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

PDF papers
References

Hits 1 to 20 of 17640

_id a9f0
authors Lentz, Uffe
year 1994
title New Tools: New Architecture
doi https://doi.org/10.52842/conf.ecaade.1994.x.f7f
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, p. 217
summary Our young students have no strong bindings to the tools and methods of our profession. With their open-minded access to the media, they often try to do things, which are surprising and new. Things which would have been impossible to think of without a computer. They are inspired of apparently unknown design-options, which they find in CAD-tools, or they are exploring possibilities in 'strange' combinations of media, not unknown from Television-commercials and music-videos. This Blitz-session will show some students' projects in a very short while. The common thing is, that the students have broken rules, that the teacher never realised were rules, because of his (my) traditional education. One student uses a solid modelling -tool for inspiration, - another uses an auto-tracing tool to generate the concept - and a group of students used a combination of video, grabbing and 3D-modelling to generate new architecture.
series eCAADe
email
last changed 2022/06/07 07:50

_id 5919
authors Lentz, Uffe
year 1999
title Integrated Design with Form and Topology Optimizing
doi https://doi.org/10.52842/conf.ecaade.1999.116
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 116-121
summary The topic of this paper is to describe the ability of 3D CAD systems to integrate designers and engineers into a simultaneous process developing a functional and aesthetic concept in a close and equal interdisciplinary process. We already have the Finite Element Method, FEM systems for analyzing the mechanical behavior of constructions. This technique is suitable for justifying design aspects in the final part of the design process. A new group of CAE systems under the generic term Topology optimizing has the potentials to handle aspects of conceptual design and aesthetic criteria. Such interactive design tools do not eliminate the designer, but the relationship between the designer and other professions and the professional consciousness of the designer will change. It is necessary to develop common ideas able to connect the scientific and the artistic fields. The common aesthetic values must be clarified and the corresponding formal ideas be developed. These tools could be called "Construction tools for the intelligent user" (Olhoff, 1998) because the use of optimizing is based on a profound knowledge of the techniques.
keywords Form, Topology, Optimizing
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2011_307
id sigradi2011_307
authors Lenz Costa Lima, Daniel; Ribeiro Cardoso, Daniel; Soares Lopes, André
year 2011
title Vento de praia: desenho de vilarejos [Wind Shore – fishermen village’s design]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 538-541
summary In this work, Type is suggested as a source of knowledge, once acknowledged that it is an efficient response to a specific problem, and that a knowledge based on observation of a greater quantity of occurrence of the phenomenon is more solid. The type is understood under the new Theory of Systems, that is, it carries within itself information on its environment. Thus, its understanding envolves that of the system. A study on the type Traditional Beach Villages of Ceará is then undertaken, using GIS software to retrieve information that are then translated and simulated on a Rhino/Grasshopper scripting.
keywords Type; General System Theory (GST); Digital Image Processing; algorithm; fishermen's villages
series SIGRADI
email
last changed 2016/03/10 09:54

_id sigradi2016_360
id sigradi2016_360
authors Leonard, Francisca Rodríguez
year 2016
title Evaluación de las condiciones de orientación temporal en programas de modelación lumínica [Evaluation of temporal orientation conditions in lighting simulation software]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.446-452
summary The study analyzes three basic visual aspects of light (Spatial distribution of brightness, shadows and color of light) in their ability to communicate temporal information by modeling two specific scenarios using different lighting simulation software (DIALux and Relux). The results confirm the potentiality of natural light to assess temporal disorientation in indoor environments. At the same time, the study proposes new opportunities for improving natural light representation in the simulation field.
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2004_061
id sigradi2004_061
authors Leonardo Combes
year 2004
title Arquitectura otra [Architecture "Another"]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper describes experimental work carried out in a special architectural design studio. It runs methods that are different of the traditional teaching in the .normal. studios. The entire working time is separated in two characteristic periods: .Creative tasks. and .Design tasks.. The purpose is to clarify the design process assuming that generating ideas has quite different characteristics than leading them to the real world. Creative work means imagination whose limits are difficult to establish. In fact imagination hates imposed limits. Conversely the final task of design is to determine limits. These two opposed forces are conciliated in the design process. Ideas as well as physical objects need special means of representation. These are discussed in order to illustrate the trends underlying this particular design studio. (Architecture, design, teaching, digital representation)
series SIGRADI
email
last changed 2016/03/10 09:54

