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 796

_id ecaade2023_85
id ecaade2023_85
authors Narin, Zeynep Selcen and Ünal, Faruk Can
year 2023
title An Evaluation of Sketching Processes in Physical and Immersive Environments
doi https://doi.org/10.52842/conf.ecaade.2023.1.201
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. 201–210
summary This study focuses on the evaluation of the physical and immersive environments in the sketching process. We planned a comprehensive study on sketching spanning from paper-based and digital in the physical environment to virtual reality and augmented reality in the immersive environment. In this direction, we conducted experiments consisting of 8 participants. The experiments were carried out under the protocol analysis and design conversation elements method. The data collected were converted into linkography graphics and analyzed depending on the content and evaluation parameters. The comparison between physical and immersive environments revealed that the design movements were more effective and the design process was more productive in the immersive environment. When evaluating within the physical environment, it was seen that design productivity is more efficient in analog as opposed to digital. Regarding VR and AR for immersive environments, it was seen that establishing a relationship with physical reality in AR contributed positively on associating the sketching process with context compared to full virtuality in VR. This study has shown that AR contributes to the production of outputs that are more contextual and provides dimensional equality in sketching processes. While physical and immersive environments serve different purposes and user needs, it is evident that the active utilization of immersive environments for design purposes will become more widespread in the near future.
keywords Sketching Process, Physical Environment, Immersive Environment, Protocol Analysis, Design Conversation Elements
series eCAADe
email
last changed 2023/12/10 10:49

_id sigradi2023_398
id sigradi2023_398
authors Aguiar, Beatriz, Lima, Mariana, Cardoso, Daniel, Melo, Raul, Nascimento, Emanuel and Sá, Calleu
year 2023
title Extended Realities and New Digital Approaches in Architecture Education: Model for Integration in the Design Process
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. 215–226
summary Extended Reality (XR) combines Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) to create immersive environments. In architecture and urbanism, XR has the potential to transform project representation. Integrating XR and digital means requires a theoretical reflection on its impact on teaching, shifting focus from coded representations to aesthetic and qualitative aspects of design. This study aims to systematize XR integration in the Computer-Aided Architectural Drawing (CAAD) course. Employing the research-action method, immersive devices and strategies were planned, implemented, and evaluated. The proposed model facilitates XR adoption throughout the design process, utilizing BIM tools, VR headsets, and 3D printing. This research contributes to practice, promoting students' spatial representation skills and the ability to experience and design within the environment being created. And as a theoretical contribution, it examines the evolving design representation languages and the essence of teaching in the era of digital changes.
keywords Virtual environments, Extended Realities, Information Modeling, Design Process, Architecture Education.
series SIGraDi
email
last changed 2024/03/08 14:06

_id ecaade2023_308
id ecaade2023_308
authors Haidar, Adonis
year 2023
title Evolution of Modelling in Architecture: A Framework for the categorisation and evaluation of digital models in Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2023.2.811
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. 811–820
summary Apart from being an integral part of the architectural design process, modelling is becoming central to architecture as well as to neighbouring fields. The technologies and tools applicable for the generation, development and coordination of models are growing rapidly. In one single project, a wide range of models is used which poses challenges in practice in terms of establishing a systematic way to utilise those modelling techniques and access their potential benefits. Aiming to enhancing the effectiveness and efficiency of the various modelling methods, this paper establishes a framework for the different types of models where the models are categorised and evaluated based on different criteria. To achieve this, a critical review of the literature related to the history of modelling in architecture and the emergence of the different methods of modelling is conducted. Beyond classical, CAD-based 3D models, the framework identifies four categories of modelling methods: performative modelling, algorithmic modelling, parametric modelling, and BIM. Each category is evaluated based on the generation and modification process, model entity and model function. Subsequently, the paradigm shifts associated with each modelling method are identified and discussed.
keywords 3D Modelling History, CAD, BIM, Generative/Algorithmic Modelling, Parametric Modelling, Performative Modelling, Paradigm Shift, Computational Design
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_55
id ecaade2023_55
authors Ismail, Ahmed and Marin, Philippe
year 2023
title Direct data flows as alternative to file-based Exchanges in AEC: A comparative case study of two plugin developments
doi https://doi.org/10.52842/conf.ecaade.2023.1.263
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. 263–272
summary In this article, we examine two ways of establishing direct links between different digital tools, based on two plugins developed as part of a larger research. The objective of the research is to explore alternative ways of exchanging data by the means of free and direct data flows. The research methodology consists of linking theory and practice. Firstly, it consists of studying the current state of interoperability in AEC through literature review, to define the theoretical frame. It focuses on the particular use-case of interoperability between design actors (architects), and fabrication actors (suppliers). Secondly, as a practical application, it studies the development of two plugins. Both plugins establish design-to-fabrication workflows with the means of direct data flows, based on open-source solutions. The aim of this paper is to compare the primary results of the two plugins, currently under development. The comparison addresses both practice-related and technical aspects. This assessment analyses different interoperability needs and the efficiency of the developed tools as a solution to the initial problem of interoperability. The results provide guidance for future developments and give suggestions for possible improvements. By providing new protocols for data exchange, this research uses software development as a tool to target the initial research problem.
keywords Data exchange, interoperability, industrial engineering, AEC, Direct Dataflow, software development, Open Source
series eCAADe
email
last changed 2023/12/10 10:49

