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 676

_id ecaade2022_105
id ecaade2022_105
authors Trento, Armando, Fioravanti, Antonio, Kieferle, Joachim and Woessner, Uwe
year 2022
title Bridging Cultural Heritage Ontologies in VR Environment - A framework for querying and reasoning on the Temple of Venus and Rome restoration and documentation
doi https://doi.org/10.52842/conf.ecaade.2022.2.177
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. 177–186
summary VR applied to Architectural and Archaeological Heritage has a long history: Digital models in this field are evolving from an aesthetic simulation of reality, or, rather, a representation of the visual perception, to a more complex model: an information aggregation core. The investigation presents a research panel oriented to enhance the digital survey products - point clouds, meshes, 3D models -to be used as an intelligent visual archive assigning structured knowledge contents to artefacts’ geometry. The implemented case regards the Temple of Venus and Rome. Research, in progress, has been developed by the following steps: 1) Subdividing the artefact geometry into sub- regions; 2) Developing the consolidation ontology for a few restoration classes; 3) Assigning (manually) to each artefact subcomponent, namely a mesh sub-region, a “smart label” including a link to its consolidation ontology instance. The aim is to combine the potential of VR visualization with ontology reasoning systems.
keywords VR, Archaeological Heritage, Knowledge-based Design Systems, Restoration Ontologies
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
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 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 ascaad2022_115
id ascaad2022_115
authors Bayram, Asena; Guzelci, Orkan; Alacam, Sema
year 2022
title Memorability of Spatial Features in Virtual Reality
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. 172-187
summary The goal of this study is to uncover and understand the user's perception of spatial features as they interact with cultural heritage in a virtual environment. The virtual reality (VR) experience adopted Kaufmann's three-fold imagery conception to structure the research methodology, which suggests that linguistic representation, visual imagery representation, and exploratory activity all have a strong relationship during the problem-solving/creative process. Since it has distinctive spatial features, the Süleymaniye Mosque in Istanbul was chosen for the VR experience as part of the scope. Following the VR experience in two sessions, it was analyzed using semi-structured interviews, sketching, and route extraction. The initial findings of this study revealed differences in individuals' perception and memorability of spatial qualities in the VR environment.
series ASCAAD
email
last changed 2024/02/16 13:38

_id sigradi2022_14
id sigradi2022_14
authors Casales, Alejandro
year 2022
title Emergency immersive stimulation: an approach to educational artifacts.
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. 995–1006
summary The case study describes the effects of immersive stimulation and its factors that affect the attitude of students in pandemic times. The experiment used an educational plan and immersive artifacts with a situated approach. The case study used a survey, their reliability calculation had 9 items that were rated with a Likert scale. The experiment had 17 participants and two questions as axis. “How is your information about immersion?” was the first question, “Which factors affect the students’ attitude in an immersive space?” was the second question. Last question was a disaggregated survey with 3 variables. As a result of the research, there were an average of 9.3 in male participation with 12.5 years old; average of 4.5 in female participation with 12.3 years old. Cronbach’s Alpha coefficient was 0.969, as a positive influence of the immersive artifacts and a situated learning perspective.
keywords Hybrid Education, Media Art, COVID-19, DIY Culture, Immersion
series SIGraDi
email
last changed 2023/05/16 16:57

