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 125

_id ascaad2009_000
id ascaad2009_000
authors Abdelhameed, Wael; N. Hamza and A. Bennadji (eds.)
year 2009
title Digitizing Architecture: Formalization and Content
source 4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009)[ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, 463 p.
summary CAAD is constantly provoking and raising many potentials, challenges and arguments in academia, practice, and even in the theory of architecture itself. This process starts with the pedagogy of designing and the ongoing questions such as how much of CAAD should be incorporated in teaching, and ends with digital design technologies and the new emerging questions such as how biologically inspired computational processes alter the form of our architecture and the typical design process. Architecture originates from peoples’ needs and beliefs. The new forms of digital architecture generate debates in terms of various important issues, ranging from emotional and social factors to sustainability and warming climate. The focus area of the conference can be shaped, as follows: considering all these potentials, challenges, and arguments, which we have to benefit from and cope with, are there truly legitimate concerns about the future of our architecture and its content in particular from human and environmental dimensions? Can we develop our own ways of benefiting from the technology that cater to our environment and culture? Can we still see the form of architecture in the traditional way or should we change our perspectives? In other words the conference concentrates on bridging between the new digital form and the traditional human content.
series ASCAAD
type normal paper
email
last changed 2010/02/26 07:31

_id ascaad2021_017
id ascaad2021_017
authors Abouhadid, Mariam
year 2021
title Affective Computing in Space Design: A Review of Literature of Emotional Comfort Tools and Measurements
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 330-340
summary Architecture Digital Platforms are capable of creating buildings that provide comfort that meets human thermal, acoustic and visual needs. However, some building technologies can choose the physical energy arena of the building on the expense of the mentioned aspects of human comfort. Nevertheless, aspects like emotional and psychological human comfort exist in limited studies practiced in interior design, or in active design of public spaces and on the landscape and urban scale. It is not mandatory in building design: How different spaces affect humans and what makes an environment stressful or not. Study gathers literature theoretically and categorizes it per topic: 1) Affective computing Introduction and uses, 2) Human responses to different stimulus and environments, 3) Factors that affect humans, 4) Technologies like brain imaging and Galvanic Skin Response (GSR) that are used to measure human anxiety levels, as well as blood pressure and other indications on the person’s well-being, and some 5) Case Studies. Affective computing can be an addition to different pre- design analysis made to a project. Different areas of comfort like space dimensions, height, colour and shape can be the start of coding “Human Comfort” analysis software. Study has been restricted to previous research, and can be expanded further to experimentation. Future work aims to code it into Building Information Modelling Software.
series ASCAAD
email
last changed 2021/08/09 13:11

_id 6433
authors Agranovich-Ponomarieva, E. and Litvinova, A.
year 1998
title The "Real Space - Cyberspace" Paradigm
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 141-145
summary In a chain of "real - perceived - imagined space" the computer reduces to a uniform model of only real and imagined space. It cannot undertake man's function or it cannot build the perception model. However, perception assumes physiological perception, psychological estimation and understanding, and emotional ho-experience. For a person the seizing of space during perception is constructing temporary spatial images and their development. The communicative relations of the person with environment are established during revealing internal and external structural communications and the interior represents the message, unwrapped in space and perceived in time. The real space is formed under influence of the sum of conceptual restrictions. The character of these restrictions depends on a super idea, a type of an initial situation, character of installations and on social-cultural stereotypes of the author. Without this stage transition to real architectural object is impossible. Result of activity of an architect at this stage becomes creation hypothetical cyberspace, with its own peculiarities and laws.
series plCAD
last changed 1999/04/08 17:16

_id ascaad2014_033
id ascaad2014_033
authors Al-Mousa , Sukainah Adnan
year 2014
title Temporary Architecture: An urban mirage
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 405-413
summary One of the emerging multidisciplinary contemporary art practices is interactive installation art, which is concerned with constructing a temporary artistic environment that is digital, responsive and engaging. It is usually displayed within existing architectural context whether indoor in a gallery space or outdoor in a public space. Recent examples of such art projects show that interactivity and illusion are effectively present and highly influential in the perception and memory of the place. A digital display on a building façade can remain attached to the history of the site in the spectator’s memory even after the display is removed. An interactive space that involves body response and emotional sensory interaction can determine the narrative perceived from the experience. These trends seemingly bring together the physical context and the digital space to contain the spectator. The two mediums are merged to provide a new genre of space, hence a new mode of perception where the art space mediates people’s movement and overlay the context with new meanings. Multiple backgrounds are involved in the creative process of interactive installation art, all of which involve examining various concepts through artistic engagement with temporary spaces. Here, particularly because of interactivity and immerseveness, the spectator becomes part of the performance (the subject); with his moving and reacting he activates the narrative and probably gives it its shape. This paper aims to explore the potentials of the digital spatial display to enhance or weaken our sense of belonging to the surrounding environments while creating an illusionary space within the real physical one. It also aims to discuss how this influence would affect the memory of the mixed experience; the installation being digital, temporary and illusive and the space being physical, permanent and real. What happens to the “spectator” when contained by the digital-interactive and the physical medium(s)?. In order to unfold the mentioned questions, the study uses theories of perception and performance reflected on live case studies of recent art projects where the researcher becomes a member of the audience and an observer at the same time in order to trace the journey inside this new medium. In an era where time is being more difficult to grasp and identities of visual culture is becoming more difficult to define, temporary responsive environments can provide some openings where space becomes durational, yet, influential, and where people’s movements become more meaningful in the visual terrain.
series ASCAAD
email
last changed 2016/02/15 13:09

