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 15102

_id caadria2013_098
id caadria2013_098
authors Park, Jong Jin and Bharat Dave
year 2013
title Bio-Inspired Adaptive Stadium Façades – An Evolution-Based Design Exploration
doi https://doi.org/10.52842/conf.caadria.2013.107
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 107-116
summary Our research focuses on bio-inspired evolutionary design based on genetic algorithms to explore façade surfacesthat improve adaptivity and solar performance of stadium design during the early stages of design development. This paper describes prototype implementation of an automated computer design system, its architecture, and initial results. Our approach highlights importance of early exploration of architectural geometries by rapidly narrowing down optimised design solutions within an infinite search space of possible design solutions. Additionally, the prototype supports automatic generation of design variations and demonstrates potential use of genetic algorithms as a means to constrained design exploration.  
wos WOS:000351496100011
keywords Adaptive façades, Evolutionary design, Genetic algorithm, Performance simulations 
series CAADRIA
email
last changed 2022/06/07 08:00

_id ijac201412103
id ijac201412103
authors Park, Ju Hong; Takehiko Nagakura
year 2014
title A Thousand BIM: A rapid value-simulation approach to developing a BIM tool for supporting collaboration during schematic design
source International Journal of Architectural Computing vol. 12 - no. 1, 47-60
summary The purpose of this study is to develop a BIM-based plug-in that is able to assist a collaboration among heterogeneous professionals. The tool will enable them to communicate in the same language, articulate criteria and priorities in multiple perspectives, and to share rapidly simulated evaluations of schematic design variations. Among many barriers that block collaborations among professionals, a quintessential barrier in the building and design industries may be epistemological rather than physical. The professionally different ways of thinking, expertise, values, and priorities can be a block on the collaborative development process of architectural design projects. This paper takes the example of the relationship between developers and architects, who tend to have different evaluation criteria. A real-time value simulation tool is introduced as a means to generate possible building typologies on a given project site, with computation of expected total values expressed in simple financial terms.
series journal
last changed 2019/05/24 09:55

_id caadria2013_140
id caadria2013_140
authors Park, Juhong and Takehiko Nagakura
year 2013
title A Thousand BIM – A Rapid Value-Simulation Approach to Developing a BIM Tool for Supporting Collaboration During Schematic Design
doi https://doi.org/10.52842/conf.caadria.2013.023
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 23-32
summary A typical architectural design project proceeds as collaboration among professionals who have different expertise, values and priorities. The collaboration is needed to make designs both rich yet feasible, but the professionally different ways of thinking can also be a block on the way of design development. This paper takes the example of the relationship between developers and architects, who tend to have different evaluation criteria, methods, and processes. A BIM-based tool, A Thousand BIM, is introduced as a means to quickly generate possible building typologies on a given project site, with computation of expected total values expressed in simple financial terms. Its aim is to help a group of heterogeneous professionals to communicate in the same language, articulate criteria and priorities in multiple perspectives, and share rapidly simulated evaluations of schematic design variations. The implemented evaluation process considers construction cost per square foot, land value, and sustainability as well as other soft design values such as views and accessibility. It can take various market data as inputs to cost calculation, and the weight to each of the design values is dynamically adjustable. A professional can explicitly set them, and share the criteria, priorities, and results of value simulations with others in an enhanced collaborative process.  
wos WOS:000351496100003
keywords BIM, Pro-forma, Design collaboration, Value simulation 
series CAADRIA
email
last changed 2022/06/07 08:00