_id ascaad2022_086
id ascaad2022_086
authors Chehab, Aya; Nakhal, Bilal
year 2022
title Exploring Virtual Reality as an Approach to Resurrect Destroyed Historical Buildings: An Approach to Revive the Destroyed "Egg Building" through VR
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. 609-631
summary An important part of a city, that gives it a sense of community and character, is its history. One way of acknowledging this heritage is by preserving historic building and structures. Old buildings are witnesses to the aesthetic and cultural history of a city, helping to give people a sense of place and connection to the past. Unfortunately, despite their importance within the city, historical buildings are most of the time subject to demolition and to be replaced- leaving behind stories told and untold of what use to be. The paper, therefore, aims to explore the capability of the metaverse, using virtual reality touring, to revive the memory of historical buildings that are subject to fade. Where preserving historical buildings can not only act as a symbol of grandeur but is also vital for reviving the community’s collective memory. The case study focused upon in the research paper shows a first step in the development of an immersive virtual tour for the significant building of “The Egg” or “Beirut City Center” in Downtown- which is a building that witnessed a series of unfortunate events that lead to destruction, erasure, and demolition of the building. Therefore, examining the recovery and revival of this unique historic site in an unconventional way which is in the metaverse, specifically the Virtual Reality (VR). The paper assumes that virtual reality, as the main metaverse approach, would help people ‘remember’ and ‘mentally revive’ the destroyed historical buildings that once acted as the building blocks in the impacted city. To prove this hypothesis, two different methodologies will be used, by theorical analysis and literature review, such as analyzing the main keyword, and analyzing datum from previous works. The second method will rely on the physical methodology, where virtual 3D Models will be built in a computer software, Autodesk Revit, then imported within a VR experience for an enhanced experience within the historical site to preserve the historic buildings and revive the collective memory within the community, enabling people to view how these historic sites once were and how they have now become.
series ASCAAD
email
last changed 2024/02/16 13:29

_id caadria2022_60
id caadria2022_60
authors Chowdhury, Shuva and Hanegraaf, Johan
year 2022
title Co-presence in Remote VR Co-design: Using Remote Virtual Collaborative Tool Arkio in Campus Design
doi https://doi.org/10.52842/conf.caadria.2022.2.465
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. 465-474
summary A participatory co-design approach is most often counted as a time-consuming method and ends without any concrete solution. Since the new evolution of virtual reality-based communication tools, researchers are trying to integrate citizens in the spatial design making process in-situ situation. However, there has been little research on how remotely co-presence in VR can integrate end-users in a co-design environment in re-envisioning their own using spaces. This study adopts a remote VR collaborative platform Arkio to involve novice designers remotely to design their known urban places. Participants are in three different virtual communication systems. Groups can actively engage in co-creating 3D artefacts relevant to a virtual urban environment and communicate through audio together in a remote setting. The platform was tested with a group of graduate students. The given design task was to re-envision the urban places of their academic institute campus. The sessions have been recorded and transcribed for analysis. The analysis of remote conversations shows that co-presence existed while they were engaged in co-design.
keywords Affordable Tools, Remote Collaboration, Virtual Reality, Participatory Design, SDG 11, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id sigradi2022_19
id sigradi2022_19
authors Crossley, Tatjana
year 2022
title Appropriations and Extensions of Cultural Spaces in VR and the Metaverse
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. 727–738
summary Digital virtual reality (VR) and the metaverse provide opportunities for the creation of cultural extensions that define our contemporary society. This has been the practice for millennia – using different technologies and media; humans have always attempted to convey experience through representational forms. The paper puts forward an initial theoretical examination of metaverse using theories on perception and subjectivity in psychology and philosophy and the implications of these in architecture and space creation, both physical and digital. It considers historical VR spaces to better understand the influence of culture and applies this to the contemporary social VR spheres. Though they offer novel opportunities, digital virtual realities and immersive spaces of today are no different than the lineage of spaces and representations that strove to do this throughout history (Grau, 2003). Using different mediums, they each provide an extension of culture that reflects society and becomes a record of their times and ideals.
keywords Virtual Reality, Metaverse, Digital Heritage, Mixed Realities, Identity and Subjectivity
series SIGraDi
email
last changed 2023/05/16 16:56