_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 ecaade2011_021
id ecaade2011_021
authors Asanowicz, Aleksander
year 2011
title Digital “serial vision” - new approach in urban composition teaching
doi https://doi.org/10.52842/conf.ecaade.2011.716
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.716-724
summary The paper discusses the following problem: How can digital technology are integrated with urban composition teaching to provide a better understanding of the aesthetical and emotional aspects of the city? It argues for the current need for an integration of computer modelling and the approaches developed form the work of K. Lynch, G. Cullen, R. Krier, F. Ching. The paper is based on the experience in design studio teaching and an experiment completed with students. The exercise shows the students that different spatial organization may cause different emotions according to the treatment of space-defining elements. The paper presents the background and context as well as describes the experimental environment and the student work.
wos WOS:000335665500083
keywords Urban composition; serial vision; computer animation
series eCAADe
email
last changed 2022/05/01 23:21

_id ca51
authors Asanowicz, Aleksander
year 1994
title CAFE: Composition for Architects - Forms and Emotions
doi https://doi.org/10.52842/conf.ecaade.1994.x.l3s
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, pp. 249
summary In the architectural creation process there has always been an inclination to improve the methods of designing in the way of ,,objectivization" of designing process. Objectivization which would explain why we do design in this way and not the other. In spite of the trend to the total objectivization (Vitruvius, Alberti, Palladio), the results appeared to be still subjective, i.e. they included methods of designing typical of the one and only architect. This fact made them completely useless in the designing practice. On the other hand one cannot underestimate their meaning as to this very practice. Because it is just thanks to them that the development of designing studies has taken place. We do learn not only watching works of great architects, but also studying their opinions concerning problems of form, function and construction. That is why it seems to be useful to collect experiences concerning the classic theory of architectural composition, which have been gathered through centuries, as well as to try once again to objectivize the process. Composition information arranged in the form of data-base would create the ground for proper functioning of an expert system uniting diagnostic and planning functions. Study of that kind, not claiming design applications could be an excellent educational equipment in teaching architectural composition. In the proposed teaching system attempts have been made to look at the architectural composition theory in the light of the perception of the form, and - emerging in this process - emotional and aesthetic evaluations. In order to define which evaluations have been most often expressed during the perception process of architectural forms, the students of Architecture Faculty in Bialystok Technical University have been polled on the subject: ,,Which words are most commonly used in the descriptions of architecture works?"

series eCAADe
email
last changed 2022/06/07 07:50

_id 6c97
authors Asanowicz, Aleksander
year 1996
title Using the Computer in Analysis of Architectural Form
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 25-34
summary One of the most important aspects of the designing process is: the design activity is usually conducted with incomplete information. Another important aspect of designing activity is: designing activity is usually based on past experience. As a matter of fact looking at designers in the early conceptual phases, one thing that appears clear is, instead starting from scratch, they spend a part of their time thinking about existing designing experience, reviewing the literature, and so on. That is why explicit representation of designing knowledge is needed if computers are to be used as the aid of design education and practice. Composition knowledge data base will be helpful during an architectural form analysis process as well. It makes possible to provide answers and explanations as well as allowing to view tutorials illustrating the particular problem. On its basic level such a program will present analysis of architectural objects and abstract forms based on subjective criteria. On its upper level allowing further exploration of various architectural composition attributes, as well as their influence on emotional- aesthetic judgements being formed during the process of analysis the architectural form.
series other
last changed 1999/04/08 17:16