_id caadria2022_388
id caadria2022_388
authors Leong, Siew Leng and Janssen, Patrick
year 2022
title Participatory Planning: Heritage Conservation Through Co-design and Co-decision
doi https://doi.org/10.52842/conf.caadria.2022.2.505
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. 505-514
summary Citizen participation in urban planning and architectural design has been long discussed and experimented with since the 1960s. With existing participatory design approaches, two key challenges can be identified. First, the power of citizens to directly affect the decision-making processes is typically quite limited. Second, the use of traditional face-to-face design workshop results in low levels of participation. This paper proposes an innovative participatory design approach with a focus on co-design and co-decision. The co-design stage provides citizens with a tool that empowers them to think critically of their built environment and to initiate design development in their own city. The co-decision stage gives citizens real power in determining the future changes to their city by embedding the participatory design approach into the planning permission system. This participatory design approach is implemented through a web application that allows participants to view design proposals within the existing site context from a birds-eye views and from multiple immersive views, leading to a better understanding of the design proposal‚s scale and impact. The design proposal viewer has been demonstrated on a heritage site in Singapore, showing its potential to be used as evidence for supporting or rejecting design proposals.
keywords Participatory Planning, Co-design and Co-decision, Citizen Power, Visualisation Method, Bird's-eye View, Immersive View, Web Application, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ascaad2006_paper24
id ascaad2006_paper24
authors Lerma, José and Salim A. Elwazani
year 2006
title Digital Rectified Imagery: a survey method for design and conservation projects
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Faced with the need for understanding the physical context of the projects that come under their jurisdiction, architects, urban designers, and conservationists strive to secure congruent information. Practicing professionals are not set to carry out the collecting of information themselves. As information “users,” they reach out to information “providers,” including surveyors, photogrammetrists, and GIS specialists, to secure needed information. Information providers employ a gamut of methods to survey and document design project contexts, including land surveying techniques, stereophotogrammetry, rectified imagery, laser scanning, and GIS. This study deals with digital rectified imagery (DRI) only and is aimed at creating an awareness of the method characteristics in the minds of the information users toward taking advantage of available DRI documentation opportunities offered by the information providers. As part of the methodology for this study, the authors have selected a subject building, captured a number of images through a digital camera, and processed the images using image processing software. The significance of this study resides in enabling the information users to understand RDI and to tap on its potential for consummating design, planning, and conservation projects.
series ASCAAD
email
last changed 2007/04/08 19:47

_id f683
authors Lerner, P., Méndez, R. and Pimentel, D.
year 2001
title EL WEB SITE DE LA UNIVERSIDAD DE BUENOS AIRES: IMAGEN INSTITUCIONAL, DISEÑO E IMPLEMENTACIÓN. (The Web Site of the University of Buenos Aires: Institutional Image, Design and Implementation)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 127-130
summary The present work constitutes a description of the design and implementation process for the new University of Buenos Aires’s Internet Website. The developed stages and the establishment of the institutional subjects generated a system able to support the growth of a variable information structure. Our intention was to complement two instances: to represent the University like an institution and to incorporate services for the user. The dialogue between the two instances generated an architecture of information with an almost fixed content and another one totally variable, that allows the natural growth of the thematics and opens the doors towards the self-manage of content.
series SIGRADI
email
last changed 2016/03/10 09:54

