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 775

_id ascaad2023_105
id ascaad2023_105
authors Khamis, Noha; El Harairy, Yosra
year 2023
title Employing Extended Reality (XR) to Expanding Narratives of Place-Making, Spatial Presence and Immersive Experience
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 963-974.
summary Extended Reality XR, which encompasses various forms of virtual reality VR and augmented reality AR, has emerged as a powerful experimental tool in design and environmental psychology research due to its ability to produce comprehensive and immersive experiences for users through narratives. A strong sensation of spatial presence, which may be viewed as a subjective sense of space cognition and its surroundings, is one sign of a good XR experience. Despite the fact that XR research has shed light on numerous elements that may affect presence and place-making in XR environments, there is still much to learn about the varied phenomenology of narrative possibilities that ensure a successful immersion experience. The paper focuses on extended reality and how it influences how we create spaces, feel present in our surroundings, and have an immersive experience. In this paper, the concepts of place-making and spatial presence were examined in relation to how people might create a consistent sense of reality during both real-world and virtual experiences. The purpose of this study is to evaluate the ideas of place-making, presence, and immersion experience as they have been developed in XR research while also addressing variables that could affect expanding narratives. The study covers major elements of the "place" literature, connects them to the idea of presence, and then exhibits their use in the context of extended reality. It also discusses the phenomenological properties of presence in human consciousness. A user study conducted through a designed immersive experience as a simulation to some spaces of the Grand Egyptian Museum. Samples of users’ responses were collected through a survey addressing their perceptions of the virtual visit. The study showed that place-making and spatial presence in extended reality work as a link between real-world locations and virtual attributes. When moving from the real world to the virtual one, boundaries become more fluid, themes can be developed, and virtual spaces mimic the real spaces. The study outline proposals for further work and lays out some ideas for future research.
series ASCAAD
email
last changed 2024/02/13 14:41

_id caadria2023_244
id caadria2023_244
authors Cutellic, Pierre
year 2023
title An Inverse Modeling Method to Estimate Uncertain Spatial Configurations From 2D Information and Time-Based Visual Discriminations
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 261–270
doi https://doi.org/10.52842/conf.caadria.2023.1.261
summary This paper focuses on a specific aspect of human visual discrimination from computationally generated solutions for CAAD ends. The bottleneck at work here concern informational ratios of discriminative rates over generative ones. The amount of information that can be brought to a particular sensory modality for human perception is subject to bandwidth and dimensional limitations. This problem is well known in Brain-Computer Interfaces, where the flow of relevant information must be maintained through such interaction for applicative ends and adoption of use in many fields of human activity. While architectural modeling conveys a high level of complexity in its processes, let alone in the presentation of its generated design solutions, promises in applicative potentials of such interfaces must be made aware of these fundamental issues and need developments of appropriate sophistication. This paper addresses this informational bottleneck by introducing a method to retrieve spatial information from the rapid serial visual presentation of generated pictures. This method will be explained and defined as inverse modeling, based on inverse graphics, and its relation to human visual processing.
keywords Neurodesign, Design Computing and Cognition, Brain-Computer Interfaces, Generative Design, Computer Vision
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_350
id caadria2023_350
authors Das, Avishek, Fich, Lars Brorson and Madsen, Claus Broendgaard
year 2023
title A Comparative Analysis of Architectural Experience in the Reality Continuum Based on Embodiment, Tactility and Affordance
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 69–78
doi https://doi.org/10.52842/conf.caadria.2023.2.069
summary This paper presents a comparative analysis between a physical model, a set of virtual reality (VR) models and a set of augmented reality (AR) models of the same architectural project. A set of architectural participants’ interactions with the models have been recorded through a set of sensor streams and videos and their experiences have been interpreted through a questionnaire containing both qualitative and quantitative questions. Further analysing through the sensor streams, video recording and questionnaire, their experiences have been interpreted using a framework of embodiment, affordance and tactility to determine the usefulness and limitations and each of the modes and their possible application in architectural design practice.
