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 657

_id sigradi2022_41
id sigradi2022_41
authors Ballestero, Maximiliano Esteban; Ramírez, Lucila Inés; Tosello, María Elena; Jereb, Marcelo Fabián
year 2022
title BitaLab. Data visualization interface and guidance in technological skills for designers in Visual Communication.
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. 595–606
summary The objective of the project is to facilitate the perception of the distance between the technological skills built during the academic journey of the students in Visual Communication Design, and the skills demanded by the labor market. For this research, the Vision in Product (ViP) methodology was used, transferring the results to a possible 2027 scenario. We defined seven professional technological profiles which will help students in their professional insertion, and their adaption to the fast changes in the labor area. Our collaborative and interactive interface was designed to display the data obtained in the survey and the design profiles that will be most in demand in the future. The differential value of our research lies in the possibility of showing the obtained results in a collaborative interface.
keywords Data Visualization, User Experience, Interface Design, Graphic Design, Future Strategic Design
series SIGraDi
email
last changed 2023/05/16 16:56

_id caadria2022_258
id caadria2022_258
authors Chen, Hao, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2022
title Developing an Augmented Reality System with Real-Time Reflection for Landscape Design Visualization, Using Real-Time Ray Tracing Technique
doi https://doi.org/10.52842/conf.caadria.2022.1.089
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. 89-98
summary In landscape design, visualization of a new design on the site with clients can greatly improve communication efficiency and reduce communication costs. The use of augmented reality (AR) allows the projection of design models into the real environment, but the relationship between the models and the physical environment, such as reflections, which are often thoughtfully considered in waterfront landscape design, is difficult to express in existing AR systems. The aim of this study is to accurately render and express the reflections of virtual models in the physical environment in an AR system. Different from traditional rasterized rendering, this study used physically correct ray-tracing algorithms for reflection rendering calculations. Using a smartphone and a computer, we first constructed a basic AR system using a game engine and then performed ray-tracing computations using a shader kernel in the game engine. Finally, we combined the rendering results of reflections with the video stream from a smartphone camera to achieve the reflection effect of a virtual model in a physical environment. Both designers and clients could review the design with a realistic reflection on an actual water surface and discuss design decisions through this system.
keywords Augmented reality (AR), reflection, landscape design, interactive visualization, real-time rendering, planar reflection, real-time ray tracing, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_195
id ecaade2022_195
authors Garcia, Sara and Leitao, António
year 2022
title Interfaces for Design Space Exploration
doi https://doi.org/10.52842/conf.ecaade.2022.1.331
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. 331–340
summary A Generative Design System (GDS) allows for the generation and exploration of a wide number of design alternatives and for the automation of analysis and optimization processes. Algorithmic Design (AD) tools effectively support the development of GDSs, but they tend to be less appealing for the usage of such systems, as they rely on complex algorithmic descriptions of the design that quickly become overwhelming for less experienced programmers. The usage of GDSs is facilitated by Design Space Exploration Interfaces (DSEIs), which allows users to iteratively explore, visualize, and select design alternatives among the multidimensional design space defined by the GDS. DSEIs promote the collaboration between designers, clients, and end-users, making GDSs more interactive and more accessible. DSEIs rely on graphical user interfaces that relieve users from the burden of dealing with AD programs. The creation of such interfaces can be automated, so that they can be quickly created and modified. Although AD-based DSEIs exist for at least three decades, they have been more intensively researched and commercialized over the past eight years. In this article, existing AD-based DSEIs are reviewed, characterized, and compared according to several criteria, such as: navigation, visualization, search, ranking, grouping, filtering, and selection techniques. From this comparative study, a set of guidelines for the development of DSEIs is proposed.
keywords Design Space Exploration, Algorithmic Design, Graphical User Interface, Data Visualization
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_196
id ecaade2022_196
authors Li, Jiaqi, Lo, Tian Tian, Guo, Xiangmin and Chen, Fukai
year 2022
title Integrating XR and Tangible Model to Enhance Old Building Renovation Design
doi https://doi.org/10.52842/conf.ecaade.2022.2.207
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. 207–216
summary The renovation of old buildings usually has complex site constraints, involves multiple interests, and has limited capital costs. Therefore, the transformation process has always encouraged the participation of stakeholders to improve the effectiveness of the design. Tangible user interfaces (TUIs) consisting of physical models further simplify the operation. However, most designs are displayed by projection, which cannot provide a realistic interactive experience. Extended Reality (XR) technology has the advantages of interactivity and clear visualization. We developed a participatory renovation tool using XR technology and tangible models. We invited the owner to view the 3D design proposal in HoloLens and then use the tangible model to discuss the renovation design. This experiment proves that the system can realize on-site 3D visualization, allowing the public to design in a real environment and intuitively interact with the virtual and the real. Using the participatory design method of XR technology + tangible model will provide a convenient platform for the renovation of old buildings with the collaborative participation of stakeholders.
keywords Building Renovation Design, Participatory Design, Extended Reality, Tangible Model, HoloLens
series eCAADe
email
last changed 2024/04/22 07:10

