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 525

_id caadria2022_497
id caadria2022_497
authors Varinlioglu, Guzden, Vaez Afshar, Sepehr, Eshaghi, Sarvin, Balaban, Ozgun and Nagakura, Takehiko
year 2022
title GIS-Based Educational Game Through Low-Cost Virtual Tour Experience- Khan Game
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 69-78
doi https://doi.org/10.52842/conf.caadria.2022.1.069
summary The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. In this project, a game aimed at inclusive and equitable education was developed using 360 images of the targeted architectural heritage geographically distributed in a pilot site. We promote lifelong learning opportunities for all, following the SDG4, aiming for quality education with the easy-to-use online platform and easy access to immersive education through mobile platforms. Towards a post-carbon future without the need for travel, computational design methods such as using 360 videos and images in combination with virtual reality (VR) headsets allow a low-cost approach to remotely experiencing cultural heritage. We propose developing and testing a GIS-based educational game using a low-cost 360 virtual tour of architectural heritage, more specifically, caravanserais of Anatolia.0864108000
keywords digital heritage, 360 images, educational games, caravanserais, SDG 4
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_378
id ecaade2022_378
authors Dokonal, Wolfgang, Mosler, Pascal, Gehring, Maximilian and Rüppel, Uwe
year 2022
title On the Road towards? - Developing a toolset for a low-cost VR-enhanced design approach
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. 163–169
doi https://doi.org/10.52842/conf.ecaade.2022.1.163
summary For several years, we have been experimenting with Head Mounted Displays (HMD) being used as Virtual Reality (VR) interfaces. We tried to develop easy to use workflows for these devices so that they can be integrated into the architectural design process. Additionally, we were able to upgrade those systems with sensor boxes and designed new systems for movement control, collision detection, and additional effects for an increased feeling of immersion. Our systems focused on the use of the ultra-low-cost HMD devices and the intention was to clarify how much benefit within the design process we can achieve already at an early design phase in using this workflow without having extremely detailed models available. We experienced with our students in the past that the change from analogue design methods towards software-supported design reduced their understanding of space and scale and was therefore a negative factor in the design process. In this paper, we will focus on scripts for the game engine Unity with new functionalities that we tested with the students in two workshops.
keywords Sense of Space, Virtual Reality, Unity Toolset
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_251
id ecaade2022_251
authors Awan, Abeeha, Lombardi, Davide, Ruffino, Paolo and Agkathidis, Asterios
year 2022
title Efficacy of Gamification on Introductory Architectural Education: a literature review
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 2, Ghent, 13-16 September 2022, pp. 553–564
doi https://doi.org/10.52842/conf.ecaade.2022.2.553
summary Due to their recent popularity and success in fields such as engineering and business, gamification and by extension game design principles demonstrate the ability to teach complex, multi-disciplinary skills in an engaging, entertaining, and effective way. Architectural education especially introductory architectural education is a foundational and fundamental part of a budding architecture student’s career and oftentimes requires the understanding of dynamic systems, spatial reasoning, and experiential learning. The paper posits that gamification and game design principles can utilize certain components such as augmented reality, narrative design, and fun in order to create tools, gamify existing curriculum, and increase retention, engagement, and mastery of the difficult high-tech skillsets required of introductory architects. The paper focuses on reviewing and systematically analyzing research on gamification in education. In particular, it focuses on systematically reviewing and analyzing data from multiple relevant case studies chosen based on the application of technology such as augmented reality, the integration of game design, and the feasibility of gamification in educational environments. This data is examined based on feasibility, accessibility, and effects on information retention and the findings are outlined in a comparative table of methods, tools, and technologies organized based on their suitability. Ultimately, the paper aims to establish a framework for gamifying introductory modules in architectural education and hopes to create a future architectural augmented reality game meant to utilize gamification to help new architectural students.
keywords Gamification, Game Design, Architectural Education, Educational Games, Retention, Learning
series eCAADe
email
last changed 2024/04/22 07:10