keywords augmented reality, virtual reality, architectural model, embodied cognition, affordance, spatial cognition
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_429
id caadria2023_429
authors Karaspiliou, Anastasia, Karagianni, Anna, Andreadakis, Dimitris, Theodoropoulou, Helena G., Spanoudakis, Nikolaos C., Gerothodoros, Christos, Geropanta, Vasiliki and Parthenios, Panagiotis
year 2023
title Chroma: A Human-Centric AR Application Connecting Color Space and Users
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 483–492
doi https://doi.org/10.52842/conf.caadria.2023.1.483
summary In the last few years, digital innovations such as AR, VR and sensing technologies have had a great impact in the sector of cultural heritage, offering new immersive standardized experiences to their visitors. Following this observation, this paper seeks to bring into light the theoretical background and research methodology of ‘Chroma’, a project that lies at the intersection of theories and empirical observations related to color, architecture, human - centric AR and human behaviour in a monument in Chania, Greece. Based on the hypothesis that color has the ability to alter spatial experience, and that different sound frequencies can intensify this experience, the paper aims at testing AR as a possible technology to study different sensual experiences in the monument, measure them and categorize them according to their emotional and cognitive impact. Thus, it builds on a methodology of work where a vast number of different colors and their combinations integrated in an AR app enables users to generate data at a conscious and subconscious level on a suggested site and becomes ground for further exploration.
keywords mobile AR, human-centric, color interaction, spatial perception
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_250
id caadria2023_250
authors Lertsithichai, Surapong
year 2023
title Metaverse Magnifique: Making Meaningful Metaverses
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 531–540
doi https://doi.org/10.52842/conf.caadria.2023.2.531
summary Being immersive online and physically isolated during the COVID-19 pandemic may not be the future of the metaverse we anticipate. Therefore, the rising challenge of creating metaverses does not lie in what novel virtual experiences can be offered but in how to make the experience more meaningful to users. This involves creating an engaging environment for both physical and virtual social interactions and providing equity for a wide range of users. Metaverse Magnifique intends to explore the design of a meaningful metaverse beyond the computer screen. It investigates a combination of the best features of digital and physical environments with human interactions seamlessly conducted and transitioned between the two worlds while also inquiring a better understanding of the changing social norms from fundamental human activities. A series of experimental Proto-metaverse projects based on a critical review of the Metaverse typology are proposed then developed into small-scale designs to highlight a meaningful behavior, action, task, or activity. The projects are then coupled with a physical site and extended into a full-fledged metaverse project integrated within the city. The projects showcase meaningful experiences by translating visual and spatial elements then enabling AI assistive features for better communication or interpretation of subtle interaction nuances.
keywords Metaverse, Virtual Reality, Augmented Reality, Mixed Reality, Artificial Intelligence, Digital Twin, Spatial Elements, User Experiences
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_114
id caadria2023_114
authors Liu, Mengxuan, Yang, Chunxia and Fan, Zhaoxiang
year 2023
title Behaviour Simulation Optimization Based on the Influence of Microclimate on Crowd Perception – A Case Study of Urban Waterfront Public Space
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 19–28
doi https://doi.org/10.52842/conf.caadria.2023.2.019
summary The outdoor behaviour is usually influenced by space and environment. Previous studies on behaviour simulation of outdoor space always focused on the influence of two-dimensional space, but did not take the microclimate perceived into account. However, the microclimate of outdoor public spaces has a strong influence on the activities, which makes the subsequent behaviour simulation results unable to fit well with the reality. Therefore, this research attempts to integrate the influence of space and microclimate perception of crowd into behaviour simulation system. Firstly, we explored the laws of behaviour in terms of seasons, weekdays/weekends, and time slices. Secondly, the multiple linear regression equations of the influence of space and microclimate on behaviour were established. In addition, combining the laws and models with the social force model, a behaviour simulation model in public space under the joint influence of microclimate and space was established. Finally, a comprehensive workflow combining microclimate simulation and behaviour simulation was proposed. The research promoted the application and development of behaviour simulation technology from strong-purpose behaviours to weak-purpose and non-purpose behaviours. Moreover, starting from human behaviour and perception, it provides support for the optimization of urban public space from the bottom up.