_id ecaadesigradi2019_286
id ecaadesigradi2019_286
authors Park, Jung Eun and Lee, Hyunsoo
year 2019
title Parametric Design Model of Urban Collective Housing - Based on the Constructal Theory
doi https://doi.org/10.52842/conf.ecaade.2019.2.385
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 385-392
summary Most cities is becoming densely populated in unstable society. Demand for single-person households is increasing and also the demand for collective housing is increasing. In this situation, urban housing should be open and flexible and should move toward increasing opportunities for social exchange and satisfaction of resident. In this paper, development of new collective housing was explored to enable flexible and efficient communication and sharing by utilizing branch structure through Constructal theory on efficient flow in system. The methodology was proposed for future collective housing design through parametric design model with tree diagram that show the flow of shared spaces. This could be a solution to future social sustainability as a proposal to increase the shareability and respond to the demand for new building shapes.
keywords Collective housing; Parametric design; Branch structure
series eCAADeSIGraDi
email
last changed 2022/06/07 08:00

_id ijac20108307
id ijac20108307
authors Park, Kat; Nicholas Holt
year 2010
title Parametric Design Process of a Complex Building In Practice Using Programmed Code As Master Model
source International Journal of Architectural Computing vol. 8 - no. 3, pp. 359-376
summary Parameter based design explorations inevitably require a unified master model that represents the current design state, where each parameter being explored is essentially a critical sub-case of this master model. Throughout the constantly changing design state, it is beneficial to maintain a master model that is flexible and adaptive. This paper describes the design process of a complex building whose master model documented the design logic through implementation of software code. This process is illustrated by the case study of Lotte Super Tower (Seoul, Korea) from the beginning of schematic design to end of construction document phase. By maintaining the master model as a platform-free software code, in contrast to platform-dependent methods, the case study illuminates the advantages of documenting the generative logic behind design variations in a way that allows greater flexibility and a higher level of alignment with design intent.
series journal
last changed 2019/05/24 09:55

_id ddss9472
id ddss9472
authors Park, Mungo
year 1994
title Text, Model, Image, the Inconsistent Cycle of Reflective Design in Architectural Speculation
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The paper will examine the sites of imaginal or creative 'events' set within the discourse of architecture and landscape design. It will discuss the cognitive and reflective actions implicit in creating or opening up the spaces of thinking in design. Notions of 'linearity' and 'intuition' in the emergence of discursive design work will be tested with reference to the textual work of Barthes, Foucault and Baudrillard, and to the imaginal work of Lebbeus Woods, Piranesi and Daniel Liebeskind. The potential for relocating terms and collapsing conventional disciplinary boundaries to discover a creative field of discourse within architectural design will be discussed, together with the specific tactics and strategies which may be employed by the designer to achieve such a collision in the problematizing of a design project. Ideas of reality, simulation and materiality will be discussed in the context of the designer's external frames of reference (societal, ecological, political, aesthetic, cultural) and their possible relationship with the cognitive process in order to discover the terms under which an architectural discourse seeks validation.
series DDSS
last changed 2003/12/21 07:38

_id ijac201210102
id ijac201210102
authors Park, Peter; Matthew Gilbert, Andy Tyas, et al.
year 2012
title Potential Use of Structural Layout Optimization at the Conceptual Design Stage
source International Journal of Architectural Computing vol. 10 - no. 1, 13-32
summary Despite recent developments in computer-aided design in architecture, both in terms of form generation techniques and performance-based design tools, there still appears to be polarization between the ‘visual’ and the ‘technical’ elements of design. Two causes of this are discussed: long-standing tradition within the discipline and perception of design as primarily a visual exercise. Structural layout optimization is a technique which enables automatic identification of optimal arrangements of structural elements in frames. As the technique appears to have the potential to help reduce the polarization between the visual and the technical elements of design, it can be considered as an ‘integrative’ form generation tool. Applications of the technique are considered via three design examples, demonstrating both its potential and areas where refinement is required before it is suitable for application in practice.
series journal
last changed 2019/07/30 10:55

