible cultural heritage, providing comprehensive information on the Seljuk caravanserais, located on the Silk Roads. Moreover, the research compares undergraduate and graduate students' gains in knowledge of heritage data while playing a serious game and encountering the same content in text form with an online survey.
keywords Digital Heritage; Serious Game; The Silk Roads; Anatolian Caravanserais; Learning Rate
series eCAADe
email
last changed 2022/06/07 07:57

_id sigradi2021_234
id sigradi2021_234
authors Al Nouri, Mhd Ziwar, Baghdadi, Bilal and Khateeb, Nairooz
year 2021
title Re-coding Post-War Syria: The Role of Data Collection & Objective Investigations in PostWar Smart City
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. 127–145
summary Re-coding post-war Syria is an ongoing research and data platform, focused on innovation and collecting comprehensive, infrastructural and socioeconomic analytics, synchronization data, by using AI driven to give a more transparent image of innovating a new methodology to regenerate the future of post-war smart cities into advanced and sustainable urban environments in a smarter way (Fig. 1). The pressure to achieve a rapid Post-war smart city without clear strategy and comprehensive analysis of all aspects will cause a particularly catastrophic collapse in the interconnected social structure, services, education and health care system, leaving a long-term impact on the society. This paper presents the current status of the Research & Documentation methodology in the Data Collection phase by the objective investigations conducted through a series of local and international workshops species developed in this research called “Re-Coding“, offering consequent direct ground surveys, statistics and documentation study of the targeted areas, merging professionalism and youth power with local community to detect an open source data used as a tool to re-generate a precarious area towards a new methodology.
keywords Post-War Smart cities, Collecting Data, Local community, Objective Investigations, Artificial intelligence
series SIGraDi
email
last changed 2022/05/23 12:10

_id ecaade2021_130
id ecaade2021_130
authors Alassaf, Nancy and Clayton, Mark
year 2021
title The Use of Diagrammatic Reasoning to Aid Conceptual Design in Building Information Modeling (BIM)
doi https://doi.org/10.52842/conf.ecaade.2021.2.039
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. 39-48
summary Architectural design is an intellectual activity where the architect moves from the abstract to the real. In this process, the abstract represents the logical reasoning of how architectural form is configured or structured, while the real refers to the final physical form. Diagrams become an integral part of the conceptual design stage because they mediate between those two realms. Building Information Modeling (BIM) can reallocate the effort and time to emphasize conceptual design. However, many consider BIM a professionally-oriented tool that is less suitable for the early design stages. This research suggests that architectural design reasoning can be achieved using constraint-based parametric diagrams to aid conceptual design in BIM. The study examines several techniques and constructs a framework to use diagrams in the early design stages. This framework has been investigated through Villa Stein and Citrohan House by Le Corbusier. This study addresses two roles of diagrams: the generative role to create various design solutions and the analytical one to conduct an early performance study of the building. Our research contributes to the discussion on the ways designers can use digital diagrams to support the architectural design process.
keywords Building Information Modeling (BIM); Performance analysis ; Architectural Form; Diagram; Parametric modeling
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2021_283
id sigradi2021_283
authors Alexandrino, Joao Victor Mota, Amorim, Leonardo Edson, Muniz, Vinícius Fernandes and Leite, Raquel Magalhaes
year 2021
title Architecture and Context: A Data-based Approach to Optimize Climate Performance of Built Facades
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. 1139–1150
summary The present research stems from a critical reflection about the environmental adaptability of existing building envelopes. The main goal is to explore how to balance environmental optimization with contextual constraints, using modularity, flexibility and mass customization as guiding principles. An application study was carried out with the development of a second skin proposal aligned with the use and context of the building under study. For this purpose, simulations that assess environmental conditions were developed within a visual programming tool, not only feeding the design process with essential information, but also providing a flexible creative process. Results show that such simulations allow the designer to interpret these studies more accurately, reducing the iterative guesswork, since in this workflow it is possible to transform these outputs into proposition parameters for new designs or interventions.
keywords Data-Driven Analysis, Optimization, Parametric Facade Design, Thermal performance, High-low architecture, Mass Customization, Second Skin
series SIGraDi
email
last changed 2022/05/23 12:11

