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 159

_id acadia22_694
id acadia22_694
authors Ashour,, Ziad; Yan, Wei
year 2022
title BIMxAR: Building Information Modeling-Powered Augmented Reality
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. 694-703.
summary In this study, we present an AR system prototype (BIMxAR), its new and accurate building-scale registration method (DL-3S-BIM) for aligning BIM and physical buildings, and its novel visualization features that facilitate the comprehension of building construction systems, materials configuration, and 3D section views of complex structures through the integration of AR, Building Information Modeling (BIM), and physical buildings. 
series ACADIA
type paper
email
last changed 2024/02/06 14:04

_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 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
doi https://doi.org/10.52842/conf.caadria.2022.2.527
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
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 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
doi https://doi.org/10.52842/conf.ecaade.2022.1.481
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
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 acadia22_294
id acadia22_294
authors Nelson, Cameron
year 2022
title Field Guide to Meta-Architecture
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. 294-299.
summary Architecture, as a discipline, is enjoying a front row seat to the cosmological big bang of the Metaverse. Countless designers have flooded into a new forum for 3D worldbuilding, with a significant portion of new content attributable to moonlighting architects. This trend is partly catalyzed by accessible game engine technology, increased emphasis on technical literacy in the field, and the rise of remote work and the gig economy as alternatives or supplements to traditional career paths. Educators, practitioners, students, and amateurs curious about this space should be aware of earlier “virtual worlds” like Second Life in order to contextualize the aesthetic and social contributions of the “Metaverse’s” latest incarnation. This article also calls upon architects to help imagine a more digital-native architecture of the Metaverse, beyond mere imitation of the real.
series ACADIA
type field note
email
last changed 2024/02/06 14:00

_id acadia22_120
id acadia22_120
authors Sanchez, Jose
year 2022
title Entangled Simulations
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. 120-127.
summary This paper aims to establish a critique of models of simulation that argue for an objec- tive reality and, in contrast, proposes the possibility of an entangled reading of simulation drawing from second-order cybernetics and Arturo Escobar’s definition of “Political Ontology.“ This framework is demonstrated in the development of Common’hood, a video game soft- ware simulation that combines narrative structures with system dynamics questioning the capacity of cognitive and aspirational imaginaries to distort the mathematical foundations of the software.
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_id acadia22_196
id acadia22_196
authors Sunshine, Gil
year 2022
title Inventory
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. 196-207.
summary Inventory offers an alternative to contemporary CAD software, where the gap between digital models and physical constraints is vast. Rather than abstract commands that project forth a not yet existing material condition, Inventory is based on digital representations of specific pieces of material and processes for fabricating assemblies of parts. By the very nature of their being digital, these representations are necessarily approximations of their physical counterparts. They inhabit the space between the low resolution of pure geometric abstraction and high resolution of physical phenomena, and therefore, might be called “medium resolution” (Sunshine 2022). Inventory uses game engine physics to embed simulations of physical constraints in the digital modeling process. Inventory is a software interface for making architecture in a medium resolution world.
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_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 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
doi https://doi.org/10.52842/conf.ecaade.2022.1.225
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
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 acadia23_v1_196
id acadia23_v1_196
authors Bao, Ding Wen; Yan, Xin; Min Xie, Yi
year 2023
title Intelligent Form
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 196-201.
summary InterLoop employs previously developed workflows that enable multi-planar robotic bending of metal tubes with high accuracy and repeatability (Huang and Spaw 2022). The scale and complexity is managed by employing augmented reality (AR) technology in two capacities, fabrication and assembly (Jahn et al. 2018; Jahn, Newnham, and Berg 2022). The AR display overlays part numbers, bending sequences, expected geometry, and robot movements in real time as the robot fabrication is occurring. For assembly purposes, part numbers, centerlines, and their expected positional relationships are projected via quick response (QR) codes spatially tracked by the Microsoft Hololens 2 (Microsoft 2019). This is crucial due to the length and self-similarity of complex multi-planar parts that make them difficult to distinguish and orient correctly. Leveraging augmented reality technology and robotic fabrication uncovers a novel material expression in tubular structures with bundles, knots, and interweaving (Figure 1).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id caadria2022_391
id caadria2022_391
authors Burden, Alan, Donovan, Jared, Caldwell, Glenda and Belek Fialho Teixeira, Muge
year 2022
title Hybrid Digital Crafts With Collaborative Robotics
doi https://doi.org/10.52842/conf.caadria.2022.2.021
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. 21-30
summary Bespoke manufacturers that fabricate for architecture and design rely on skill artisans such as patternmakers to remain profitable. Collaborative robotics and augmented reality (AR) offer new technological options and approaches that integrate with existing artisan techniques. Can these technologies provide productive and practical assistance to skilled handcraft artisans? This research presents an original approach to robotic fabrication using AR robot control, and artisan techniques to fabricate an original design. The method includes documenting artisan ethnography, designing a custom cutting end effector and an AR control interface, utilising the capabilities of the robot fabricating system. The research outcome is a hybrid digital craft approach to collaborative robotic patternmaking and handcrafting. The fabrication system reduced the amount of time and physical exertion of designing and cutting out patterns from various materials. This demonstrates that robotic tools can expand rather than replace the capability of existing artisan occupations, helping to strengthen resilience in local industries and promote new innovations.
keywords Collaborative robotic fabrication, hybrid digital craft, artisan manufacturing, augmented reality, SDG9.
series CAADRIA
email
last changed 2022/07/22 07:34