_id ascaad2022_120
id ascaad2022_120
authors Bacinoglu, Saadet Zeynep; Cavus, Ozlem
year 2022
title Gamifying Origami: Rule-based Improvisation for Design Exploration
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 595-608
summary Origami, which originated as a folding paper game in Japan, has turned into a source of learning and inspiration for design and engineering studies. Complex two-dimensional patterns of origami sustain visual rules of space transformation. So, this paper proposes to gamify origami to get users more involved in the design space exploration process. For the gamification of origami, the study alters the origami patterns in a 3D modular composition with rules, scoring, and rounds in a design context. Gamifying origami becomes a tool for a learning experience for first-year architecture students in the early design phases. Accordingly, this paper presents a gaming experience model based on origami for the foundation studios. This model consists of three main stages: start, rounds, and finish. The teaching of the model is the mereological relationship providing continuity concerning improvisations with visual rules. The reward is the model complexity, such as folding numbers, and regular or modified folding. The penalty is losing scores if the continuity is not maintained. The presented experience model is performed twice in the foundation studios. The former is for understanding how much preliminary knowledge is required for the first-year students to grasp and complete the game. The second is for testing the experience. The results of the study prove the role of visual reflection-on/in action by creating pauses during the origami design and the importance of sustaining the visual inference with transformations between individuals to experience form to formation, complexity, unity, and creativity in origami design. This study would contribute to the literature on experimental methods for design pedagogy.
series ASCAAD
email
last changed 2024/02/16 13:38

_id ascaad2022_033
id ascaad2022_033
authors Rohani, Nima; Kim, Ikhwan
year 2022
title Urban Design Analysis of New York City's Virtual Model: The Case of Tom Clancy's The Division
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 188-201
summary People have started spending time with digital tools and virtual worlds to escape reality's horrors. However, designed spaces are more than the players' needs, especially those digital games that their stories involve urban environments. This inefficiency causes spending futile efforts both in time and cost for the digital games' productions; The urban environments in these digital games are replicas of real-world cities. Some companies use some techniques for downgrading replicas. Therefore, this study aims to uncover the used techniques for designing Tom Clancy's The Division (2016). By using reverse engineering methodology and qualitative comparative analysis, the in-game map compared with the real-world map. Based on the results, the used techniques allowed the designers to scale down the game environment to be 2.5 times smaller than the actual city. Rather, verisimilitude is achieved by combining sufficiently accurate elements to give the impression of complete accuracy. By implementing the results of this research, designers can develop smaller replicas to be perceived as more extensive.
series ASCAAD
email
last changed 2024/02/16 13:24