_id caadria2007_081
id caadria2007_081
authors Lertlakkhanakul, Jumphon; Choungkyu Ryu and Jinwon Choi
year 2007
title Providing Interactive Usability Framework and Scenario in Virtual Architecture: Ubiquitous Virtual Working Place Case Study
doi https://doi.org/10.52842/conf.caadria.2007.x.n7f
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary In virtual workplace, two-dimensional system with desktop metaphor can provide only limited functions and interactions. It is indispensable to create a framework that can change traditional computer generated 3D model into interactive virtual architecture exploited by end users. However, such framework cannot be established without fundamental understanding of the new virtual architecture. The aim of this research emphasizes on how to design a virtual working place supporting actual office activities to extend the boundary of the conventional office through ‘Digital Space Lab’ case study. To achieve our goals, potential usability of virtual architecture is investigated. The next step is to design the virtual working place. After that, a set of scenarios indicating how the end users will utilize our interactive workplace is demonstrated. Eventually, the result serves as basis knowledge to construct a usability framework for the novel virtual architecture.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2009_023
id caadria2009_023
authors Lertlakkhanakul, Jumphon; Seongki Lee, Dooyoung Kwon and Jinwon Choi
year 2009
title Dynamic Spatial Information Model for Large Urban Computing Environment
doi https://doi.org/10.52842/conf.caadria.2009.685
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 685-694
summary A new urban space information model for urban computing environment is proposed to achieve dynamic state of context-awareness in urban computing environment. For this, an abstract space model served as an integrating layer for disparate indoor and outdoor spatial information models based on potential design scenarios. At the end of the project, a prototype and a test-bed are implemented.
keywords Urban computing environment; dynamic spatial information model; sub-spacing; SAFA ontology
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2008_69_session7a_572
id caadria2008_69_session7a_572
authors Lertlakkhanakul, Jumphon; Seoyoung Lee, Jinwon Choi
year 2008
title A Study of The Effects of Placeness on Collaborative Virtual Workplace
doi https://doi.org/10.52842/conf.caadria.2008.572
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 572-578
summary So far, there is no empirical study on how ‘placeness’ can affect virtual workplace model. This problem has continuously been overlooked. The research objectives are to verify the effectiveness of ‘workplace metaphor’ and to find out factors that constitute ‘placeness’, the properties of being a place, in collaborative virtual workplace. An experiment was conducted to test the framework. At the end, different virtual workplace settings can result in dissimilar user behavior in terms of teamwork and attitude toward the workplace as disparate settings imply different requirements on function, organizational culture, and social meaning. In conclusion, if architectural elements are carefully applied to the virtual office, it cans strengthen teamwork and enhances social interaction.
keywords Collaborative virtual workplace; collaborative virtual environments; office ecology; place metaphor; socio-spatial behavior
series CAADRIA
email
last changed 2022/06/07 07:52