keywords Behaviour Simulation, Microclimate Perception, Outdoor Activities, Public Space
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_45
id caadria2023_45
authors Shiung, Pan-Pan and Hou, June-Hao
year 2023
title Searchlight Space- A Sentient Space Having Exploratory Behaviour
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 433–442
doi https://doi.org/10.52842/conf.caadria.2023.1.433
summary If a space is a sentient being, how would it recognize the environment to establish interactive relationships with people and objects? The modern living environment is full of ubiquitous computing and data flows, the smart space is equipped with rich technologies allowing data exchange between devices for the purpose of meeting human demands. However, the lack of development for a basic environment with cognitive abilities presents a challenge for creating an adaptable space, which can grow and control our surroundings to enhance our behaviour. Thus, the goal of this study is to propose a basic cognition of a sentient space. Firstly, the author designed the methodology for a sensorimotor through learning biological mechanism. Three adaptive strategies of exploratory behaviour are then developed to operate the cognitive map of the space. Lastly, the process is visualized to enable human interaction. Through the on-site installation, usability of the prototype is verified and positive user feedbacks were obtained. In conclusion, the ultimate goal of the research is to develop a space with the characteristic of a sentient being through a prototype, also, it allows users to understand how human activities affect the cognition embodied in the space.
keywords Autonomous Exploration, Adaptive System, Spatial Information, Cognitive Map, Human-Computer Interaction, Steering Behaviours
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_84
id caadria2023_84
authors Chen, Bowen, Lao, Pui Kuan, Dou, Zhiyi, Qiu, Wai-Shan and Luo, Dan
year 2023
title Analyst Patterns of Influence Between a Commercial Distribution and Neighbourhood Dynamic in a Residential Neighbourhood
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 525–534
doi https://doi.org/10.52842/conf.caadria.2023.1.525
summary The spatial distribution of urban commercial spaces significantly impacts the overall efficiency and vibrancy of adjacent neighbourhoods. As such, it is an important factor to consider during urban development. This study aims to examine the patterns of impact between commercial distributions and neighbourhood dynamics in a residential neighbourhood, based on the case study of a highly populated, thriving commercial, and culturally rich area situated in Mong Kok, Hong Kong. In this research, a series of numeric evaluations and statistical analyses of liveability and vibrancy metrics are presented, uncovering the tension created by existing commercial forms and local living patterns. This research started with multi-dimensional data mining, such as accessing planning data using Geographic Information Systems (GIS), perception data using Street View Images (SVI), and business performance data from Google; secondly, analysing the data via machine learning (ML) algorithm and statistical correlation to identify correlations overlaid with a mapping of spaces of measurable characteristics. The goal is to establish a measurable evaluation of the relationship between commercial vibrance and urban features that can further inform the impact of urban design strategies on fostering the vitality of community commercial centres.
keywords Mong Kok, Model Learning Machine (ML), SVM, PSPnet, MaskRCNN, POI, Commercial vibrance, Heatmap correlation, Visualization, QGIS, Google Maps Information
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_331
id caadria2023_331
authors Cheng, Sifan, Jiang, Pu, Rossini, Francesco and van Ameijde, Jeroen
year 2023
title Skyways Versus Sidewalks: Evaluating the Perceptual Qualities and Environmental Features of Elevated Pedestrian Systems in Hong Kong
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 159–168
doi https://doi.org/10.52842/conf.caadria.2023.1.159
summary Elevated pedestrian systems can increase urban density and reduce congestion in urban spaces, which contributes to the sustainability of cities. In high-density cities such as Hong Kong, the complex system of underground passages and skywalks at multiple levels is crucial in facilitating efficient pedestrian circulation. While the relationship between street environments and pedestrian experience has been widely discussed, research on how the perceptual qualities of skywalk environments affect pedestrians’ walking preferences has not yet been addressed. This study demonstrates how the perceptual environmental features of skyway systems can be characterised in a quantitative and human-centric manner. Taking Central, Hong Kong, as a case study, it has investigated the walking environment of the skyway system and the environmental differences between skyways and sidewalks and has explored the relationships between subjective /objective street qualities and pedestrian’s perception. An improved understanding of the environment-behaviour relationships of these spaces can provide suggestions for designing more walkable and comfortable skyway systems that are better integrated in the fabric of the city.