_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 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 acadia23_v1_180
id acadia23_v1_180
authors Huang, Lee-Su; Spaw, Gregory
year 2023
title InterLoop
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 180-187.
summary InterLoop employs previously developed workflows that enable multi-planar robotic bending of metal tubes with high accuracy and repeatability (Huang and Spaw 2022). The scale and complexity is managed by employing augmented reality (AR) technology in two capacities, fabrication and assembly (Jahn et al. 2018; Jahn, Newnham, and Berg 2022). The AR display overlays part numbers, bending sequences, expected geometry, and robot movements in real time as the robot fabrication is occurring. For assembly purposes, part numbers, centerlines, and their expected positional relationships are projected via quick response (QR) codes spatially tracked by the Microsoft Hololens 2 (Microsoft 2019). This is crucial due to the length and self-similarity of complex multi-planar parts that make them difficult to distinguish and orient correctly. Leveraging augmented reality technology and robotic fabrication uncovers a novel material expression in tubular structures with bundles, knots, and interweaving (Figure 1).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id acadia23_v2_340
id acadia23_v2_340
authors Huang, Lee-Su; Spaw, Gregory
year 2023
title Augmented Reality Assisted Robotic: Tube Bending
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 340-349.
summary The intent of this research is to study potential improvements and optimizations in the context of robotic fabrication paired with Augmented Reality (AR), leveraging the technology in the fabrication of the individual part, as well as guiding the larger assembly process. AR applications within the Architecture, Engineering, and Construction (AEC) industry have seen constant research and development as designers, fabricators, and contractors seek methods to reduce errors, minimize waste, and optimize efficiency to lower costs (Chi, Kang, and Wang 2013). Recent advancements have made the technology very accessible and feasible for use in the field, as demonstrated by seminal projects such as the Steampunk Pavilion in Tallinn, Estonia (Jahn, Newnham, and Berg 2022). These types of projects typically improve manual craft processes. They often provide projective guidelines, and make possible complex geometries that would otherwise be painstakingly slow to complete and require decades of artisanal experience (Jahn et al. 2019). Building upon a previously developed robotic tube bending workflow, our research implements a custom AR interface to streamline the bending process for multiple, large, complex parts with many bends, providing a pre-visualization of the expected fabrication process for safety and part-verification purposes. We demonstrate the utility of this AR overlay in the part fabrication setting and in an inadvertent, human-robot, collaborative process when parts push the fabrication method past its limits. The AR technology is also used to facilitate the assembly process of a spatial installation exploring a unique aesthetic with subtle bends, loops, knots, bundles, and weaves utilizing a rigid tube material.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id caadria2022_179
id caadria2022_179
authors Kikuchi, Naoki, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2022
title How a Flooded City Can Be Visualized from Both the Air and the Ground with the City Digital Twin Approach, System Integration of Flood Simulation and Augmented Reality with Drones
doi https://doi.org/10.52842/conf.caadria.2022.2.607
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. 607-616
summary City digital twins are becoming increasingly important for the sustainable development of cities, and augmented reality (AR) has been attracting attention as a tool for visualizing city digital twins. In addition, from the perspective of SDG 11, it is essential to manage flood risk in urban spaces. However, there are no case studies that present a bird‚s-eye view of a simulated city. Visualizing the state of a flooded city during a disaster is one potential use case. From the perspective of information graphics, people want to understand urban data at the micro and macro levels. This study proposes a city-digital-twin approach for visualizing a simulated city using a large-scale AR and drone integration method that does not require a specific software development kit (SDK). This system can visualize the state of a city flooded by a disaster from both a bird‚s-eye view of the city at several tens of metres above it and from a first-person perspective of the user‚s area of activity. The applicability of the system is demonstrated through verification and case studies.
keywords virtual and augmented realities, city digital twin, occlusion handling, flood visualization, web-based augmented reality (web AR), SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2022_349
id caadria2022_349
authors Lopez Rodriguez, Alvaro, Jaramillo Pazmino, Pablo Isaac and Pantic, Igor
year 2022
title Augmented Active-Bending Formwork for Concrete, A Manufacturing Technique for Accessible Local Construction of Structural Systems