_id ecaade2022_89
id ecaade2022_89
authors Di Mascio, Danilo
year 2022
title An Untold Story of a Creative Community of Level Designers - Designing and sharing imaginary navigable virtual environments with game technologies
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. 481–490
doi https://doi.org/10.52842/conf.ecaade.2022.1.481
summary The following paper describes and critically reflects on the remarkable production of a creative community of level designers who designed and published 3D game levels (3D real-time virtual navigable environments) during the end of the 1990s and the first decade of the 2000s. During those years, many level designers from several countries created an impressive number and variety of custom levels (user-created content), characterised by imaginary architectures and places informed by narrative elements. This international community was supported by various websites that are no longer available. However, an open-source website, Unreal Archive, constitutes “an initiative to preserve and maintain availability of the rich and vast history of user-created content for the Unreal and Unreal Tournament series of games” (Unreal Archive, 2022). The number of levels available on Unreal Archive exceeds 34,000. For the first time in the architectural research community, this paper aims to shed light on the creative production of that period, and to identify and critically reflect on aspects that could have cultural, creative and educational value for architecture and architectural education. The author directly experienced the achievements of that historical period, and created and published a number of virtual environments using early versions of the Unreal Editor/Engine and 3D modelling software. This research is part of a larger project that investigates transdisciplinary expressions of spaces and architectures, as well as concepts, methodologies and tools in the video games field that can inspire or be transferred to the architecture field.
keywords Virtual Environments, Imaginary Architectures and Places, Narrative, 3D Navigable Environments, Digital Heritage, User-Created Content, Unreal Editor, Unreal Series, Video Games, Level Design, Environmnetal Storytelling
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_80
id caadria2022_80
authors Anifowose, Hassan, Yan, Wei and Dixit, Manish
year 2022
title Interactive Virtual Construction ‚ A Case Study of Building Component Assembly towards the adoption of BIM and VR in Business and Training
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 547-556
doi https://doi.org/10.52842/conf.caadria.2022.2.547
summary Present day building product manufacturers face difficulties in scaling businesses. Key decisions surrounding technology adoption are typically measured against feasibility of use and long-term profit. Building Information Modelling (BIM) and Virtual Reality (VR) provide the potential for teaching building product assembly to employees and construction contractors. This eliminates the need for deploying training personnel to job sites, reduces manufacturing carbon footprint and wastes in product samples required for training. VR content development is difficult and performance within VR applications must be near reality in order to improve adoption of such technology through training. This exploratory study investigates important factors that enhance adoption in business cases through training. We developed an innovative BIM+VR prototype for SwiftWall; a temporary wall manufacturing company, highlighting rigorous processes for in-house BIM anatomy and VR development. This paper provides a step-by-step approach to replicate the prototype. The prototype was tested in several demonstration sessions. The approximate time to install 40 linear feet of SwiftWall is 30-minutes at the simplest level. This timing is equivalent to 28 linear feet installation in 21-minutes achieved with the BIM+VR prototype demonstration. The matching timing results show a significant potential for adoption in business, improved sustainability and employee training from a time and cost-efficient standpoint. Concerns and key issues from development to deployment are discussed in detail. The BIM+VR virtual construction prototype provides adoption potential for training remote partners thereby increasing possibilities of SwiftWall scaling to distributors and product carriers across a larger geographic region.
keywords BIM, Virtual Reality, Unity, Training, Game Design, Construction Assemblage, Construction Material, Virtual Construction, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id ascaad2022_121
id ascaad2022_121
authors Mohsen, Hiba; Tohme, Mohamad; Nashi, Rawan
year 2022
title From Passive to Immersive: Metaverse as a Pedagogical Approach in History Class: Presenting a Constant Reminder of Historical Remnants and a Customizable Reality for Future Preferences; Beirut as a Case Study
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 202-219
summary It is widely acknowledged that passive, non-immersive strategies of teaching adopted in history classes in Lebanon do not offer the right platform for knowledge retention in students. With that said, virtual reality and the use of Metaverse as a pedagogical approach is prophesied as the most apt to invoke a positive attitude from children towards the topic being studied, and thus, in this case, it increases their awareness of the existing built heritage they live amidst. This research sets out from a recent project implemented by Beirut Arab University, together with three UN agencies. The latter aimed for “developing children emotional attachment to the territory of Beirut Blast through activating their participation in the construction of cognitive maps by playing with spatial maps strategically designed in a game environment”. A thorough assessment of the outcomes of the activities implemented throughout the project, including the executed physical models and game boards that simulate myriad neighborhoods in Beirut, is carried out, followed by an analytical comparison of these outcomes with those from using the proposed innovative digital tools. A pilot study is conducted on Martyr’s square to assess how virtual tools can enhance the sensory experience and perception of the built space, making youth active learners rather than passive. It illustrates how introducing children to educating architecture from a young age not only nurtures their awareness of their local neighborhoods, but also generates responsible citizens. The outcome of this study can be divided over a timeline of past, present, and future. The virtual recreation of old Beirut aims to enhance the virtual learning experience as opposed to that from books and chalkboards. Children are expected to formulate a better understanding of their heritage, become more attached to the remnants of the latter, and set out to customize the reality to their preferences or vision of how a better, sustainable Beirut looks like.
series ASCAAD
email
last changed 2024/02/16 13:38

_id caadria2024_87
id caadria2024_87
authors Li, Jiongye and Stouffs, Rudi
year 2024
title Distribution of Carbon Storage and Potential Strategies to Enhance Carbon Sequestration Capacity in Singapore: A Study Based on Machine Learning Simulation and Geospatial Analysis
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 2, pp. 89–98
doi https://doi.org/10.52842/conf.caadria.2024.2.089
summary The expansion of urbanization leads to significant changes in land use, consequently affecting carbon storage. This research aims to investigate the carbon loss due to land use alterations and proposes strategies for mitigation. Utilizing existing land use data from 2017 and 2022, along with simulated data for 2025 generated by an ANN model and Cellular Automata, we identified changes in land use. These changes were then correlated with variations in carbon storage, both gains and losses. Our findings reveal a significant loss of 36,859 metric tons of carbon storage from 2017 to 2022. The projection for 2025 estimates a further reduction, reaching a total loss of 83,409 metric tons. By employing the LISA method, we identified that low-carbon storage zones are concentrated in the southeast region of the research site. By overlaying these zones with areas of carbon storage loss, we pinpointed regions severely affected by carbon depletion. Consequently, we propose that mitigation strategies should be imperatively implemented in these identified areas to counteract the trend of carbon storage loss. This approach offers urban planners a solution to identify areas experiencing carbon storage decline. Moreover, our research methodology provides a novel framework for scholars studying similar carbon issues.
keywords land use and land cover (LULC) changes, simulated LULC, machine learning model, carbon storage changes, GIS
series CAADRIA
email
last changed 2024/11/17 22:05