_id acadia23_v3_103
id acadia23_v3_103
authors Tehrani, Nader
year 2023
title Digital Practice Award of Excellence
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 The terms research, practice, and pedagogy form a trinity that many architectural academics share as an ethic—that when left unchecked can easily lapse into cliché. In this sense, establishing a set of principles around the three terms is an important step to articulate their meanings, practices, and motivations. In this instance, I might supplant “play” for research, “resistance” for practice, and “learning” for teaching, if not to polemicize the terms, but simply to clarify how behind the declaration of titles there almost always lies other activities that characterize our work in a more productive way. For all the weight that bears on research practices in both history and the sciences—and from which we borrow as architects—the process of design most resembles a form of play, a term frequently demoted for its lack of scholarly connotations. Still, it is in this very play that the designer solves riddles, uncovers patterns, and makes forensic discoveries. For all the conceptual questions posed by academics at large, the architect’s agency revolves around their ability to translate them into formal, spatial, and material specifications, however speculatively. Consider the sheer pleasure of being able to produce new forms of knowledge through play, that in the establishment of principles, truths may be uncovered a posteriori through the interplay of accident, happenstance, and a bit of failure.
series ACADIA
type award
email
last changed 2024/04/17 13:59

_id architectural_intelligence2023_8
id architectural_intelligence2023_8
authors Alexandros A. Lavdas, Michael W. Mehaffy & Nikos A. Salingaros
year 2023
title AI, the beauty of places, and the metaverse: beyond “geometrical fundamentalism”
doi https://doi.org/https://doi.org/10.1007/s44223-023-00026-z
source Architectural Intelligence Journal
summary As the tech world moves increasingly toward an AI-generated virtual universe — the so-called “metaverse” — new paradigms define the impacts of this technology on its human users. AI and VR, like the Internet before them, offer both remarkable opportunities and pitfalls. Virtual Reality constitutes a new kind of human environment, and experiencing it relies upon human neurological mechanisms evolved to negotiate — and survive in — our ancestral physical environments. Despite the unrestricted freedom of designing the virtual universe, interacting with it is affected strongly by the body’s built-in physiological and psychological constraints. The eventual success of the metaverse will be determined by how successfully its designers manage to accommodate unconscious mechanisms of emotional attachment and wellbeing. Some fundamental misunderstandings coming from antiquated design models have influenced virtual environmental structures. It is likely that those design decisions may be handicapping the metaverse’s ultimate appeal and utility.
series Architectural Intelligence
email
last changed 2025/01/09 15:00