_id 2004_350
id 2004_350
authors Asanowicz, Alexander
year 2004
title Computer, Creativity and Unpredictability
doi https://doi.org/10.52842/conf.ecaade.2004.350
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 350-357
summary Computers in designing are usually considered as a tool for preparing technical documentation, storage and managing information, coordinating of flow of design process, modelling and all kind of visualisations (renderings, animation, VR models). At the early design stages, when an idea of the form is created, computer is not used very often. The reason for this is that traditional computer drawing is too completed to be used at this stage. In new methods of supporting creativity, computer should be used for creation of less precise, unpredictable but more inspiring images. This method are based on the thesis that emotional elements have a great affect on the decision making process in designing. Intuition, unpredictability and no logic are the essence of creativity in the selection of associations. Confirmation of this statement we may find in many theories of creativity (theory of incubation elaborated by Wallas, genploration (Finke, Ward and Smith), redundant generation (Lem), synectics (Gordon)). All these theories emphasize the role of unpredictable associations and metaphors in creativity. Process of metaphorisation is characteristic for our era and plays important role in creative process. That’s why we need the new methods of graphic computer and non-computer transformation, which allows us a fuller exploration of design metaphors. The final conclusion is built on the thesis that too precise tools promote cause to decrease differences.
keywords Creativity; Design Theory; Metaphors
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia20_120
id acadia20_120
authors Barsan-Pipu, Claudiu; Sleiman, Nathalie; Moldovan, Theodor
year 2020
title Affective Computing for Generating Virtual Procedural Environments Using Game Technologies
doi https://doi.org/10.52842/conf.acadia.2020.2.120
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 120-129.
summary Architects have long sought to create spaces that can relate to or even induce specific emotional conditions in their users, such as states of relaxation or engagement. Dynamic or calming qualities were given to these spaces by controlling form, perspective, lighting, color, and materiality. The actual impact of these complex design decisions has been challenging to assess, from both quantitative and qualitative standpoints, because neural empathic responses, defined in this paper by feature indexes (FIs) and mind indexes (MIs), are highly subjective experiences. Recent advances in the fields of virtual procedural environments (VPEs) and virtual reality (VR), supported by powerful game engine (GE) technologies, provide computational designers with a new set of design instruments that, when combined with brain-computing interfacing (BCI) and eye-tracking (E-T) hardware, can be used to assess complex empathic reactions. As the COVID-19 health crisis showed, virtual social interaction becomes increasingly relevant, and the social catalytic potential of VPEs can open new design possibilities. The research presented in this paper introduces the cyber-physical design of such an affective computing system. It focuses on how relevant empathic data can be acquired in real time by exposing subjects within a dynamic VR-based VPE and assessing their emotional responses while controlling the actual generative parameters via a live feedback loop. A combination of VR, BCI, and E-T solutions integrated within a GE is proposed and discussed. By using a VPE inside a BCI system that can be accurately correlated with E-T, this paper proposes to identify potential morphological and lighting factors that either alone or combined can have an empathic effect expressed by the relevant responses of the MIs.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2016_792
id sigradi2016_792
authors Bono, James De; Moleta, Tane
year 2016
title Sentimentality and the Digital Expanse
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.668-676
summary This paper explores the use of atmosphere within a digital space to evoke complex emotional response from virtual inhabitants of the space. Within architectural representation a shift to architectural visualisations in digital mediums have lost the prominence of the sensual communication of atmosphere and emotion in the abstract component of space. Sentimentality and the Digital Expanse constructs a methodology to reintroduce this sensuality into digital space, that draws from knowledge of both the unfamiliar atmosphere and the technical Presence to allow an iterative articulation of objective atmospheric design within digital space.
keywords Complex emotional impact; Atmospheric design; Digital space; Architectural representation; Virtual presence
series SIGRADI
email
last changed 2021/03/28 19:58

_id 3aed
authors Broadbent, G.
year 1975
title Design in architecture: architecture and the human sciences
source Wiley J, London
summary Broadbent first investigates what an architect is as a person. Trying to understand how an architect thinks and what sets him apart from the other members of a building design team. To achieve this Broadbent makes a study of various psychological reports which have been generated about architects. Although it would seem that the reports are inconclusive about what characterizes an architect. In particular there would seem to be a great difference between the personality of average and outstanding architects. Characterizations have been made about personality types in general and they include, creative and non-creative, tolerant and prejudiced, introverted and extroverted. Many of these terms carry linguistic connotations which are perhaps misleading. One of the less emotionally loaded distinctions is between cyclothymes and schizothymes. Cyclothymes seem to be sensitive and sociable people with good verbal reasoning skills. By contrast the schizothymes dissociate intellectual and emotional aspects of life tending towards self-sufficiency, reserve and intolerance. Some outstanding designers have been characterized as the latter, whereas some studies would favour the former characteristics for average architects. Although there does not appear to be a clear definition of the character of an architect, some interesting distinctions between broad types of thinkers can be identified. One classification is between convergent and divergent thinkers. The difference between convergent and divergent thinkers re-occurs throughout the book. Convergent thinkers are generally associated with the sciences, and will work effectively towards one correct answer to a given problem. Divergent thinkers respond well to open-ended questions, taking pleasure from the task of proposing many alternatives to a given problem. Divergent thinkers seem to enjoy ambiguity in a problem and are happy to work in this situation, convergent thinkers prefer precise problem definitions avoiding "messy" situations. Convergent thinkers seek to find an abstract perfection, through precise logical arguments, something which divergent thinkers mistrust. Although all architects will fall somewhere between these two extremes, as with all the polarizations presented, there are examples of successful architects who show tendencies to either one of these types of thinking. It has been suggested that successful designing requires both types of thinking. The creative process described in simple terms relies upon the creation of a set of possible solutions and a critical selection process to choose the most suitable. Divergent thinking works best at producing alternatives, and convergent thinking works best at selecting the best solution from a given set. The divergent thinker works within a vague framework, while the convergent thinker works within the well-defined set of possibilities presented.
series other
last changed 2003/04/23 15:14