_id cf2007_361
id cf2007_361
authors Lertlakkhanakul, Jumphon; Sun-Hwie Hwang and Jin-Won Choi
year 2007
title Avatar Expression Agent in Virtual Architecture
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 361-372
summary The lack of understanding of the character essence of avatars brings about limitations in interaction with their expressions. With the state-of-the art CAD standard and virtual reality, our approach is to explore the different paradigm of virtual architecture focusing on social interaction through avatars’ gesture expression. The method to classify context-aware expression data model and to autonomously activate it in real-time along with users’ communication is investigated. A domain of virtual office has been chosen as our study model based on our previous research. To achieve our goals, an avatar expression agent is developed based on our previous context-aware architectural simulation platform so called ‘V-PlaceSims’. The output is delivered as a Web page with an ActiveX control embedded to simulate and to evaluate through the internet. As users communicate with one another using a text box, the avatar expression agent simultaneously detects the users’ emotion by parsing the input texts to perform related gestures automatically. The result reveals a new convenience way to communicate with the other users with an enhancement in automated expression.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id caadria2012_046
id caadria2012_046
authors Lertsithichai, Surapong
year 2012
title Building Thailand's tallest Ganesh: CAD/CAM integration in conventional metal fabrication
doi https://doi.org/10.52842/conf.caadria.2012.337
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 337–346
summary Ganesh (Ganesa or Ganesha) is a Hindi god well known for his distinguishable elephant head and widely revered as the god of success or remover of obstacles. Patrons in Thailand have worshipped Ganesh and respected him by means of erecting statues of Ganesh in various poses and sizes throughout the country. In late 2008, the people of Chacheongsao, a province located East of Bangkok, decided to create Thailand’s tallest standing Ganesh statue made with bronze reaching heights up to 39 meters and situated on the Bangpakong river bank overseeing the city and its people. The author and design team was approached by representatives from Chacheongsao and commissioned to advise the process from conception to construction. The challenge started with seeking appropriate computer-aided design and manufacturing technologies and innovative processes to guide the design team throughout the production. The 0.60-meter bronze cast sculpture of the Ganesh was scanned using a 3D optical scanner to generate a solid model of the statue. A surface model was then extracted from the 3D model to firstly determine the most efficient structural support within the statue and secondly to generate surface strips for the foundry to create actual bronze casts. The construction of the project began early 2009 and the statue has since been erected from its base to currently its head. During construction, the author and design team has encountered several problems translating pixels to parts. Several errors have occurred during the mould and cast production process as well as construction errors on site causing mismatches of the structure and surface, misalignments, and protruding structural supports and joints. The lessons learned from this project is documented and analysed with hopes to create a more effective process for future projects with similar requirements.
keywords CAD/CAM; 3D scanner; CNC milling; metal fabrication
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2019_256
id caadria2019_256
authors Lertsithichai, Surapong
year 2019
title Augemented Architecture - Interplay between Digital and Physical Environments
doi https://doi.org/10.52842/conf.caadria.2019.2.353
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 353-362
summary In an increasingly connected world where computers are everywhere, surrounding us in embedded small portable devices, appliances and inside buildings, implementing these interconnected and embedded computers have now become common practice in the design of smart spaces and intelligent environments of today. Digital information is constantly being collected and distributed by a network of digital devices communicating with users and vice versa. New behaviors and activities that may have not been considered before in the design of architectural building types are now commonly found in public and private spaces throughout the world. In an attempt to explore and experiment with the concept of interplay between digital and physical environments, an option studio was proposed to 4th year architecture students to develop a new type of augmented architecture that corresponds to changes in human social behavior due to digital technologies. Five pilot projects are presented with experiments conducted to question three social activities commonly found in everyday lives using Arduino prototypes installed in real physical locations. The prototypes were then used as a basis for the development of large-scale projects proposed as augmented architecture.
keywords Human-Computer Interaction; Ubiquitous Computing; Virtual / Augmented Reality; Computational Design Research; IoT for Built Environments
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2020_146
id caadria2020_146
authors Lertsithichai, Surapong
year 2020
title Fantastic Facades and How to Build Them
doi https://doi.org/10.52842/conf.caadria.2020.1.355
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 355-364
summary As part of an ongoing investigation in augmented architecture, the exploration of an architectural facade as a crucial element of architecture is a challenging design experiment. We believe that new architectural facades when seamlessly integrated with augmented architecture, enhanced with multiple functionalities, interactivity and performative qualities can extend a building's use beyond its typical function and limited lifespan. Augmented facades or "Fantastic Facades," can be seen as a separate entity from the internal spaces inside the building but at the same time, can also be seen as an integral part of the building as a whole that connects users, spaces, functions and interactivity between inside and outside. An option design studio for 4th year architecture students was offered to conduct this investigation for a duration of one semester. During the process of form generations, students experimented with various 2D and 3D techniques including biomimicry and generative designs, biomechanics or animal movement patterns, leaf stomata patterns, porous bubble patterns, and origami fold patterns. Eventually, five facade designs were carried on towards the final step of incorporating performative interactions and contextual programs to the facade requirements of an existing building or structure in Bangkok.
keywords Facade Design; Augmented Architecture; Form Generation; Surface System; Performative Interactions