_id acadia22_138
id acadia22_138
authors Varinlioglu, Guzden; Balaban, Ozgun; Tsai, Daniel; Wu, Charles Ngai-Hang; Nagakura, Takehiko
year 2022
title Learning from Players
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 138-149.
summary This paper explores the unconventional decision-making environment of gamification to uncover past urban networks. To test the validity of decision making behavior of humans in the simulated topography, we designed, implemented, and tested a serious board game simulating the urban networks of the past. Using the topography, we abstracted, simplified, and represented several layers of GIS data into hexagon tiles to design a board game. The game also employs playing cards, divided into chance and trade cards, which are used to determine players’ movement on the board and their scores. In the game environment, we simulate the movement of trade, while the players, as agents, explore and reveal possible intercity networks. We monitor and document the gamers’ pathfinding/pathmaking decisions and use these to make comparisons with computational simulations. By tracking users’ movements and behaviors, we were able to create data for spatial analysis, game statistics, and user behaviors. Based on experiments and employing gamers’ stig- mergy, the research provides predictions for lost urban networks of Anatolia.
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_id sigradi2022_270
id sigradi2022_270
authors Arenas, Felipe; Banda, Pablo
year 2022
title Ludo faber alumni: playful experiences of digital manufacturing for the appropriation of educational spaces
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 503–514
summary The present study is inserted in the learning context of the Architecture career of 40 students in a course of Applied Digital Fabrication. It seeks to explore the design possibilities that are produced by permeating game design features with digital architectural design and digital fabrication with each other. What spatial design potentials appear when introducing and intermingling the notions of Homo Ludens and Homo Faber in architectural generative design systems?
keywords Digital fabrication, Gamification, Generative design, rule-based design
series SIGraDi
email
last changed 2023/05/16 16:56

_id ecaade2022_360
id ecaade2022_360
authors Azambuja Varela, Pedro, Lacroix, Igor, Güzelci, Orkan Zeynel and Sousa, José Pedro
year 2022
title Democratizing Stereotomic Construction through AR Technologies - A reusable mold methodology to the production of customized voussoirs using HoloLens
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. 225–232
doi https://doi.org/10.52842/conf.ecaade.2022.1.225
summary Mass customizing of building components allows new conditions to explore aesthetic and sustainability in architecture. However, such possibilities tend to require the use of expensive and heavy digital fabrication machinery, which is seldomly available in most regions on the planet. In this context, this paper presents a research in progress that explores Augmented Reality (AR) to support craft production of customized stereotomic components. As a portable technology, the work examines the potential of AR to materialize design solutions that are geometrically complex and variable. Considering the current research on augmented fabrication processes, this work contributes to producing variable building components for stereotomic construction with a focus on earth-based materials. Extending the findings of a recently completed PhD thesis, the work replaces the use of a robot with the HoloLens glasses and Fologram application to produce low- cost and reusable molds. This augmented fabrication setup allows the human control of the production of variable molds, ready for casting and assembly of stereotomic components. This work addresses several of the NEB and UN SDGs goals.
keywords Stereotomy, Augmented Reality, Augmented Fabrication, Customized Production, New European Bauhuas
series eCAADe
email
last changed 2024/04/22 07:10

_id ascaad2022_017
id ascaad2022_017
authors Belok, Fatima; Khalifa, Mostafa; El-Bastawissi, Ibtihal; Hanafi, Mohamad
year 2022
title Digital Framework to Optimize Visual Comfort using Kinetic Facades
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 392-414
summary Visual comfort is one of many aspects of human comfort that should be considered in architectural spaces. Visual comfort is an architectural necessity and could be achieved and optimized in spaces through controlling facades’ opening. This could be achieved by applying kinetic facades, which is one of the trends in the field of responsive architecture. However, the research’ s aim is optimizing visual comfort using kinetic facades in educational spaces. This optimization will improve the environmental quality of the educational space. In this research architects will achieve easily more effective kinetic facades to have better visual comfort by enhancing daylight quantity and quality using luminous environmental parameters’ measurement tool. In this research a series of scripts will be applied on various kinetic facades’ alternatives. These scripts will be based on a relation between different daylight and kinetic parameters. Thus, the outcome is to develop an Add-on, as a digital
series ASCAAD
email
last changed 2024/02/16 13:24