_id 138e
authors Park, S.-H. and Gero, J.S.
year 1999
title Qualitative representation and reasoning about shapes
source Gero, J.S. and Tversky, B. (Eds.), Visual and Spatial Reasoning in Design , Key Centre of Design Computing and Cognition, University of Sydney, Sydney, Australia, pp. 55-68
summary In this paper we present an approach to the qualitative representation of shape and its use. We use a qualitative coding scheme founded on landmarks in the shape. The scheme encodes a qualitative representation of angles, relative side lengths and curvatures at landmarks. We then show how such a representation can be used as a basis for reasoning about shapes using extracted shape features. We conclude with a preliminary analysis of 12 sketches of the architect Louis Kahn and show how they may be categorised based on these shape features.
keywords Qualitative Representation, Shape Reasoning
series other
email
last changed 2003/04/06 09:19

_id caadria2016_073
id caadria2016_073
authors Park, Seokyung and Jin-Kook Lee
year 2016
title Definition of a Domain-specific Language to Represent Korea Building Act Sentences as an Explicit Computable Form
doi https://doi.org/10.52842/conf.caadria.2016.073
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 73-82
summary This paper aims to define the syntax of KBimCode Lan- guage as a domain-specific computer language to represent Korea Building Act sentences. KBimCode Language represents building permit requirements in Korea Building Act as explicit computable rules. KBimCode aims to accomplish the neutral and standardized way of rule-making in an easy-to-use syntax. This paper introduces the approach of language design and definition. The main concerns handled in the paper are: 1) features of building permit-related regula- tions in Korea Building Act are reflected in the strategy for the lexical and syntactic design of KBimCode Language; 2) specification of KBimCode based on the context-free EBNF notation is introduced; and evaluation of the language definition is performed. KBimCode is an ongoing project. Together with newly developed rule checking ap- plications, KBimCode will establish automated design quality assess- ment system in Korea.
keywords Automated building permit system; automated design assessment; rule checking; rule-making; domain-specific language
series CAADRIA
email
last changed 2022/06/07 08:00

_id e122
authors Park, Soo-Hoon and Gero, John S.
year 1998
title Analysis of Architectural Sketches Using Categorical Shape Knowledge Based on Shape Features
doi https://doi.org/10.52842/conf.caadria.1998.405
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 405-414
summary Shape feature analysis method is suggested as a computational support for the association of pictorial patterns of sketches with design semantics. Geometric patterns have been represented with qualitative scheme which is capable of representing classes for a collection of instances. Similarities to the particular shape feature categories have been measured to compare the sketch instances.
keywords Sketches, Q-Code, Shape Feature, Categorical Shape Knowledge
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:59

_id caadria2008_28_session3b_229
id caadria2008_28_session3b_229
authors Park, Young-Kyu and Hyoung-June Park
year 2008
title The study of environmental sustainability in the 19th century traditional korean residence, Yeongyeongdang
doi https://doi.org/10.52842/conf.caadria.2008.229
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. 229-235
summary In this paper, one of traditional Korean residential buildings in the 19th century, Yeongyeongdang, is selected as a model to demonstrate the achievement of the environmental sustainability in the formal composition of traditional Korean architecture. With a computational analysis on the geometric model of Yeongyeongdang using Ecotect, this paper investigates the ecological characteristics employed in the design of the traditional Korean residence and the applications of the sustainable principles for its spatial system.
keywords Environmental factors; Simulation; Yeongyeongdang
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia16_78
id acadia16_78
authors Parker, Matthew; Taron, Joshua M.
year 2016
title Form-Making in SIFT Imaged Environments
doi https://doi.org/10.52842/conf.acadia.2016.078
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 78-87
summary Within the contemporary condition, turbulence that confronts architecture is no longer unpredictable weather patterns or wild beasts, but the unintended forces of a constantly connected digital infrastructure that demands constant attention. If, as Mark Wigley puts it, “architecture is always constructed in and against a storm” it is time for architecture to reevaluate its ability to separate us from a new storm-one that situates technology, global connectivity, human, non-human and composite users, and algorithmic architecture itself as new weather systems. Toward this end, this paper explores architecture’s ability to mediate and produce algorithmic turbulence generated through image-based sensing of the built environment. Through a close reading of Le Corbusier’s Urbanisme, we argue that for much of the 20th and the early part of the 21st century, cities have been designed to produce diagrams of smooth and homogenous flows. However, distributed personal technologies produce virtual layers that unevenly map onto the city, resulting in turbulent forces that computational platforms aim to conceal behind a visual narrative of accuracy, cohesion, anticipation, and order. By focusing on SIFT algorithms and their ability to extract n-dimensional vectors from two-dimensional images, this research explores computational workflows that mobilize turbulence towards the production of indeterminate form. These forms demarcate a new kind of challenge for both architecture and the city, whereby a cultural appetite to deploy algorithms that produce a smooth and seamless image of the world comes hand in hand with the turbulent and disruptive autonomy of those very same algorithms. By revisiting Urbanisme, a new set of architectural objectives are established that contextualize SIFTS within an urban agenda.
keywords complex morphology, sift algorithms, architectural representation, sensate systems
series ACADIA
type paper
email
last changed 2022/06/07 07:59