_id ecaaderis2023_37
id ecaaderis2023_37
authors Amini Behbahani, Peiman
year 2023
title Visualizing Dynamic and Highly Interactive Lighting
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 119–128
summary As a defining factor in shaping people’s experience in architectural spaces, lighting is realistically visualized via a plethora of rendering options in CAD and BIM solutions. However, their outputs are usually static or limited to basic changes. Thus, they may not satisfactorily visualize many dynamic and interactive lighting scenarios, such as energy-saving smart windows and lights, engaging street illumination, and entertainment setups. With the increasing automation of human-building interaction (HBI), visualizing such interactions empowers researchers and students who are interested in experimenting with customized lighting setups. Moving in this direction, this paper presents the lighting features of Tames, an open-source Unity toolkit developed by the author that visualizes dynamic and interactive elements in virtual environments without a need for programming. With Tames, the designers can navigate and interact with the design from the perspective of an occupant with the lighting and other elements in real-time manually or automatically. The workflow and capabilities of Tames are demonstrated by its application in the context of concert hall project designed by a student. This author argues that the availability and user-friendliness of this tool will contribute to architectural pedagogy and research. It allows students and researchers to visualize a wider variety of interactive designs and cases easier and, as an enabling tool, it may encourage them to explore and experiment with dynamic and interactive lighting.
keywords : Lighting, Interactive architecture, Unity, Human Building Interaction, 3D Visualization
series eCAADe
email
last changed 2024/02/05 14:28

_id acadia23_v3_193
id acadia23_v3_193
authors Crolla, Kristof; Tahir Sheikh, Abdullah
year 2023
title Immersive Realities
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 Workshop “IMMERSIVE REALITIES: Transforming Architectural Design Workspaces for the age of Extended Reality (XR)” (see Figure 1) was set up in response to observations that the potential of Virtual Reality (VR) for architecture design is relatively underused and under-implemented in architectural education and practice (Sheikh and Crolla 2023). The workshop introduced participants to the potential of a newly developed XR tool, named “Grasshopper VR 1.0 (Beta)” (GHVR) (see Figure 2), that allows architects and designers to work in VR in their usual Rhino + Grasshopper environment, while being immersed in their designs at full-scale in real time. This immersive virtual workspace instantly provides users with valuable insights into their parametric designs and allows them to explore the spatial relationships, scale, and overall experience of their creations. The workshop explained the tool’s development, demonstrated its functionality, and guided attendees through its basic usage and potential applications..
series ACADIA
type workshop
email
last changed 2024/04/17 14:00

_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
doi https://doi.org/10.52842/conf.caadria.2023.2.069
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
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 ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
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, 905 p.
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
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, 899 p.
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

_id caadria2023_325
id caadria2023_325
authors Globa, Anastasia, Yildirim, Muhammed, Lyu, Kun and Gocer, Ozgur
year 2023
title Evaluation of Interactive VR Environments for Architecture
doi https://doi.org/10.52842/conf.caadria.2023.2.351
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. 351–360
summary Despite the potential advantages of new architectural practices and learning forms, there has been very limited adoption of VR systems in the field of architectural design and education. Considerable obstacles to implementing VR applications are associated with substantial time, and expense commitments; in addition to required skills in VR development using gaming authoring software. The overarching study suggests adopting an alternative approach to VR development. This paper focuses on the testing and validation of architectural VR applications. We present a systematic methodology for the evaluation of interactive VR systems, using established assessment methods and metrics, detailing user-testing procedures and providing qualitative and quantitative evidence, and relevant data analysis methods. The paper provides valuable insight into the design of the user studies and evaluation of interactive VR environments in architecture, enabling future research and informing design applications in a wider field.
keywords VR, Virtual Site Visits, User Testing in VR, Virtual Environment Evaluation, VR in Architecture
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2023_450
id ecaade2023_450
authors Govindarazan, Keerthana, Ligler, Heather, Abbas, Yasmine and Duarte, Jose
year 2023
title Translating Christopher Alexander’s Patterns for Immersive Virtual Reality A rule-based approach to behavior testing in VR
doi https://doi.org/10.52842/conf.ecaade.2023.2.399
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. 399–408
summary Architecture has a profound impact on the behavior, emotions, and well-being of its occupants. Christopher Alexander's 'A Pattern Language' provides design solutions to create adaptive humanistic buildings. However, the lack of empirical support for these patterns is one of the reasons that hinder their widespread adoption that can result in the design of positive environments. It is imperative to test these patterns more rigorously. Immersive virtual reality can be used in this effort to simulate various architectural conditions based on recommendations from the patterns that can be tested with diverse groups of people. This paper proposes a method that demonstrates the use of shape grammar formalism to translate patterns presented textually into three dimensional architectural features. An initial/pilot test of this proposed method in a VR scene brought forward strengths and weaknesses in this approach that will aid in the development of future and more rigorous experiments.
keywords Christopher Alexander, Pattern Language, Design patterns, Virtual reality, Shape grammar, Environment-behavior experiments, behavior testing
series eCAADe
email
last changed 2023/12/10 10:49