_id ecaade2022_324
id ecaade2022_324
authors Lin, Yu-Ting and Hsu, Pei-Hsien
year 2022
title Dynamic Inflatable Structures and Digital Fabrication Process
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. 311–320
doi https://doi.org/10.52842/conf.ecaade.2022.1.311
summary Inflatable structures made of flat film materials have an advantage of low cost, lightweight and rapid deployment, but the variation of their forms is relatively limited, and it is a challenge to produce pneumatic deformations. This paper proposes a designing and manufacturing process of inflatable structures which are made of flat film materials and are able to perform dynamic movements. The process includes steps in which a target 3D surface is produced through programmed 2D paths heat-sealed on flat films of different thickness, leading to a structure composed of air chambers. A parametric modelling procedure and associated principles are developed for the relationship between the forms of a flat-film-based inflatable structure and the heat sealing patterns on the film. A system of double-layer air chambers was designed to control the direction of bending movements. In addition, the form variation of a designed inflatable structure can be achieved by a parametric design process described in this paper.
keywords Pneumatic Structural System, Inflatable Structure, Digital Fabrication, Design Tool, Kinetic Structure
series eCAADe
email
last changed 2024/04/22 07:10

_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
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
doi https://doi.org/10.52842/conf.ecaade.2022.1.371
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 ascaad2022_022
id ascaad2022_022
authors Marey, Ahmed; Goubran, Sherif
year 2022
title Low-cost Portable Wireless Electroencephalography to Detect Emotional Responses to Visual Cues: Validation and Potential Applications
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 139-154
summary This paper validates the using a low-cost EEG headset – Emotiv Insight 2.0 – for detecting emotional responses to visual stimuli. The researchers detected, based on brainwave activity, the viewer’s emotional states in reference to a series of visuals and mapped them on valance and arousal axes. Valence in this research is defined as the viewer’s positive or negative state, and arousal is defined as the intensity of the emotion or how calm or excited the viewer is. A set of thirty images – divided into two categories: Objects and Scenes – was collected from the Open Affective Standard Image Set (OASIS) and used as a reference for validation. We collected a total of 720 data points for six different emotional states: Engagement, Excitement, Focus, Interest, Relaxation, and Stress. To validate the emotional state score generated by the EEG headset, we created a regression model using those six parameters to estimate the valence and arousal level, and compare them to values reported by OASIS. The results show the significance of the Engagement parameter in predicting the valence level in the Objects category and the significance of the Excitement parameter in the Scenes category. With the emergence of personal EEG headsets, understanding the emotional reaction in different contexts will help in various fields such as urban design, digital art, and neuromarketing. In architecture, the findings can enable designers to generate more dynamic and responsive design solutions informed by users’ emotions.
series ASCAAD
email
last changed 2024/02/16 13:24

_id caadria2022_424
id caadria2022_424
authors May, Kieran, Walsh, James, Smith, Ross, Gu, Ning and Thomas, Bruce
year 2022
title UnityRev - Bridging the gap between BIM Authoring platforms and Game Engines by creating a Real-Time Bi-directional Exchange of BIM data
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 527-536
doi https://doi.org/10.52842/conf.caadria.2022.2.527
summary We present UnityRev: An open-source software package that enables a workflow designed to facilitate a real-time bi-directional and synchronous exchange of Building Information Modelling (BIM) data, by creating a direct link between a BIM authoring platform (i.e. Autodesk Revit) and a game engine (i.e. Unity 3D). Although previous works have explored the integration of BIM with game engines, the currently available tools are limited to a non-synchronous or uni-directional exchange of BIM data, and they do not address specific design issues required to make a BIM authoring platform and game engine compatible (i.e. parametric modelling). This paper describes our software which consists of a compact overview of the system, including design decisions, implementation details, and system capabilities. Two example applications are presented as concept demonstrators to -10795864108000showcase practical collaborative use-case scenarios between BIM authoring platforms and game engines which were not previously achievable without a real-time bi-directional workflow. This work will expand future Computer Aided Architectural Design (CAAD) research, and more specifically, Virtual Reality (VR)/Augmented Reality (AR) based BIM development and integration, by providing new possibilities and bridging the gap between BIM authoring platforms and game engines. The application of the system as demonstrated in the paper for real-time lighting performance simulation contributes to achieving the UN Sustainable Development Goal 11: Sustainable Cities and Communities.
keywords building information modelling, game engines, revit, unity, virtual reality, augmented reality, lighting performance simulation, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ascaad2022_068
id ascaad2022_068
authors Moustafa, Mohab; Ashour, Shaimaa; Bakir, Ramy
year 2022
title Augmenting Landmarks: Extending "Places" in the Hybrid City
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 731-742
summary Several recent technological advancements are substantially altering how we interact with urban spaces. The existing physical space as we know it now encompasses a plethora of emerging realities into which we shift in and out, resulting in what is called Hybrid Spaces. Augmented Reality (AR) today gives way to forms of hybrid realities that are accessible through our handheld devices, and which allow us to engage with our physical reality in a new way. These devices allow us to access and view digital information that is saturating our urban spaces, and yet appear invisible to the naked eye. When this information is localized, it can be used to augment physical space with virtual overlays. These augmentations may become physically linked to the environment, establishing virtual landmarks that could only be accessed via these handheld or wearable digital portals through digital applications. This gives way to new forms of engaging in real-time with our socio-cultural daily activities. The literature shows that urban space is reimagined through augmented reality (AR) which plays a significant role in introducing new augmented “places” supporting our physical ones as hybrid realities. This paper, accordingly, investigates the notion of location-based AR experiences on landmarks in the urban space in accordance with our spatial memory, and how augmented reality through mobile devices, plays an important role as a gateway between our physical space and the virtual one. It also seeks to understand how these augmentations might insert and employ symbolic or personal meanings to the space, based on our different interpretations. In doing so, we conducted an integrative analytical review of the most recent literature, to study the forms of augmentations in multiple cities, and how they are used as agents in our spatial experience. The paper then introduced a framework that could be used to assess users’ satisfaction and the design considerations of the AR spatial experience. Finally, the paper adopts a few recent AR practices to be assessed by the proposed framework.
series ASCAAD
email
last changed 2024/02/16 13:29