_id acadia21_238
id acadia21_238
authors Anifowose, Hassan; Yan, Wei; Dixit, Manish
year 2021
title BIM LOD + Virtual Reality
doi https://doi.org/10.52842/conf.acadia.2021.238
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.
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 ecaade2021_333
id ecaade2021_333
authors Burger, Joris, Wangler, Timothy, Chiu, Yu-Hung, Techathuvanun, Chanon, Gramazio, Fabio, Kohler, Matthias and Lloret-Fritschi, Ena
year 2021
title Material-informed Formwork Geometry - The effects of cross-sectional variation and patterns on the strength of 3D printed eggshell formworks
doi https://doi.org/10.52842/conf.ecaade.2021.2.199
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. 199-208
summary Fused deposition modelling (FDM) 3D printing of formworks for concrete has the potential to increase geometric freedom in concrete construction. However, one major limitation of FDM printed formworks is that they are fragile and often cannot support the hydrostatic pressure exerted by the concrete. The research project 'Eggshell' combines robotic 3D printing of formwork with the casting of a fast-hardening concrete to reduce hydrostatic pressure to a minimum. Eggshell can be used to fabricate architectural-scale building components; however, knowledge of the influence formwork geometry has on the hydrostatic pressure resistance is still sparse, resulting in unexpected breakages of the formwork. This paper presents an empirical study into the breakage behaviour of FDM printed formworks when subjected to hydrostatic pressure. Firstly, the study aims to give a first insight into the breakage behaviour of formworks with a constant cross-section by casting a self-compacting concrete into the formwork until breakage. Then, we investigate if three-dimensional patterning of the formwork can have a beneficial effect on the breakage behaviour. Finally, the preliminary results are validated through the fabrication of two full-scale columns. The empirical results point towards the fact that sharp corners in formworks are weaker compared to rounded corners. Although the presented results are still preliminary, they mark an important step in the development of reliable design and fabrication strategies using 3D printed formworks.
keywords 3D Printing; Formwork; Fused Deposition Modelling; Digital Concrete; Hydrostatic pressure; Eggshell
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac202119312
id ijac202119312
authors Chen, Chen; Chacón Vega, Ricardo Jose; Kong, Tiong Lee
year 2021
title Using genetic algorithm to automate the generation of an open-plan office layout
source International Journal of Architectural Computing 2021, Vol. 19 - no. 3, 449–465
summary Today, the concept of open plan is more and more widely accepted that many companies have switched to open-plan offices. Their design is an issue in the scope of space layout planning. Although there are many professional architectural layout design software in the market, in the real life, office designers seldom use these tools because their license fees are usually expensive and using them to solve an open-plan office design is like using an overly powerful and expensive tool to fix a minor problem. Therefore, manual drafting through a trial and error process is most often used. This article attempts to propose a lightweight tool to automate open-plan office layout generation using a nested genetic algorithm optimization with two layers, where the inner layer algorithm is embedded in the outer one. The result is enhanced by a local search. The main objective is to maximize space utilization by maximizing the size of the open workspace. This approach is different from its precedents, in that the location search is conducted on a grid map rather than several pre-selected candidate locations. Consequently, the generated layout design presents a less rigid workstation arrangement, inviting a casual and unrestrictive work environment. The real potential of the approach is reflected in the productivity of test fits. Automating and simplifying the generation of layouts for test fits can tremendously decrease the amount of time and resources required to generate them. The experimental case study shows that the developed approach is powerful and effective, making it a totally automated process.
keywords Automated process, office design, genetic algorithm, open-plan office, space layout planning
series journal
email
last changed 2024/04/17 14:29