keywords Skyways, Walking Environment, Google Street View, Volunteered Geographic Information, Machine Learning
series CAADRIA
email
last changed 2023/06/15 23:14

_id sigradi2023_103
id sigradi2023_103
authors Dickey, Rachel
year 2023
title Materiality & Light: Case Studies Exploring Architectural Surfaces informed by Light Behavior
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1455–1464
summary This paper outlines three case studies that explore the relationship between form, material behavior, and light performance. Each case study appropriates methods of computational analysis, parametric design, and digital fabrication to construct directed light fields and patterns from architectural surfaces in public spaces. Each project explores how controlled conditions of materiality and light phenomena may provide opportunities to reengage the physicality of human experience by generating effects that attempt to enhance human interaction and spatial perception.
keywords Form, Light, Performance, Digital fabrication, Parametric design
series SIGraDi
email
last changed 2024/03/08 14:08

_id ecaade2023_313
id ecaade2023_313
authors Gath-Morad, Michal, Baur, Raphaël and Hölscher, Christoph
year 2023
title The DesignMind toolkit
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 51–60
doi https://doi.org/10.52842/conf.ecaade.2023.1.051
summary Integrating empirical evidence into architectural design has the potential to create more humane, legible, and inclusive spaces. Yet, the fast-paced nature of the design process, limited proficiency in scientific terminology, and a natural reliance on design intuition limit architects' ability to effectively apply empirical findings to inform their design decisions. To address this gap, this paper presents DesignMind, a toolkit for evidence-based, cognitively-informed, and human-centred architectural design. DesignMind has four complementary modules: (1) evidence-based design flashcards, (2) topological and geometric analysis, (3) agent-based simulation, and (4) cognitive walkthrough in virtual reality. The effectiveness of DesignMind was evaluated in an academic context where architecture and STEM students used it to analyse and design healthcare and workplace layouts. Initial results show that DesignMind is effective in integrating evidence-based design into the architectural design process and providing students with tools to test their designs for human-centred design criteria such as wayfinding, social communication potential and nursing efficiency. These preliminary results underscore the challenges and opportunities of DesignMind to fuel parallel efforts in evidence-based design, calling for a critical discussion around the notion of evidence in architecture and its interplay with design intuition.
keywords Evidence-based design, Design education, Human-Centred Architecture, Design toolkit, Design cognition
series eCAADe
email
last changed 2023/12/10 10:49

_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 ecaade2023_95
id ecaade2023_95
authors Ireland, Tim, Spyridon-Athanasopoulos, Georgios and Bus, Peter
year 2023
title Some Spatial Experiments: Student work exploring intersections between computing, biological and semiotic theory through architecture
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 21–30
doi https://doi.org/10.52842/conf.ecaade.2023.1.021
summary The MSc Bio-Digital Architecture at Kent School of Architecture & Planning is a post-professional program developing a specialist approach to architectural thinking and design execution, encouraging students to engage with broader theoretical debates that are pertinent to contemporary practice. The program emphasizes the conundrum of “what is space” and provokes students to explore the concept of space and the problem of configuring space in architecture. Taking an interdisciplinary approach (spanning theoretical biology, social science, systems theory, cybernetics, semiotics and computation) students are expected to establish ways and means of rethinking and designing architectural space. In the current situation, where the integrity and primary role of architecture is seriously challenged by specialized research and partial interpretations of the discipline, there is a growing need to articulate a body of knowledge and understanding capable of reconciling the fragmented areas of knowledge within the given reality of current contemporary architectural practice. The aim of the course is to establish a comprehensive understanding of architecture rooted in the humanities, with an emphasis on the digital turn in architectural discourse and theory, to integrate knowledge of specialized disciplines into a unified and meaningful whole. The integrative nature of the student investigation’s opens the possibility to come to terms with the situational structure of architecture and can serve at the same time as a foundation for a more fully developed human ecology.