_id sigradi2022_7
id sigradi2022_7
authors Danesi Morisso, Joao Gabriel; Gitirana Gomes Ferreira, Marcelo
year 2022
title Microinteraction study in user experience: a systematic literature review of research perspectives
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. 583–594
summary To broaden the understanding of what has been studied on the topic of microinteractions in human-computer interaction, this article conducts an exploratory study to survey the scientific production in articles and dissertations that work with the microinteractions framework, by Saffer (2013), applied to the scope of the user experience. As a method, a systematic literature review is proposed. For this, the following scientific bases are used: Scopus Elsevier, Capes Periodicals, EBSCO and Proquest. From the perspective of design and human-computer interaction, the quantity and approaches used are investigated. Of the 731 scientific works found, 14 were filtered and selected to compose the panorama of scientific research in microinteractions. The article brings the main approaches used in microinteractions research that focus on user experience in the last decade and points out perspectives on how to investigate microinteractions in future academic research.
keywords User experience, Microinteractions, Human-computer interaction, Systematic review, UX
series SIGraDi
email
last changed 2023/05/16 16:56

_id ecaade2022_368
id ecaade2022_368
authors Das, Avishek, Brunsgaard, Camilla and Madsen, Claus Brondgaard
year 2022
title Understanding the AR-VR Based Architectural Design Workflow among Selected Danish Architecture Practices
doi https://doi.org/10.52842/conf.ecaade.2022.1.381
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. 381–388
summary Virtual reality (VR) and augmented reality (AR) have been proposed to be additional architectural design mediums for at least 25 years (Dagit, 1993). Despite rapid technical and technological development, it has not been adopted into architectural design practices as compared to academia and research. Surveys from the American Institute of Architects (AIA) and Royal Institutes of British Architects (RIBA) demonstrate the state of architectural practices; 72% of architects and 65% of architects respectively are not using any kind of virtual, augmented, or mixed reality in their practices(RIBA and Microsoft, 2018; Hampson, 2020). In this paper, the authors investigate the state of practices, issues, challenges, and opportunities of the utilization of virtual, augmented, and mixed realities in six architectural practices in the Danish context. Three of the practices are large architectural practices, one medium-sized practice specializing in institutional, healthcare and cultural architecture, and one firm designing private family houses, kindergartens, daycares and places for people with disability and, one experimental design studio. All these practices have used VR/AR in their projects to various degrees. In recent years Danish architectural practices have been involved in various VR/AR-based exhibitions, demonstrations, and tool developments to promote the usage of the same in design practice. Through a set of qualitative interviews with personnel from key architectural practices, the authors would like to demonstrate the present state of practices. The investigation explores the usage of VR and AR in Danish architecture practices by identifying challenges and opportunities regarding skill levels, architectural typology, use cases, toolchains, and workflow and shows similarities and differences between traditional and VR-based design processes. The main findings show how VR/AR-based visualization helps architects to perceive spatiality and also ushers creativity through immersion and overlays.
keywords Virtual Reality, Augmented Reality, Architectural Design Practice, Denmark
series eCAADe
email
last changed 2024/04/22 07:10

_id ascaad2022_065
id ascaad2022_065
authors David, Joao; Leitao, Antonio
year 2022
title Getting a Handle on Floor Plan Analysis: Door Classification in Floor Plans and a Survey on Existing Datasets
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. 221-236
summary Floor plan interpretation and reconstruction is crucial to enable the transformation of drawings to 3D models or different digital formats. It has recently taken advantage of neural-based architectures, especially in the semantic segmentation field. These techniques perform better than traditional methods, but the results depend mainly on the data used to train the networks, which is often crafted for the specific task being performed, making it hard to reuse for different purposes. In this paper, we conduct a literature survey on the existing datasets for floor plan analysis, and we explore how information regarding door placement and orientation can be recovered without having to change the initial data or model. We propose a two-step recognition method based on image segmentation followed by classification of cropped zones to allow data augmentation during training. In the process, we generate a dataset consisting of 35000 annotated door images extracted from an existing dataset.
series ASCAAD
email
last changed 2024/02/16 13:29