_id caadria2021_008
id caadria2021_008
authors Chung, Minyoung and Lee, Hyunsoo
year 2021
title Using Virtual Filters to Measure how the Elderly Perceive Color
doi https://doi.org/10.52842/conf.caadria.2021.2.325
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. 325-334
summary This study was conducted to test the effectiveness of a virtual filter that digitally compensates for age-related changes in color perception. Many elderly people experience declining color perception. Medical studies have been conducted on how elderly peoples lenses affect their color perception. However, digital practical method for improving elderly peoples color perception need to be developed. Subway map is a good example of many elders daily experience. To adapt virtual filters to subway maps colors, standard short-wavelength colors, namely purple and green, were selected for variance independence (VI) because colors with short wavelengths of 400-600 nm on visible light are difficult for elderly people to perceive. Standard color VIs of subway lines and VI transferred to artificial lenses were measured with a spectrophotometer. CIE LAB and RGB; Color value on virtual filter (VD) was analyzed from VI. This virtual filter was developed based on artificial lenses using Dynamo. A visual programming algorithm was developed to adjust the color of a virtual filter through an interface. The results showed that virtual filters can be used to help elderly people detect short-wavelength colors. Therefore, virtual filters should be incorporated into lenses for use by the elderly.
keywords Virtual filter; Elderly people's perception; Colors on subway map
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2021_089
id caadria2021_089
authors Cristie, Verina, Ibrahim, Nazim and Joyce, Sam Conrad
year 2021
title Capturing and Evaluating Parametric Design Exploration in a Collaborative Environment - A study case of versioning for parametric design
doi https://doi.org/10.52842/conf.caadria.2021.2.131
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. 131-140
summary Although parametric modelling and digital design tools have become ubiquitous in digital design, there is a limited understanding of how designers apply them in their design processes (Yu et al., 2014). This paper looks at the use of GHShot versioning tool developed by the authors (Cristie & Joyce, 2018; 2019) used to capture and track changes and progression of parametric models to understand early-stage design exploration and collaboration empirically. We introduce both development history graph-based metrics (macro-process) and parametric model and geometry change metric (micro-process) as frameworks to explore and understand the captured progression data. These metrics, applied to data collected from three cohorts of classroom collaborative design exercises, exhibited students' distinct modification patterns such as major and complex creation processes or minor parameter explorations. Finally, with the metrics' applicability as an objective language to describe the (collaborative) design process, we recommend using versioning for more data-driven insight into parametric design exploration processes.
keywords Design exploration; parametric design; history recording; version control; collaborative design
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2021_56
id sigradi2021_56
authors Duclos-Prevet, Claire, Guena, François and Effron, Mariano
year 2021
title Constrained Multi-Criteria Optimization for Integrated Design in Professional Practice
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. 29–40
summary To design sustainable architecture, theory encourages architects to rely on automated exploration processes. In practice, the problems encountered are often multicriteria and under constraint. This paper compares different constraint handling strategies, approachable to designer, for processes involving evolutionary algorithms. Four methods are tested on a case study from professional practice. Two methods rely on parametric models: the penalty function method and the use of hyperparameters. The others involve the use of generative techniques: a rule-based method and a repair algorithm that takes the form of an agent-based model. This study highlights the significant impact of the choice of the constraint management method on exploration performance. Among other results, it appears that models involving the use of generative techniques are more efficient than those using parametric models. This calls for the development of dedicated tools.
keywords building enveloppe design, generative design, agent-based modeling, multiobjective genetic algorithm, daylighting simulation
series SIGraDi
email
last changed 2022/05/23 12:10

_id sigradi2021_88
id sigradi2021_88
authors Evrim, Berfin
year 2021
title Hybrid Carbon Fiber and Jute Fiber Textile Bone Stool: Integrative Fabrication Method of Weaving and 3D Printing
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. 629–641
summary The structural properties of Fiber Reinforced Polymers (FRP) encourage designers and architects to use textiles as a load-bearing architectural material to create lightweight and strong structures. Manufacturing techniques of FRPs are mostly concentrated on the molding method. This method requires an extra mold fabrication that causes waste of material. This study focuses on integrative weaving and 3D printing fabrication methods, which emphasize the lightweight property of the material. This integrative method avoids excessive material waste during fabrication by using an additive approach. 3D printing on textiles prevents significant deformation in a specific direction of the fabric instead of using any kind of synthetic resin for stiffening the fabric. Additionally, structural behavior simulation allows designers to understand the different loading conditions and maximize the strengths of each textile design by adding more material where it is needed for possible architectural applications.
keywords Stool Design, Bone Analysis, Textile Load Simulation, Weaving, 3D Printing
series SIGraDi
email
last changed 2022/05/23 12:11