_id lasg_whitepapers_2019_235
id lasg_whitepapers_2019_235
authors Parlac, Vera
year 2019
title Soft Kinetics; Integrating Soft Robotics into Architectural Assemblies
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.235 - 250
summary The project described in this paper explores the integration of custom-made soft robotic muscles into a component-based surface. This project is part of a broader research that focuses on new material behaviors and their capacity to produce adaptive and dynamic material systems. The paper discusses the use of a pneumatic system as a form of material-based actuation. It presents the ongoing research into the capacity of integrated [pneu] structures to generate kinetic movement within a component-based assembly to produce a responsive and “programmable” architectural skin. This is a prototype-based exploration that demonstrates different kinds of movement achieved by different silicone muscle types and proposes a light modular construct, its components, and patterns of aggregation that work in unison with the silicone muscles to produce a dynamic architectural skin. The project is informed by a history of pneumatic structures, the technology of soft robotics, and a kit-of-parts design strategy.
keywords living architecture systems group, organicism, intelligent systems, design methods, engineering and art, new media art, interactive art, dissipative systems, technology, cognition, responsiveness, biomaterials, artificial natures, 4DSOUND, materials, virtual projections,
email
last changed 2019/07/29 14:02

_id sigradi2011_072
id sigradi2011_072
authors Parra-Agudelo, Leonardo
year 2011
title Interaction Design for Bogota: civil participation and public space construction [Interaction Design for Bogota: civil participation and public space construction]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 335-338
summary The ubiquity of digitally enhanced objects has made our social and cultural experiences to be mediated by electronic and digital products, and the vast and mostly invisible layer of technology that is being deployed in Bogota, Colombia, will have a substantial impact in our local public space. Design disciplines have the responsibility to actively engage and address problems and opportunities created by new technology developments. This paper will focus on the theoretical framework and research approach, to provide foundations for local upcoming research projects dealing with public space and digital technologies.
keywords Public space; urban informatics; interaction design; action research; design research
series SIGRADI
email
last changed 2016/03/10 09:57

_id sigradi2015_12.297
id sigradi2015_12.297
authors Parra-Agudelo, Leonardo; Choi, Jaz Hee-Jeong
year 2015
title Identifying Opportunity Spaces for Design Research in South America: Working with Grassroots and Community Groups
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 724-730.
summary As design research continues to gain momentum in South America, design researchers and practitioners in the region have begun to consider how to the field may address regionally-specific issues, including on-going political struggles. By bringing approaches such as Participatory Design and Adversarial Design that consider political aspects of design, local researchers have explored various forms that these two approaches could take that are tailored to the needs and values of different communities across the region. This paper focuses on identifying opportunities for developing design research projects in community-based and grassroots-oriented contexts. The paper presents the findings of our study about the understanding and experience of design researchers and experts who have been working closely with community groups and grassroots organisations in South America. Five themes emerged, highlighting opportunities and challenges related to positioning contemporary design research in the region, integration of adversarial perspectives into design processes, leveraging local obstacles through creativity, and the potential of building capacity within community groups and grassroots organisations for sustainability and autonomy.
keywords Design Research, South America, Interaction Design, Urban Informatics, Grassroots Communities
series SIGRADI
email
last changed 2016/03/10 09:57