_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
doi https://doi.org/10.52842/conf.ecaade.2022.1.163
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
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 sigradi2022_272
id sigradi2022_272
authors Fernandez Gonzalez, Alberto; Ng, Provides
year 2022
title Round The Table, Education without the 2d frame constraints: a WebVR experience from a glocal perspective
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. 1017–1028
summary Round-the-Table, as a researcher-led initiative, was an experimental virtual roundtable in a 3D format that invited twenty-one organisations worldwide from education, research, and technology to open a broad dialogue about a more sustainable, inclusive, interactive, and accessible educational environment, which may help pedagogical communication beyond the 2D frame. This was made possible by the implementation of a Web-VR platform supported by Mozilla, by which each participant had the opportunity to co-create with the organisers, a collaborative immersive sensory experience, together with the simultaneous dialogue between Local and Global. Participants were asked two critical questions: ‘decentralised education’ and ‘phygital exchanges’ : how can we work beyond the 2d frame and how to distribute tasks between physical and digital. The responses were by far diverse, but it was indeed possible to map a cohesive picture from this cloudy but colourful panorama.
keywords Hybrid Education, volumetric roundtable, planetary classroom, virtual reality, phygital exchange
series SIGraDi
email
last changed 2023/05/16 16:57

_id acadia23_v1_92
id acadia23_v1_92
authors Fishman, Cynthia
year 2023
title BiomimicReality: An Interactive VR Environment Based on Biomimicry
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 92-97.
summary Climate change is not a theoretical construct that might affect future generations; it is happening now. Wildfires, drought, and extreme temperatures are occurring throughout the world, and are projected to get worse. These environmental changes affect all species on this planet. Due to the overwhelming, depressing, and complex subject matter that is climate change, people can feel apathetic or tune out when it is being discussed, in addition to having feelings of hopelessness surrounding the future. These feelings are categorized as eco-anxiety (Ágoston et al. 2022, 1-3).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id sigradi2022_52
id sigradi2022_52
authors Frutuôso, Joyce; Pereira, Liryan; Verniz, Debora; Pontes, Thiago; Santos, Deborah
year 2022
title JOI - Personal equipment to manipulate knobs without direct hands contact
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. 983–992
summary The contagious COVID-19 pandemic made it necessary to adopt strategies to avoid contamination. COVID-19 spreads when someone is in direct contact  with small droplets and particles that contain the virus. These droplets and particles can be active on surfaces that are shared by many people, so hand sanitation became an important aspect to prevent virus contamination. However, products for hand sanitation may not be available easily everywhere. Moreover, the excessive use of products like hand sanitizers and hand soaps can cause dryness and dermatitis on certain users. This paper describes the rapid prototyping of JOI, a device for users to avoid touching doorknobs, door bolts, switchers, and call buttons.  The device was 3D printed (more than 400 units) and distributed to an academic community, which then answered a usability survey. Results show that the device is efficient to avoid the direct contact of users  and surfaces that may be contaminated.
keywords COVID-19, Digital Fabrication, 3D Print, Personal Protective Equipment, Good Health and Well-Being
series SIGraDi
email
last changed 2023/05/16 16:57

_id acadia23_v3_195
id acadia23_v3_195
authors Gandia, Augusto; Iverson, Aileen
year 2023
title Hybrid Making: Physical Explorations with Computational Matter
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary This publication introduces hybrid making as the subject of a workshop conducted at the ACADIA Conference 2023 (See Fig. 1). We contextualize hybrid making in today’s design digitalization marked by the opening of Artificial Intelligence (AI), wherein AI is seen as an accelerant in the ongoing digital evolution. In design-related practice and research, digital design is increasingly dominant (See Fig. 2); as shown in a quick survey of ACADIA 2022 wherein 10 out of 14 workshops focused on topics related to digitalization. Given this context, the subject of our workshop, hybrid making, highlights that which is excluded in purely digital processes, namely a richness of designing associated with the qualities of materials and fabrication (See Fig. 3). Hybrid making seeks to influence digital evolution with aspects of analogue processes such as the integration of constraints related to actual physical materials and their context. The task of hybrid making, therefore, is to introduce actual constraints into digital ones (See Fig. 4).
series ACADIA
type workshop
email
last changed 2024/04/17 14:00