_id acadia22_704
id acadia22_704
authors Xydis, Achilleas; Du, Chaoyu; Rust, Romana; Gramazio, Fabio; Kohler, Matthias
year 2022
title Visualization Methods for Big and High-Dimensional Acoustic Data
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. 704-713.
summary This research proposes a novel approach for interactive visualizations of acoustic datasets for architects and non-acoustic experts. It introduces a series of simple acoustic properties for users with basic knowledge of acoustics and describes methods for low- and high-dimensional data visualizations. It describes the computational workflow and uses a design scenario to demonstrate the proposed visualizations. Finally, it discusses the challenges of developing such methods, their advantages, limitations, and future work.
series ACADIA
type paper
email
last changed 2024/02/06 14:04

_id ecaade2022_273
id ecaade2022_273
authors Zhuang, Xinwei
year 2022
title Rendering Sketches - Interactive rendering generation from sketches using conditional generative adversarial neural network
doi https://doi.org/10.52842/conf.ecaade.2022.1.517
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. 517–524
summary Architects use sketches in the early design phase to organize and elaborate their initial ideas, and those initial sketches often support ideation for the final design. However, the sketches in the early design phase tend to be abstract and hard to interpret. Minimal prior works provide tools for quick visualization of the initial sketch. This study provides a scheme for architects and designers to generate preliminary renderings in the early design stage. In this study, we use conditional generative adversarial networks (cGAN) as the frame and introduces an updater network to the existing cGAN to support the iterative design process. A sketch serves as input to see the rendering and update the sketch based on the generated renderings by adding more resolution and details. The network is able to generate a reasonable rendering from the single-image network, and is able to update the renderings iteratively via the updater network. The dataset is collected from residential buildings exclusively, but the architectural categories can be expanded to other types of buildings in the future. Results show that the proposed scheme is able to provide reasonable renderings from sketches, and the generated rendering can be updated with a higher level of details within a second if the user provides a more detailed sketch. The contribution of this study includes introducing an updater network to the existing algorithm to enable iterative input and provides an alternative enhancement approach to the resolution of the generated image.
keywords Computer Aided Design, Early Design Phase, Conditional Generative Adversarial Neural Network, Human Computer Interaction
series eCAADe
email
last changed 2024/04/22 07:10