_id cdrf2023_248
id cdrf2023_248
authors Jeffrey Huang, Frederick Chando Kim, Mikhael Johanes
year 2023
title Parametric Sankey: Interactive Mapping of Complex Material Flows for Urban and Architectural Design
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_21
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary The mapping of flows in a city is essential for understanding urban systems and enabling the transition of the city into a circular economy. However, while tools for the virtual representations of physical volumes and spaces in urban environments have proliferated, effective tools for modeling the underlying flows are still missing. This paper discusses the development of Parametric Sankey, a tool for the trans-scalar representation of flows, and demonstrates its instrumentation in a research design process. The proposed Parametric Sankey tool overlays different flow categories (material, energy, labor, customer, waste, etc.) into one dynamic trans-scalar system, enabling interactive processes between analysis and intervention, and providing thereby an experimental interface to envision future circular cities and architectures.
series cdrf
email
last changed 2024/05/29 14:04

_id sigradi2023_369
id sigradi2023_369
authors Lima, Micaele, Aguiar, Beatriz Natália, Romcy, Neliza, Lima, Mariana and Cardoso, Daniel
year 2023
title Systematization of Scientific Production of Extended Reality in Teaching and Design Process in Architecture and Urbanism
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. 1397–1408
summary Extended Reality (XR) technologies have the potential to help and improve the teaching and design process in Architecture and Urbanism, as they offer different ways of perceiving and representing space and various functionalities. Therefore, it is important to systematize scientific production in this area. This research aims to identify and analyze the main applications of XR in teaching and in the design process in Architecture and Urbanism, as well as its benefits and limitations. A systematic literature review of publications on CumInCAD and SBTIC, from 2015 to 2022, was carried out. The results show the growing emphasis of XR as a medium that offers benefits both for teaching and design practice. However, there are still limitations to be overcome to make XR more inclusive. As a contribution, a greater understanding of how XR has been applied in teaching is provided along with a reflection on its impact on the means of representation in the design process.
keywords Virtual reality, Augmented reality, Extended reality, Project Teaching, Architectural Project.
series SIGraDi
email
last changed 2024/03/08 14:08

_id caadria2023_187
id caadria2023_187
authors Lopez Rodriguez, Alvaro and Pantic, Igor
year 2023
title Augmented Environments: The Architecture for the Augmented Era
doi https://doi.org/10.52842/conf.caadria.2023.1.403
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
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 ecaade2023_246
id ecaade2023_246
authors Massin, Peter, Körner, Andreas, Colletti, Marjan, Gasser, Georg, Uitz, Theresa and Bauer, Kilian
year 2023
title Postdigital Natures: Digital-material hybrids for robotic 3D printing of architectural elements
doi https://doi.org/10.52842/conf.ecaade.2023.1.509
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. 509–518
summary Since what is often referred to as the 'digital revolution' in architecture, novel materials and digital tools have significantly altered architectural ecologies. The paper compares two case study projects as part of ongoing research. Examining overlaps between the natural, the virtual, and the built environments, it explores a variety of overlaps, continuities, and interfaces. Each project operates on the threshold of what is conventionally considered the 'natural' and the 'artificial' in material, shape, and experience contexts. Informed by theory, the projects establish nuanced interfaces between the digital and the material. Both projects were fabricated using robotic 3D printing with a variety of materials. The paper describes and compares them concerning sustainability and provides an overview of the different spatial concepts of the two projects.
keywords Postdigital Architecture, Robotic 3D Printing, Sustainable Materials, Project, Hybrid Environments
series eCAADe
email
last changed 2023/12/10 10:49