doi https://doi.org/10.52842/conf.caadria.2022.2.181
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. 181-190
summary This research introduces Augmented Reality (AR) for manufacturing concrete structures through an open platform for autonomous construction. The study was developed under the following scopes: computational algorithms for bending simulations, materiality tests, system implementation, and a set of Augmented Reality (AR) tools. AR devices offer a technological tool that allows for a self-built environment through holographic guidance, allowing the untrained workforce to participate in the process. This technology can help users select the system to construct through an Open-Source platform, reducing the gap between complex computational geometries and construction processes. The research aims to investigate a building system that could benefit the UN Objectives SDG 10 by increasing the access to technology in undeveloped communities, SDG 11 and SDG 12 by promoting a self-sustainable method of construction based on local resources and material efficiency. In conjunction with the development of the AR Platform and augmented manufacturing, a 1:1 prototype was built in Quito, Ecuador, with the help of seven people with no previous knowledge of digital tools or construction. Presenting a novel, fast, and affordable concrete formwork connected with AR assisted assembly methods that facilitate access to more efficient and advanced building technology.
keywords Mixed Reality, Distributed Manufacturing, Online Platforms, Affordability, Local Communities, SDG 10, SDG 11, SDG 12
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_51
id ecaade2022_51
authors Lüling, Claudia and Carl, Timo
year 2022
title Fuzzy 3D Fabrics & Precise 3D Printing - Combining research with design-build investigations
doi https://doi.org/10.52842/conf.ecaade.2022.1.067
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. 67–76
summary We present a synergetic combination of two previously separate process technologies to create novel lightweight structures. 3D textiles and 3D printing. We will outline the development of a novel material system that consisted of flexible and foldable 3D textiles that are combined with stiff, linear 3D printed materials. Our aim is to produce material-reduced lightweight elements for building applications with an extended functionality and recyclability. Within an ongoing research project (6dTEX), we explore a mono-material system, which uses the same base materials for both the filament for 3D printing and the yarn of the fabrication of the 3D textiles. Based on preliminary 3D printing tests on flat textiles key process parameters were identified. Expertise has been established for 3D printing on textiles as well as for using printable recycled polyester materials (PES textile and PETG filament. Lastly for 3D printing on non-combustible material (alkali-resistant (AR) glass textiles and for 3D concrete printing (3DCP). The described process- knowledge facilitates textile architectures with an extended vocabulary, ranging from flat to single curved and folded topologies. Whereas the foundations are laid in the research project on a meso scale, we also extended our explorations into an architectural macro scale. For this, we used a more speculative design-build studio that was based on a more loose combination of 3D textiles and 3D printed elements. Lastly, we will discuss, how this first architectural application beneficially informed the research project.
keywords Material-Based Design, Additive Manufacturing, Design-Build, Parametric Modelling, Form-Finding, Co-Creation, Lightweight Structures, Single-Origin Composites, Space Fabrics
series eCAADe
email
last changed 2024/04/22 07:10

_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 sigradi2022_115
id sigradi2022_115
authors Munoz, Patricia Laura
year 2022
title Curve folding in form generation with digital fabrication
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. 1265–1276
summary The combination of traditional morphological knowledge with digital manufacturing possibilities is fundamental for Design. Understanding how to create unthinkable shapes, when old boundaries are removed, opens generative possibilities for everyday objects. On the other hand, pre-digital knowledge provides conceptual resources to organize this new possibility. This interaction allows critical appropriation to take place. This research aims to incorporate curved folding through laser cutting as a tool to generate new forms, considering the value of pre-digital knowledge and of the benefits of digital fabrication in this area, compared to traditional cutting dies. The analysis of geometric aspects was the initial activity, defining the design variables for two kinds of patterns. Later different laminar materials were tested to determine the advantages and obstacles in each case. Finally, some of the results were implemented in products and verified in instructional activities with Industrial Design undergraduate students.
keywords Digital Craft, Morphology, Design, Curve-folding, Materials
series SIGraDi
email
last changed 2023/05/16 16:57

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