_id architectural_intelligence2022_6
id architectural_intelligence2022_6
authors Achim Menges, Fabian Kannenberg & Christoph Zechmeister
year 2022
title Computational co-design of fibrous architecture
doi https://doi.org/https://doi.org/10.1007/s44223-022-00004-x
source Architectural Intelligence Journal
summary Fibrous architecture constitutes an alternative approach to conventional building systems and established construction methods. It shows the potential to converge architectural concerns such as spatial expression and structural elegance, with urgently required resource effectiveness and material efficiency, in a genuinely computational approach. Fundamental characteristics of fibre composite are shared with fibre structures in the natural world, enabling the transfer of design principles and providing a vast repertoire of inspiration. Robotic fabrication based on coreless filament winding, a technique to deposit resin impregnated fibre filaments with only minimal formwork, as well as integrative computational design methods are imperative to the development of complex fibrous building systems. Two projects, the BUGA Fibre Pavilion as an example for long-span structures, and Maison Fibre as an example of multi-storey architecture, showcase the application of those techniques in an architectural context and highlight areas of further research opportunities. The highly interrelated aesthetic, structural and fabrication characteristics of fibre nets are difficult to understand and go beyond a designer’s comprehension and intuition. An AI powered, self-learning agent system aims to extend and thoroughly explore the design space of fibre structures to unlock the full design potential coreless filament winding offers. In order to ensure feedback between all relevant design and performance criteria and enable interdisciplinary convergence, these novel design methods are embedded in a larger co-design framework. It formalizes the interaction of involved interdisciplinary domains and allows for interactive collaboration based on a central data model, serving as a base for design optimisation and exploration. To further advance research on fibre composites in architecture, bio-based materials are considered, continuing the journey of discovery of fibrous architecture to fundamentally rethinking design and construction towards a novel, computational material culture in architecture.
series Architectural Intelligence
email
last changed 2025/01/09 15:00

_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
doi https://doi.org/10.52842/conf.caadria.2022.2.547
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
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 ecaade2022_450
id ecaade2022_450
authors Braumann, Johannes, Gollob, Emanuel and Singline, Karl
year 2022
title Visual Programming for Interactive Robotic Fabrication Processes - Process flow definition in robotic fabrication
doi https://doi.org/10.52842/conf.ecaade.2022.2.427
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. 427–434
summary Visual, flow-based programming environments in architecture and design are built to control data flow but not process flow. However, controlling the process flow is essential for interacting with robotic fabrication processes, so that they can react to input such as user interaction or sensor data. In this research, we combine two visual programming environments, utilizing Grasshopper for defining complex, robotic toolpaths, and Unity Visual Scripting for controlling the overall process flow and process interaction. Through that, we want to enable architects and designers to define more complex, interactive production processes, with accessible, bespoke user-interfaces allowing non-experts to operate these processes - a crucial step for the commercialization of innovations. This approach is evaluated in a case study that creates a mobile, urban microfactory that prototypically fabricates location-specific objects through additive manufacturing.
keywords Visual Programming, State Machine, Industrial Robotics, Unity Visual Scripting
series eCAADe
email
last changed 2024/04/22 07:10

_id acadia22pr_208
id acadia22pr_208
authors Cupkova, Dana; Huber, Matthew; Abeyta, Edith
year 2022
title ROCKING CRADLE - Reconstituting Geology on a Damaged Earth
source ACADIA 2022: Hybrids and Haecceities [Projects Catalog of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-7-4]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 208-213.
summary The Rocking Cradle is an interactive installation comprised of multiple binder-jet-printed vessels integrated into a public tree nursery. Informed by hydrological and geological processes, the Rocking Cradle is conceived as a literal and figurative device for fostering environmental steward- ship. Situating the tree nursery as a community space, these sand-printed vessels hybridize the typology of urban furniture with the behaviors of water flow, water collection, bird bathing, and growing native plants.
series ACADIA
type project
email
last changed 2024/02/06 14:06