keywords computational design, biology, semiotics, architecture, pedagogy
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_198
id ecaade2023_198
authors Jahandideh, Romman, Jahandideh, Aran and Kim, Ikhwan
year 2023
title Creating Immersive Virtual Landscapes A User-Centered Approach to Enhance Depth Perception in Head-Mounted Displays
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 149–158
doi https://doi.org/10.52842/conf.ecaade.2023.1.149
summary This paper investigates the effects of color, luminance, and transparency as depth distortion cues in Virtual Reality (VR) Head-mounted Displays (HMD). The aim is to tackle more in-depth immersion: focusing on interaction accuracy with transparent objects in HMDs. Due to the illumination and absence of texture, transparent objects are mainly displayed with colors. Recently, studies on transparent hands and objects have elucidated potential approaches regarding interaction with transparent elements. However, findings have not considered color and luminance as depth distortion cues for interacting in virtual landscapes. This paper used the forced-choice pairwise comparison experiment method and evaluated data based on the Kendall coefficient of agreement and consistency. Reverse effects of transparency on color and luminance are discovered. Cool colors are perceived nearer than warm colors in 90% transparency. Dark colors are sensed closer than bright colors in high transparency levels. These results reject the classical effects of color and luminance within VR HMDs. These findings help VR design tool developers who emphasize a particular use of depth cues. Designers can utilize the studied effects of color and luminance on transparent objects as an advantage in designing more interactive and immersive virtual landscapes.
keywords Virtual Landscapes, Immersion, Human-Computer Interaction, VR Head Mounted Displays, Depth Perception
series eCAADe
email
last changed 2023/12/10 10:49

_id caadria2023_238
id caadria2023_238
authors Li, Shuyang, Sun, Chengyu and Zou, Mingyan
year 2023
title Indispensable Effects of Surrounding Avatars in VR-based Wayfinding Experiments
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 431–440
doi https://doi.org/10.52842/conf.caadria.2023.2.431
summary Virtual reality technologies facilitate the presentation of the indoor and outdoor environment, enabling researchers to conduct environmental behaviour experiments and evidence-based design research with great feasibility. However, most previous environmental behaviour research based on VR technologies did not consider the surrounding crowd, especially wayfinding-related research. Thus, from a human-centric perspective, the credibility of these studies will be greatly argued. Are the avatars indispensable in the virtual environment? To answer this question, we designed a comparative test including three scenarios: the virtual environment without avatars, data-driven avatars in the virtual environment, and agent-based avatars in the virtual environment. Taking the Satellite Terminal of Shanghai Pudong International Airport as a study case, we developed an online VR wayfinding experiment platform. 435 participants were invited to this experiment, their wayfinding performance will be recorded and then analysed and visualisation. The results demonstrate that the presence or absence of avatars significantly impacts the participants' decision-making time in virtual environments. Besides, the distribution and movement of avatars may affect the participants' wayfinding behaviour. This study highlights the importance of avatars in VR-based experiments and validates the feasibility of data-driven avatars replicating real-world crowds.