_id 2006_560
id 2006_560
authors Parraga-Botero, Carlos and Carlos Calderon
year 2006
title 3D Real-time design environments for interactive morphogenesis of architectural space
doi https://doi.org/10.52842/conf.ecaade.2006.560
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 560-564
summary In this investigation we are concerned with rethinking and proposing the concept of space towards an enhanced interactive place where our spatial surroundings are no longer understood as fixed but as living organisms that adapt to our inter-actions inside of them. It is the aim of the research to show a space created by the interaction of the users with the building rather than the one generated by the personal interpretation of the designer. A place co-created by its inhabitant in real-time through a virtual prototype. Hereby, we are interested to investigate human-computer interactions inside of game engines as a morphogenetic process for potential architectural design and space conception. This research not only underlines theoretical concepts of architecture and folding as a spatio-structural diagrams that generate emergent processes in architecture design, but also proposes the creation and further development of a prototype based on these potentials that computer games and multimedia have brought to experiment and determine architectural environments. With the potentials of 3D Real-Time engines as design environments for the co-development of user driven spaces and folding as a design formation attitude we aim to determine space within the experience of a space prototype.
keywords Interactive architecture; 3D real-time design environments; Space Folding; User driven spaces; Virtual Collaborative Design
series eCAADe
email
last changed 2022/06/07 07:59

_id 61a4
authors Parsons, Peter W.
year 1994
title Craft and Geometry in Architecture: An Experimental Design Studio Using the Computer
doi https://doi.org/10.52842/conf.acadia.1994.171
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 171-176
summary Craft is one of the main aspects of architecture that accounts for its strong corporeal presence. The Computer used as a geometry machine lacks such tectonics. The predominant means for bringing a sense of materiality to its geometric constructions is through rendering, and in this respect the computer is not significantly different from geometric drawing. One need only recall the beautifully rendered drawings of the Beaux-Arts for a comparison. With the rise of modern architecture such 'paper' architecture was voraciously denounced in the cause of relating architectural production more closely with crafted production. Even now the interest in craft has persisted despite postmodern criticism. Therefore, a means for bringing a greater sense of craft to computer-aided design seems desirable. The architectural studio discussed in this paper was initiated partly for this purpose by intentionally confronting the computer's proclivity to move its users away from craft toward geometry, while at the same time taking advantage of its capabilities as a geometry machine. Craft can best be understood by practicing it. Consider, for example, the use of a chisel in woodwork. As one applies force with it, one can feel the resistance of the material. Carving with the grain feels differently than carving against or across it. Carving a piece of maple feels differently than carving a piece of pine. If one presses too hard on the chisel or does not hold it at the precise angle, there is a great risk of creating an unwanted gouge. Gradually with practice the tool feels as if it is an extension of the hand that holds it. it becomes an extension of the body. One can feel the physical qualities of the wood through it. Like a limb of the body its presence can become transparent and one can learn about what one feels through it. It can imprint a memory in the mind that comes to the brain, not through the eyes alone, but through the tactile senses. On the other hand it is tiring to use a chisel for an extended period of time. One's body begins to ache and, as the body tires, the risks of making an unwanted mistake increase. Furthermore, because a tool becomes wedded to the body, it is almost impossible to use more than one tool at a time unless they are being used in conjunction with one another as one might use two limbs of the body together. On a computer one can never 'feel' an object, the image of which is on the screen, in the same manner that one can feel with a chisel the material upon which one is working. One becomes particularly aware of this when creating a 3D computer model of a hand tool. One wants to hold it, not just look at it. Thus the artifice of the object created by means of the computer becomes very apparent, because the 'tool' has not yet taken on the qualities of a tool, although it has taken on the appearance of one.
series ACADIA
last changed 2022/06/07 07:59