_id ecaade2022_407
id ecaade2022_407
authors Dissaux, Thomas and Jancart, Sylvie
year 2022
title Architecture Students' Search Behavior in Parametric Design
doi https://doi.org/10.52842/conf.ecaade.2022.1.171
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. 171–181
summary Over the last decade, architecture has witnessed a growing popularity for new computational tools such as parametric design environments (PDEs). Given their rapid evolution and development, expertise tends to become increasingly transient, and architects find themselves in a situation where they must constantly re-learn their tools. At the same time, access to information has become increasingly widespread. Self-learners can thus rely on information retrieval systems to address knowledge gaps. However, the inherent tool complexity has given rise to a new kind of knowledge. On the basis of the different types described by Anderson and Krathwohl, the authors have previously shown that conceptual knowledge is essential for teaching parametric design. In contrast, research on interactive information retrieval (IIR) has highlighted that procedural knowledge is preferred in create tasks like design. Consequently, it can be argued that in a self-learning situation, architects might not be adopting best practice in relation to knowledge retrieval, especially when considering the visual scripting nature of certain PDEs. The purpose of this paper is to observe cognitive patterns in knowledge search activities while designing in parametric environments and validate the integration of CLT and IIR for further research. We highlight the types of knowledge and sources architecture graduate students, novices in PDEs, search for during design over multiple sessions and why. The paper reports on three design tasks completed during a computational course that emphasized student's autonomy. A qualitative analysis of interviews reveals epistemic actions to fall prey to procedural information, which is in line with both IIR and CLT research. This research is part of a PhD project studying the impact of knowledge retrieval on architectural design when using PDEs. Eventually, it could raise awareness in education, research, and practice regarding information retrieval in architectural design.
keywords Parametric Design, Interactive Information Retrieval, Cognitive Load, Searching as Learning, Knowledge
series eCAADe
email
last changed 2024/04/22 07:10

_id ascaad2022_004
id ascaad2022_004
authors Falih, Zahraa; Mahdavinejad, Mohammadjavad; Tarawneh, Deyala; Al-Mamaniori, Hamza
year 2022
title Solar Energy Control Strategy using Interactive Modules
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. 117-138
summary The concept of interactive canopy emerged as a notable manifestation of smart buildings in architectural endeavors, using artificial intelligence applications in computational architecture, interactive canopies came as a potential response for living organisms to combat external environmental changes as well as reduce energy consumption in buildings. This research aims to explore architecture with higher efficiency through the impact of environmentally technological factors on the design form by introducing solar energy into the design process through the implementation of interactive curtains that interact with the sun in the form of an umbrella. The main objective of the umbrellas is to protect the users from the sun's harmful rays. After designing an interactive cell using Grasshopper, the methodology follows an analytical and experimental approach, the analytical section is summarized by conducting a case study of multiple models and analyzing the techniques used in these models to discover the significant advantages and disadvantages of the design. While the experimental section demonstrates the mechanism for implementing the interactive modules. The research suggests that by designing an interactive canopy that responds to external changes and senses solar radiation in ways that when the intensity of solar radiation increases and the sun is perpendicular to the dynamic units, will lead to maintaining a more balanced level of illumination. The work efficiency is studied by simulating it by Climate Studio.
series ASCAAD
email
last changed 2024/02/16 13:24