keywords Metaverse, Virtual Reality, Avatars, Online Experiment, Wayfinding, Transportation Building
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_80
id caadria2023_80
authors Li, Weiqiong, Lo, Tiantian and Guo, Xiangmin
year 2023
title Exploring the Application of the Digital Gamification Mechanisms to the Experience of Physical Architectural Exhibitions
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 717–726
doi https://doi.org/10.52842/conf.caadria.2023.1.717
summary This study aims to respond to the 'human-centred' theme of digital heritage and visualisation by exploring a new approach to applying gamification mechanisms to design physical architectural exhibitions. This paper analyses the current exhibition's gamification design in three parts-core drivers, defining characteristics and development models. Then constructs a design model for "digital gamification". The history museum of Harbin Institute of Technology (Shenzhen) is selected as an example to conduct an empirical investigation. Finally, future experiments are proposed to evaluate the design process's effects on improving the platform's design. It is expected that the demonstration of this study will enrich the exploration of the application of the emerging design method of digital gamification mechanism in exhibition design. On the one hand, it attempts to construct the relationship between the influence of digital gamification mechanisms on the tangible and intangible information in the audience's cognitive space, thus providing new ideas for designing cultural experiences in future exhibition spaces. On the other hand, it gives new vitality to the exhibition design and enhances the audience's motivation to interact, which helps to expand cultural communication's influence.
keywords Exhibition space, Experiential mechanism, Digital interaction, Gamification, Extended reality
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_187
id caadria2023_187
authors Lopez Rodriguez, Alvaro and Pantic, Igor
year 2023
title Augmented Environments: The Architecture for the Augmented Era
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 403–412
doi https://doi.org/10.52842/conf.caadria.2023.1.403
summary Human imagination has played with the idea of an alternative technological world for years. From dystopian proposals like Neuromancer or The Matrix to more positive views like the recent Upload series, the exploration of the friction between the digital world and the physical world has entertained the imagination of our society for decades. Outside the fictional environments, the omnipresence of the internet and the development of “the cloud” are showing that the virtual world is possible and that the idea of a Metaverse is no longer part of science fiction but a very real future for human relations (Winters 2021). In line with the idea of the Metaverse, the intersection of the virtual and the physical world is being explored through the idea of Extended Realities. Technology is allowing humans to enhance their capabilities more than ever, and in fact, it has been proposed that we are entering the Augmented era (King 2014). This paper explores the opportunities and possible challenges that “Extended Architecture” has by analyzing a research project based on augmented reality as the media to explore these ideas. This project will propose a speculative approach to how the fact that in the recent future, everyone will have access to an AR device will change the way we perceive and understand our architectural environment.
keywords Work in progress, Virtual and Augmented Environments, Disruptive Modes of Practice and Pedagogy, Extended Realities, Machine Learning
series CAADRIA
email
last changed 2023/06/15 23:14

_id cdrf2023_235
id cdrf2023_235
authors Mohsen Kafaei, Jane Burry, Mehrnoush Latifi, Joseph Ciorciari
year 2023
title Designing a Systematic Experiment to Investigate the Effect of Ambient Smell on Human Emotions in the Indoor Space; Introducing a Mixed-Method Approach
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_20
summary Studies have indicated that built environments affect all aspects of human life such as emotion, perception, behavior, health, and well-being (Cooper et al. 2011). Built environments are formed from the combination and juxtaposition of visible and invisible environmental variables. In recent years, common techniques such as virtual reality, augmented reality, digital twins, and artificial intelligence have enabled researchers in the field of architecture and urban design to simulate environmental conditions to investigate the impacts of environmental variables on humans. However, the studies conducted in this field of human comfort are mostly focused on the impact of environmental variables such as form, temperature, humidity, and sound, and in fewer studies, up-to-date methods and technologies have been used to simulate and investigate the impact of smell on humans. Most of the studies that have investigated the effect of ambient smell on humans, carried out in the discipline of architecture and urban design, have used traditional tools and methods (questionnaire, interview, observation) rather than advanced technology and tools drawing on neuroscientific knowledge and technique to measure the effectiveness of the ambient smell on human. They have used unmasked scents or real-world environments rather than being able to simulate environmental conditions. This article highlights the significance and necessity of employing simulation methods to investigate the impact of environmental smells on humans. Additionally, it presents the methodology of an experiment for studying the effect of indoor environment smells (with a case study of an office environment in the initial phases) on human emotions, utilizing a mixed-method approach. Analysis of some parts of the data from this experiment showed that exposure to the fragrance of the jasmine flower pleasant (flower) and the odor of the rotten orange peel (unpleasant) can cause changes in the electroencephalography (EEG) power across different bands among participants.