_id ecaade2022_96
id ecaade2022_96
authors Nguyen, Binh Vinh Duc, Demolder, Stijn and Vande Moere, Andrew
year 2022
title How Lay People Design Interior Architecture Layouts in Virtual, Augmented, Drawn and Physical Reality
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. 411–420
doi https://doi.org/10.52842/conf.ecaade.2022.1.411
summary Simulated reality, such as virtual reality (VR) and augmented reality (AR), is particularly helpful for lay people such as clients or prospective occupants, as it allows them to first- hand experience an unbuilt architectural space to provide design input without the requirement of spatial expertise. However, as the experience of space depends on the holistic interplay of a wide variety of atmospheric aspects that cannot be easily simulated, it is still unclear how simulated reality influences lay people when making design decisions. Our study therefore captured how eight lay people designed the interior layout of the same room within five different simulated realities, including drawing reality, tabletop AR, mobile AR, VR and physical reality. By comparing the design process of two design tasks, we assert how each reality promoted or inhibited particular spatial qualities. Consequently, we propose that the realism of a reality influenced how people make design decisions based on atmospheric or functional considerations, the co-location of a reality provokes design decisions that neglect or include contextual factors, the accuracy of distance estimation in a reality depends on the availability of bodily references and the viewing frustum, the ability of a reality to compare design solutions instantaneously trumps the ability to interact with it more intuitively, and each reality comes with particular implementation costs against which the benefits should be estimated and offset. Our study thus provides actionable insights to choose the most appropriate simulated reality depending on the design goals, helps simulated reality developers to consider additional interactive features, and empowers lay people in taking an active part in architectural design.
keywords Architectural Design, Immersive Design, Participatory Design, Virtual Reality, Augmented Reality, Human-Building Interaction, Spatial Qualities, Architectural Experience, Simulated Reality, Immersive Environment
series eCAADe
email
last changed 2024/04/22 07:10

_id cdrf2022_65
id cdrf2022_65
authors Nicolas Stephan, Marine Lemarié, and Kristina Schinegger
title Common Ground—Online Platforms for Bottom-Up Collaborative Decision Making in Design Education
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_6
summary Co-creation and real-time collaboration have always been an integral potential of digital design methodologies and have been accelerated by the rapid digitalization of teaching due to current societal developments. This paper discusses the prototype of a real-time multiplayer building platform as a video game developed for a first-year design studio impacted by pandemic-related teaching restrictions. The aim was to develop a methodology that enables first-year students to meet peers, build models collaboratively, and teach implicit design knowledge such as aesthetics and formal analysis while allowing individual creativity within the populous class. Through a combination of a step-by-step iterative design system and a real-time decentralized multi-player platform, students can work collaboratively on common digital designs. The design method is based upon building units and individualized strategies of aggregation and differentiation that are built up into larger structures. Special focus is paid to how new online platforms created for architecture education can migrate the advantages of physical intuitive design methods to a digital setting and eventually fill the gap of lacking implicit knowledge pedagogies.
email
last changed 2024/05/29 14:02

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