_id ecaade2022_154
id ecaade2022_154
authors Ferretti, Maddalena, Di Leo, Benedetta, Quattrini, Ramona and Vasic, Iva
year 2022
title Creativity and Digital Transition in Central Apennine - Innovative design methods and digital technologies as interactive tools to enable heritage regeneration and community engagement
doi https://doi.org/10.52842/conf.ecaade.2022.2.187
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. 187–196
summary This contribution proposes strategies of reactivation of the central Apennine of Marche Region in Italy through creative design methods and virtual technologies. The research activities are connected to two related PhD projects: one focusing on architectural and urban design, the other one on heritage digitalization and new technologies and to other research activities of our interdisciplinary team. Cagli, a small town of 8.000 inhabitants, is currently undergoing socio-economic transformations that need to be addressed strategically with a cultural and spatial perspective. The research explores regenerative solutions and local development strategies to enhance the city and its cultural landscape. Participatory processes aided by digital tools and innovative design methods are tested in Cagli’s living lab. The final output of the overall research is a “Reactive Map” combining a trans-scalar and multidisciplinary territorial analysis with visions to identify “potential spaces”. The map is a design tool to define a shared strategy of enhancement of the city and its heritage. With this paper we present one of the methodological steps of the research, a WEB-APP built upon a point clouds database and assessed through a preliminary user test. The highly descriptive 3D environment is able to collect analysis and to be enriched in a participatory way during planned activities of co-thinking. The 3D environment, improved with interviews, plans, historical pictures and other media contents, is also paired with a virtual tour to offer a different representation of the “potential spaces”. The fully boosting 3D digital technology thus represents a viable and effective solution to involve citizens and an innovative and interdisciplinary tool for knowledge advancement in the fields of architectural and urban design and heritage regeneration.
keywords Tangible and Intangible Heritage, Co-Thinking, Trans-Scalar Approach, Narrative, Point Clouds Exploitation, Interactive Annotation, Virtual Reality
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_194
id ecaade2022_194
authors Fuchkina, Ekaterina, Bielik, Martin, Schneider, Sven, Ossenberg-Engels, Tobias and Hämmerle, Alexander
year 2022
title Space Matcher - An interactive toolbox for assisting in spatializing & testing office programmes using graph centralities
doi https://doi.org/10.52842/conf.ecaade.2022.2.039
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. 39–46
summary Graph-based representations of functional requirements (adjacencies, bubble diagram) are a common and useful method that supports architects in the conceptual phase of planning. However, the task of specifying the functional requirements through an adjacency graph can be challenging due to a quadratic growth of complexity in relation to the number of spaces. In turn, this increase of complexity challenges the designer searching for solutions that fulfill these functional requirements. There are systems that aim to address the difficulties related to graph-based space allocation. They, for instance, use fuzzy logic to weight the edges of a graph (i.e., specify relations between spaces) and spring systems (Newtonian gravitation model) to visually clarify the resulting proximity of all spaces according to the rules. Nevertheless, the problem of specifying large-scale adjacencies itself is omitted due to the assumption that such matrices are correctly filled in some previous steps. Moreover, the translation of the resulting graph into a spatial configuration is rarely supported. This work addresses these limitations and proposes a set of tools to assist the designer when defining the adjacency requirements and searching for design solutions that fulfill these requirements. Our approach aims to reduce the complexity of the design task by using graph centrality-based design heuristics. We discuss these heuristics and show their application in a scenario where a new spatial program needs to be allocated into an existing building.
keywords Graph Theory, Adjacency Graph, Bubble Diagram, Space Planning
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_129
id caadria2022_129
authors Fukuda, Tomohiro, Nagamachi, Shiho, Nakamura, Hoki, Yamauchi, Yuji, Ito, Nao and Shimizu, Shunta
year 2022
title Web-Based Three-Dimensional Augmented Reality of Digital Heritage for Nighttime Experience
doi https://doi.org/10.52842/conf.caadria.2022.1.737
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. 737-746
summary Digital heritage is a sustainable medium that allows people to understand the historical shape and context of cities and architecture, leading to visions for the future. Opportunities for the public to experience life-size representations of digital heritage in three-dimensional augmented reality (3D-AR) at outdoor sites are still limited, especially at night. Therefore, the objective of this study is to develop a web-based 3D-AR method to digitally reconstruct a heritage site. A prototype system was developed using the five-storey pagoda of Tango Kokubunji Temple, which was built around 1330 AD and later destroyed, as a digital heritage reconstruction. An interactive initial positioning method was developed to display the five-storey pagoda on real historical foundation stones by tapping a crosshair button, under the condition that the artificial lighting is insufficient at night and the distance between the viewpoint and the 3D model of the pagoda is large. Combining the lighting effects of the real and virtual worlds at night was also demonstrated. We held an event where the general public could experience 3D-AR on their own mobile devices, and conducted a usability evaluation to verify the system.
keywords digital heritage, digital restoration, augmented reality (AR), web system, lighting design, virtual and real worlds, SDG 4, SDG 8
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_250
id ecaade2022_250
authors Garcia del Castillo y Lopez, Jose L.
year 2022
title The Digital Touch - Towards novel modeling frameworks for robotically-enhanced marble sculpting
doi https://doi.org/10.52842/conf.ecaade.2022.1.037
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. 37–46
summary In this paper, two case studies on digital modeling for robotically-enabled marble carving are presented. In the first one, an interactive, gesture-based modeling framework was developed to sculpt a large, undulating and ultra-thin marble surface. On the second one, an integrated 3D-scanning-to-milling solution was created, in order to groove a superficial pattern on the surface of a discarded marble boulder. The cases evidence the power of tangible interaction to serve as input to novel digitally-aided marble sculpting processes, and the capacity of integrated generative design workflows to create consistent solutions to variable conditions, in this case, with a particular focus on sustainability and reclaiming of scrap materials.
keywords Robotic Fabrication, Generative Design, Modeling, Sculpting
series eCAADe
email
last changed 2024/04/22 07:10