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2011_028
id caadria2011_028
authors Lesage, Annemarie and Tomás Dorta
year 2011
title Two conceptual design tools and an immersive experience: Beyond the pragmatic-pleasurable split in UX
doi https://doi.org/10.52842/conf.caadria.2011.291
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 291-300
summary In a recent study, we compared two conceptual design tools supporting collaboration, a whiteboard software accessed through Internet, and a hybrid immersive system, the Hybrid Ideation Space (HIS). The result of the study appeared to favour the HIS because of its immersive qualities. In this paper, we seek possible explanations as to why immersion delivered a better experience, by looking at the mental workload in relationship to the experience. For the workload we rely on Wickens’ four-dimensional multiple resource model, specifically processing codes (verbal/spatial) and visual channels; and for the experience, Csikszentmihalyi’s concept of flow and our own concept of Design Flow. The designers seemed to be responding to different styles of information processing required of them by each tool, one being more experiential and the other requiring a heavier mental workload. Insight in the cognitive underpinning of a strictly pragmatic immersive experience suggests that UX has also to do with how the information is received and processed by users, without isolating the functional from the rest of the experience.
keywords User experience; immersion; flow; mental workload; Hybrid Ideation Space
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia19_188
id acadia19_188
authors Leschok, Matthias; Dillenburger, Benjamin
year 2019
title Dissolvable 3DP Formwork
doi https://doi.org/10.52842/conf.acadia.2019.188
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 188-197
summary Additive manufacturing technology frees the designer and manufacturer from the constraints for creating formwork for castable materials. However, the removal of formwork remains a challenging task for specific geometric features such as undercuts and hollow parts. The entire formwork needs to be reachable by humans or machines to be broken, which poses a great risk of damaging the final concrete surface or destroying intricate details. This paper focuses on the development of a sustainable FDM 3D printed formwork system, enabling the casting of components at an architectural scale, without creating material waste. It does so by combining a minimal 3D printed shell with additional geometrical formwork features. Furthermore it proposes the usage of an alternative formwork material, Poly Vinyl Alcohol (PVA). PVA is water dissolvable, non-toxic, and biodegradable. Introducing water dissolvable 3D printed formwork allows designers to exploit in full the advantages of additive manufacturing technologies and the formability of castable materials. Concrete can be cast to fabricate one of a kind, full-scale, structural components without compromising the complexity of form, while at the same time, reducing the amount of material waste drastically.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id acadia22_356
id acadia22_356
authors Leschok, Matthias; Dillenburger, Benjamin
year 2022
title 3D Printed Formwork for Mycelium Bound Composites
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. 356-365.
summary This paper presents investigations on 3D printed formwork for MBC using different polymers. The method is demonstrated via two large-scale prototypes, and major findings are critically discussed. It is shown that different polymer materials can be used for growing MBC, and that the choice of material affects the final component. The research aims to promote the creation of low-embodied energy and fully biodegradable building components by exploring 3D printed formwork for mycelium-bound composites.
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_id ecaade2018_209
id ecaade2018_209
authors Lescop, Laurent and Suner, Bruno
year 2018
title 15 Years of Immersion - Evolution and assessment of a pedagogy
doi https://doi.org/10.52842/conf.ecaade.2018.1.391
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 391-400
summary Since 2002, the Master's students at the Graduate School of Architecture of Nantes who are enrolled in the "Architecture in Representation" orientation have carried out a pioneering work in the use of digital tools. By adopting the most recent techniques and tools, they have transformed the architectural design approach, thanks to the integration of "narrative design". In fifteen years, students will have gone from the board to digital drawing, to immersion and virtual reality, including short films and interactive devices, without losing sight that the subject of the work is in fact the project, and not the tool. In doing so, they have questioned, led by their professors, the status of synthesis images, the challenges of interactive narrative and of the virtual world. Within the school, time was needed to accept these explorations; the use of digital tools, long criticised, was blocking the appreciation of the content and the students' experimental approaches. Nowadays, the experience from these past fifteen years lead us to ask this question: do digital tools renew the design paradigms, or are we only involved in the evolution of practices through the integration of other means?
keywords Representation; perspective; immersion; perception; 3D; VR
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2020_333
id ecaade2020_333
authors Lescop, Laurent and Suner, Bruno
year 2020
title Designing Intradiegetic and Extradiegetic Spaces for Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2020.2.545
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 545-554
summary Fictions for virtual reality are mostly conceived either in an entirely virtual environment or in a real environment with very little transformation. It is infinitely rare to find examples of sets designed and built specifically for a 360° experience. Building, rather than remaining purely virtual, raises complex questions about the organization of a "space to play" and therefore how to produce a narrative for immersion and create a 360° film grammar.We thus have created a first 360° set for the famous director Marc Caro, for whom the question of off-screen raised a very complex technical problem regarding lighting, visual effects, staging, blocking and acting. In this contribution we will show how this was solved and why the definition of a 360° narrative grammar is crucial. These are important intricacies that place the user-spectator in the optimal conditions to appreciate the experience.
keywords 360° cinema; Virtual Reality; Methodology and pedagogy; narrative grammar; Set construction; Isovist 3D
series eCAADe
email
last changed 2022/06/07 07:52

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 881HOMELOGIN (you are user _anon_756818 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002