_id caadria2021_301
id caadria2021_301
authors Goepel, Garvin and Crolla, Kristof
year 2021
title Secret Whispers & Transmogrifications:a case study in online teaching of Augmented Reality technology for collaborative design production.
doi https://doi.org/10.52842/conf.caadria.2021.2.021
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. 21-30
summary This paper focusses on teaching the integration of Augmented (AR) and Mixed Reality (MR), combined referred to as Extended-Reality (XR), and photogrammetry technology into handicraft using an online-taught digital fabrication workshop as an educational case study. Set up in response to restrictions from Covid-19, workshop 'Secret Whispers & Transmogrifications' had students and instructors around the world participate in a course that challenged our understanding of educating craft and technology without the necessity of physical presence. The integration of AR into craftsmanship enhances architectural design and fabrication processes as it overlays computation-driven information onto the hands of the end user. These computer-numerically-controlled workflows incorporate and rely on manual actions as an integral part of a process that is typified by inevitable, unpredictable, human error. In doing so, the workshop questions common infatuation with precision in digital fabrication and construction by striving for alternative approaches that embrace the inaccuracies and imprecisions innate to technologically-augmented human craftsmanship. Participants took part in a hands-on clay modelling 'secret whispers' experiment that was designed to introduce theoretical concepts and applications of XR technology into the production workflows. This paper concludes by highlighting that the accessibility of today's technology enables AR-enhanced craftsmanship to be successfully taught remotely and online.
keywords collaborative design; augmented-reality ; mixed reality ; human-computer interaction ; tolerances and error
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2021_098
id caadria2021_098
authors Hegazy, Muhammad, Yasufuku, Kensuke and Abe, Hirokazu
year 2021
title Validating Game Engines as a Quantitative Daylighting Simulation Tool
doi https://doi.org/10.52842/conf.caadria.2021.2.285
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. 285-294
summary This study aims to investigate the accuracy of representing daylit spaces using game engine-based rendering techniques, compared to validated benchmark renderers and real-life measurements. Two daylit case studies- reflecting different complexity levels and spatiotemporal settings- were rendered in a game engine using a traditional rendering technique and real-time raytracing. Illuminance levels at selected points were measured in Unreal Engine and were compared to those calculated in a validated light simulation tool and an illuminance meter for the simplified and complicated case studies, respectively. In both cases, traditional technique cited a high variance in illuminance levels compared to the references. In the simplified model, real-time ray tracing showed the lowest average error compared to the validated simulation results. In the complicated model, the average error of such technique was close to that of the validated simulation, compared to the actual illuminance measurements. This study illustrates the added benefits of using real-time ray tracing in game engines over traditional ray tracers to offer an immersive and interactive experience of virtual daylit spaces, without sacrificing the quantitative accuracy of the simulated luminous environments.
keywords daylight simulation; game engine; ray tracing; immersive virtual environments
series CAADRIA
email
last changed 2022/06/07 07:49

_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 caadria2021_033
id caadria2021_033
authors Lim, Chor-Kheng
year 2021
title Towards a framework for emotional tactile interaction design
doi https://doi.org/10.52842/conf.caadria.2021.2.335
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. 335-344
summary This study aims to explore the possibility of maintaining intuitive behavior patterns and the most natural relationship coming from physical touch between human and object as interaction behaviors in interaction designs. Such an interaction will convey affection while providing brand new applications and innovative experiences offered by digital technology. Interactive behavior is natural, but the experience of affection is novel is the core idea of the interaction design in this study. The study aims to use a familiar artifact in daily life as the main carrier and embed technology in them and activate them, enabling them with sensitive sensing ability. With such an ability, the interaction between human and objects is thus sensed in a pattern of touch, which itself is affective and interactive. Interactions at the proper time can be provided as feedback, allowing users to experience emotional interaction. Through the analysis of the authors six interaction design projects and experiments over 10 years, the design process and framework for emotional tactile interaction design in using a familiar artifact is proposed.
keywords Tactile; Interaction design; Intuitive behavior; Familiar artifact
series CAADRIA
email
last changed 2022/06/07 07:59

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