_id acadia22_108
id acadia22_108
authors Globa, Anastasia; Lyu, Kun; Gocer, Ozgur; Yildirim, Muhammed
year 2022
title Implementation of Interactive Virtual Sites for Architectural Education
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. 108-119.
summary This study proposes that an alternative development workflow for hybrid learning can be implemented using a commercially available VR tour software application, 3DVista, that requires much less time and effort to produce virtual environments. The proposed alternative was compared with a popular gaming engine Unity. This paper presents a comparative experimental study that tests the implementation of these two workflow approaches used for site visits and design explorations for architectural education. 
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_id sigradi2022_47
id sigradi2022_47
authors Hernández, Silvia Patricia; Landenberg, Raquel; Boccolini, Sara; Nafá Waasaf, Victoria; Villafanez, Gabriela; D´Allegre, Hugo; Madussi, Lucio; Poccini, Olga
year 2022
title User and Environment Interactive Parasol
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. 607–616
summary Within the framework of a research project on inmotic urban-microarchitecture in public spaces, this paper presents the results of a prototype analysis, based on ergonomic and universal access-criteria, as well as material, technical and technological requirements necessary for its construction in Córdoba (Argentina). The main objective is to increase the services provided while improving the interactions with users with disabilities or movements limitations, as well as older adults and children.
keywords User experience, Inclusive design, Interaction, Inmotics, Parametrics microarchitecture
series SIGraDi
email
last changed 2023/05/16 16:56

_id acadia22_638
id acadia22_638
authors Hosmer, Tyson; Wang, Jiaqi; Jiang, Wanzhu; He, Ziming
year 2022
title Integrated Reconfigurable Autonomous Architecture System
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. 638-651.
summary Integrated Reconfigurable Autonomous Architecture System (IRAAS) is composed of three components: 1) an interactive platform for user and environmental data input, 2) an agent-based generative space planning algorithm with deep reinforcement learning for continuous spatial adaptation, 3) a distributed robotic material system with bidirectional cyber-physical control protocols for simultaneous state alignment.
series ACADIA
type paper
email
last changed 2024/02/06 14:04

_id ascaad2022_059
id ascaad2022_059
authors Karacif, Esranur; Yazici, Sevil
year 2022
title A Methodology for Material-based Computational Design Supported by Mobile Augmented Reality Application
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. 301-312
summary To represent design, both physical and digital models are utilized in the process. However, they usually don't function in unison. In order to synchronize these two types of models, the changes made in one model are generally translated into the other one later. This study intends to provide a conceptual framework for a simultaneous and synchronized model for the use of material, structure, and performance in the preliminary design stage. The methodology of the study includes evaluating material attributes, structural systems, and building performance of a physical model in the digital environment by using a Mobile Augmented Reality (MAR) interface. Because the cameras in MAR environment are mobile, the range of views can be expanded, and/or designs can be superimposed on user interfaces virtually. Thus, object interaction and navigation are all made possible. By offering a comprehensive, synchronized, and interactive design environment, where material, structure, and performance factors are incorporated both in physical and digital models, the suggested methodology will potentially aid users' decision-making process.
series ASCAAD
email
last changed 2024/02/16 13:29

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