_id acadia11_106
id acadia11_106
authors Parsons, Ronnie; Akos, Gil
year 2011
title Form Force Matter: Investigating form-active systems through analog machines and physics-based simulation
doi https://doi.org/10.52842/conf.acadia.2011.106
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 106-109
summary Form-active Systems offer an intuitive means of gaining direct and tangible knowledge for addressing architectural design problems with degrees of complexity typically beyond our capacity or desire to engage as designers. With these systems as a mechanism for research, we may establish a rich territory in which form, force, and matter are inherently imbricated in their conceptual domain. Furthermore, if we approach this conceptual terrain with an understanding that the elements of these systems exist along a continuum between the real and the virtual, we may incorporate methods and techniques in the form of analog machines and physics-based simulation from architecture’s peripheral fields of structural engineering, physics, and computation. This paper presents an applied research framework undertaken in a continued sequence of seminars whereby Form-active Systems are analyzed for their performative characteristics, synthesized for operative design strategies, iteratively prototyped across scales, and redeployed within the context of a multi-story installation.
series ACADIA
type work in progress
email
last changed 2022/06/07 08:00

_id ecaaderis2023_53
id ecaaderis2023_53
authors Partanen, Jenni
year 2023
title Data Driven Planning and Design for Spatial Justice
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 193–196
summary To harness the potential of data-driven planning, it is imperative to conscientiously account for the unintended consequences inherent in the web of urban systems. A paramount issue revolves around the burgeoning societal disparities stemming from these complexities. When employing digital tools, data, and methods, it is crucial to uphold the principles of spatial justice. This pertains to the use of sophisticated participatory platforms but also extends to the tools utilized for land-use allocation, planning, and the analytical and simulation processes that underpin them. Furthermore, it is vital to recognize the significance of activism and self-organization as integral components in the introduction of novel urban ontologies.
keywords Data Driven Planning, Technology-mediated Cities, Spatial Justice, Complexity
series eCAADe
email
last changed 2024/02/05 14:28

_id ecaade2023_359
id ecaade2023_359
authors Parthenios, Panagiotis, Karagianni, Anna, Geropanta, Vassiliki, Tzortzakakis, Alexandros, Kalimeris, Stavros, Dania, Panagiota and Delintadakis, Charalampos
year 2023
title A collaborative Virtual Reality platform for Opera Rehearsal: Designing for performing arts
doi https://doi.org/10.52842/conf.ecaade.2023.1.681
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. 681–690
summary Virtual Reality (VR) has made dynamic inroads into the performing arts world and has accelerated dramatically over time . Many Opera Theaters have used VR to bring new audiences into the Opera, to produce special content suitable for VR, and to create the ground for new learning experiences. Lately VR is also used to improve opera workflows to improve productivity and efficiency, but is rarely used as a tool for pre premiere rehearsals. This research considers how VR may be used to transform traditional opera work preparations into an immersive, interactive, and work experience and presents the methodology for the implementation of a collaborative VR Rehearsal Platform. In partnership with the Greek National Opera and the Digital Media Lab, several focus groups that consist of opera professionals and researchers collaborate, to develop a digital world where the directors, soloists, conductors, stage designers, light designers and chorus masters collaborate as if being on the stage. Inside the VR environment with the optimized models of the sets imported in pieces as library objects, ready to be altered, switched or saved for reuse enriched with light renderings and textures. The findings assert the importance of creating an immersive experience for all key players to mitigate the difficulties that stand in the preparation of any opera play such as luck of rehearsals on the final sets, control and safe implementation of stage and light design, last minute changes in materials or opera set parts among others. As a result it is suggested that the VR Rehearsal platform Operas can enhance key player collaboration ahead of time, improve their environmental impact and budget by eliminating flight travel for rehearsals, reducing raw materials, waste and mistakes, and use the platform for educational purposes.
keywords Opera, Rehearsal, Virtual Reality, Collaborative, Performing Arts
series eCAADe
email
last changed 2023/12/10 10:49

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