series cdrf
email
last changed 2024/05/29 14:04

_id ecaade2023_107
id ecaade2023_107
authors Moralioglu, Begum and Gül, Leman Figen
year 2023
title [des-Fi]XR: Envisioning future spaces with XR technologies by using design fiction
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 873–882
doi https://doi.org/10.52842/conf.ecaade.2023.2.873
summary We present an innovative approach to envisioning future architectural spaces by combining Design Fiction principles and Extended Reality (XR) technologies. With the advent of XR technologies, human actions and interactions within spaces may change, necessitating a rethinking of architectural design. This anticipated change reveals a significant gap in current design practices, which typically do not account for such technological influences. In addressing this gap, our study contributes by offering the [des-Fi]XR tool, designed to facilitate collaborative discussions and stimulate innovative thinking among architects and designers. Through the design of immersive environments, the [des-Fi]XR tool allows for the investigation of speculative design scenarios for future architectural spaces in response to evolving human behaviors shaped by XR. A-Frame, an open-source framework, has been utilized in the development of [des-Fi]XR to ensure accessibility across a broad range of devices. This study presents [des-Fi]XR tool to envision future spaces with XR technologies by incorporating a design fiction kit and A-Frame. We discuss the methodology, design principles, and development of [des-Fi]XR, along with a short analysis of its benefits and drawbacks. Finally, we conclude our research by exploring avenues for future research in this field, further highlighting the importance of filling the existing knowledge gap to anticipate and respond to the future of architectural spaces shaped by evolving XR technologies.
keywords Design Fiction, Future Architecture, Extended Reality, A-Frame, Hybrid Spaces
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_39
id ecaade2023_39
authors Reaver, Kai
year 2023
title Policy considerations for Extended Reality (XR) implementation in Urban Planning and the Built Environment
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 713–722
doi https://doi.org/10.52842/conf.ecaade.2023.2.713
summary In this paper, we discuss innovation policy for the implementation of extended reality (XR) to the urban planning sector and within the built environment. XR allows human users to evaluate urban planning proposals from first-person, embodied vantage points at realistic scale, offering utility for solving problems in the urban planning and design sector, particularly in user participation, user feedback and communication. However, we find that a clear model for the integration of XR technology to urban planning is lacking, with best practices and funding mechanisms still yet to be identified, creating barriers hindering adoption. We present an analysis of the innovation system and economic incentives for XR development, pointing to challenges for wide scale adoption in XR, including the creation of compelling content and the necessity for regulatory oversight. We discuss innovation structures in urban planning, pointing to an unclear strategy for innovation and the lack of research incentives within these institutions. We propose that public-private partnerships including cross-disciplinary development opportunities across sectors will need to be developed to better apply XR to urban planning, while discussing some of the advantages to be found for XR developers in creating content within urban environments. We further suggest that integration between XR and the regulatory and procedural rules of zoning may be necessary to ensure that XR technology is beneficial to society while also allowing XR developers exposure to a broad consumer base. In conclusion, we present policy proposals for collaboration between private technology companies and public planning organizations, with a focus on ensuring that XR technology is developed and applied in a way that is aligned with the priorities and objectives of the public while still creating value for investors and innovators.
keywords Extended Reality (XR), Virtual Reality (VR), Augmented Reality (AR), Urban Planning, Built Environment, Policy
series eCAADe
email
last changed 2023/12/10 10:49

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