_id caadria2023_298
id caadria2023_298
authors McLemore, Duane, Malaia, Kateryna and Lopez-Barrera, Silvina
year 2023
title Virtual Reality Applications in Housing Insecurity Research
doi https://doi.org/10.52842/conf.caadria.2023.2.039
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. 39–48
summary Virtual Reality technology has been widely explored to simulate environment and spaces in architectural and urban design. However, there is a gap of knowledge on real-world applications of Virtual Reality to conduct architectural research of social impact on existing architecture and domestic interior spaces. This paper focuses on the application of VR within a case study research project entitled Housing Insecurity in Mississippi and the resulting exhibition. By using immersive 360? video to place exhibition attendees inside virtual representations of these residential environments, interviewees’ stories are communicated in a rich and immediate way that other methods cannot offer. The VR presentation of the oral histories information asks how the added richness and detail can help convey their stories more effectively with the goal to increasing empathy for the interviewees, increasing public awareness of the conditions of housing insecurity, and motivating public discussions of solutions. This paper explores the process of implementation and reviews the project's potential, results, challenges, and future directions.
keywords Architecture Survey, Community Engaged Learning, Empathy, Housing Insecurity, Immersive Environments, Oral History, Public History, Virtual Reality
series CAADRIA
email
last changed 2023/06/15 23:14

_id sigradi2023_429
id sigradi2023_429
authors Moralioglu, Begum and Gül, Leman Figen
year 2023
title FictionXR Framework: Merging Design and Science Fiction for XR-Integrated Future Architectural Spaces in a Changing World
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. 937–948
summary Innovative solutions are critical in an era marked by global challenges such as climate change, pandemics, and urbanization. The FictionXR Framework integrates Extended Reality (XR) with Design Fiction and Science Fiction (Sci-Fi) prototyping to create and think about future spaces with XR tech implementation. This novel integration facilitates discussions about the fusion of the virtual and physical domains and offers an immersive platform for architects to experience and design for future challenges. Through a preliminary study involving newly graduated architects, the efficacy of the framework was tested, shedding light on its potential to catalyze creativity and facilitate collaborative design endeavors. The feedback gathered underscores the promise of the FictionXR Framework, with participants generating speculative narratives and visions while gaining a deeper appreciation for the interplay of XR within architectural contexts. This research explores innovative approaches to architectural practice by combining Design Fiction and Sci-Fi prototyping. It aims to develop strategies that can effectively respond to emerging challenges while embracing imaginative possibilities.
keywords Extended Reality, Future Architecture, Design Fiction, Science Fiction, Speculative Narratives
series SIGraDi
email
last changed 2024/03/08 14:08

_id ecaade2023_351
id ecaade2023_351
authors Novotník, Adam and Kurilla, Lukáš
year 2023
title Memorable space
doi https://doi.org/10.52842/conf.ecaade.2023.2.741
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. 741–750
summary Learning in virtual reality (VR) is always happening in a certain digital space. Inspired by memory techniques such as Method of Loci AKA Memory Palace, we propose to use a VR 3D space as a form of Memory Palace which would enhance the learning process by attaching new knowledge to spatial experience. Aim is to create multi-sensory experiences and help people to form deeper memory traces of learned topics. To achieve desired efficiency we need easily remembered space, which would help to create rich episodic memory. It is also important for the environment not to disturb and attract too much attention from the learning topic. To find this thin line, we tested memorability of VR space through experiments with 9 different environments each deferring in the level of abstraction and detail of the scenes. Subjects walked through the environment in VR and were instructed to perform various memory tasks. Results show that an environment with a middle level of abstraction and detail was easiest to remember, since it achieved a certain level of newness while being well comprehensible.
keywords Memorable space, digital architecture, memory palace, virtual reality, learning, spatial memory
series eCAADe
email
last changed 2023/12/10 10:49

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