_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 ecaade2022_124
id ecaade2022_124
authors Ham, Jeremy, Woessner, Uwe and Kieferle, Joachim
year 2022
title Exploring Synaespatia within a Networked Musico-Spatial Virtual Environment
doi https://doi.org/10.52842/conf.ecaade.2022.2.467
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. 467–474
summary This paper addresses the conference theme of futuristic co-creation through inter- disciplinary research that brings together the fields of spatial design, music and sound and spatialisation in virtual reality (VR). We describe a ‘Networked Musico-Spatial Virtual Environment’ (NMSVE) that spatialises, in real time VR, frequency distribution and wave forms of live and recorded sound, provides a form of real-time 3D spatial notation of musical instruments (digital drum kit, keyboards) and sends and receives these spatialisations to two or more participants in different continents across the network. Through the NMSVE, new forms of ‘synaespatia’ can be enabled as the experience of sound and music through cross-domain spatialisation across a range of networked performance modalities. Whilst the technologies were developed primarily to advance musico-spatial performance, they offer significant potential to enable new understandings of sound and music for the hearing impaired and as a research tool for architectural acoustics.
keywords Sound Spatialisation, VR, Musico-Spatial, Networked Performance, Acoustics
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_126
id ecaade2022_126
authors Janssen, Patrick and Bui, Tung Do Phuong
year 2022
title VR Panoramas - Visualizing urban context using 360 spherical images
doi https://doi.org/10.52842/conf.ecaade.2022.2.475
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. 475–484
summary VR photography is the interactive viewing of panoramic photographs using a 360° spherical view. This paper focuses on the use of VR photographs of the urban environment to improve spatial understanding. These photographs can be embedded into a modelling environment as a set of VR panorama hotspots. When users navigate to one of these hotspots, they are able to see how their proposed building or structure relates to the visually detailed view of the urban context. The proposed approach has been implemented in a parametric modelling application called Möbius Modeller. To demonstrate the power of immersive VR, a series of example models are presented that include VR panorama hotspots.
keywords Virtual Reality, Urban Modelling, Urban Context, 360 Spherical Images
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_48
id caadria2022_48
authors Jeong, Joowon, Chen, Qinchuan, Kim, Nayeon and Lee, Hyunsoo
year 2022
title Virtual Reality Collaborative Platform for E-learning: Analysis of Student Engagement and Perceptions
doi https://doi.org/10.52842/conf.caadria.2022.1.019
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. 19-28
summary In this paper, we discuss the potential of using virtual reality collaborative platforms for e-learning to improve the quality of online education. First, we explore the characteristics of existing online platforms that can be used for e-learning. Second, we present a method for creating a Virtual Reality Collaborative Environment (VRCE) for e-learning using an online platform, namely FrameVR. Third, an experiment is conducted to investigate participants' behavioural and emotional engagement when using Zoom and the VRCE for online learning. Valid survey data from twenty-two participants are analysed. Then, participants are interviewed about their perceptions of using a VRCE for e-learning. The results of the experiment confirm that using a VRCE can increase student engagement, especially emotional engagement compared to Zoom. However, the findings also suggest that there is still room for improvement in the use of VRCE for e-learning. Therefore, further suggestions are made on the drawbacks of VRCE to improve the user experience. This paper provides insight into incorporating VRCE to enhance the e-learning experience and contribute to the development of online education.
keywords Virtual Reality Collaborative Environment, E-Learning, FrameVR, Online Education, SDG 4
series CAADRIA
email
last changed 2022/07/22 07:34

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