_id ecaade2021_326
id ecaade2021_326
authors Chan, Holly, Brown, Andre, Moleta, Tane and Schnabel, Marc Aurel
year 2021
title Augmented Spaces - If walls could talk
doi https://doi.org/10.52842/conf.ecaade.2021.2.575
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 575-584
summary This paper explores the development of Augmented Spaces that involve embedding within the built environment, digitally responsive recognition of human presence. Contemporary digital media provides the opportunity to enhance physical space with the property of immediate interaction, which results in a high level of user engagement and responsivenenss. Through the addition of digital media, emotional and reflective value can be added to the built form. If space is designed to be reactive, rather than passive, a dialogue can be established between the user/inhabitant and the environment. We report on the establishment and analysis of a set of prototype digital interventions in urban space that react to human presence. One is in a building threshold space; one an urban street. We describe the development of a digital particle system with two inputs; the first being the geometry that generates the particles and the second being the geometry that displaces the particles. The research goals that we report on are driven by three over-riding response criteria, Visceral, Behavioural and Reflective.
keywords augmented space; reactive; synesthetic
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2024_68
id caadria2024_68
authors Chen, Changyu, Yu, Hanting and Guo, Yuhan
year 2024
title Perception and Reality: Urban Green Space Analysis Using Language Model-Based Social Media Insights. A Case Study within Shanghai’s Inner Ring
doi https://doi.org/10.52842/conf.caadria.2024.2.119
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 2, pp. 119–128
summary As urbanization accelerates, urban green spaces play an increasingly integral role in daily life. The development of large language models (LLM) provides a practical method for assessing how people perceive green spaces. This study employs prompt-turning techniques to analyze social media data, aiming to uncover public sentiments and correlate them with the actual conditions of urban green spaces. By categorizing evaluative dimensions — location, landscape quality, facility levels, and management — diverse areas of public focus are revealed. We utilize both dictionary-based and language model-based methods for the analysis of overall emotional perception and dimensional emotional perception. Classification of sentiments into positive, neutral, and negative categories enhances our understanding of the public's general emotional inclinations. Using various spatial analysis techniques, the study delves into the current conditions of green spaces across these evaluative dimensions. In conclusion, a correlation analysis exposes patterns and disparities in these evaluative dimensions, providing valuable insights into understanding public emotional tendencies and offering effective recommendations from the perspective of public perception.
keywords Urban green spaces, Social media analysis, Public Sentiment, Spatial analysis, Prompt-turning
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2024_81
id caadria2024_81
authors Cheng, Sifan and van Ameijde, Jeroen
year 2024
title Sensing Streets: Exploring the Association Between Cityscape Qualities and Street Perceptions Using Street View Imagery and Natural Language Processing
doi https://doi.org/10.52842/conf.caadria.2024.2.139
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 2, pp. 139–148
summary Assessing the perception of street environments and understanding the relationships between their aesthetic qualities and pedestrian experiences are critical to promoting walking behaviour and enhancing urban residents’ long-term well-being. While Machine Learning-based analysis of Street View Imagery (SVI) has enabled a range of streetscape studies, the relationship between the visual qualities of cityscapes and people’s emotional responses is still under studied. This study used recently developed computational methods to quantify urban street qualities and related sentiments. It collected online reviews and employed Natural Language Processing (NLP) methods to understand how people perceive streets and which environmental features contribute to positive and negative street perceptions. The analytical framework developed in this study can support other high-resolution studies into the spatial-temporal perception of cityscapes in high-density cities across the world.
keywords Cityscape Quality, Street Perception, Social Media Data, Sentiment Analysis, Natural Language Processing
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2024_377
id caadria2024_377
authors Choi, Jin Woo, Park, Jong Jin, Kim, Eonyong and Jun, Han Jong
year 2024
title User-Centered Design (UCD) Based Web VR for the Value of Cultural Heritage
doi https://doi.org/10.52842/conf.caadria.2024.2.303
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 2, pp. 303–312
summary This study explores the use of Web-based Virtual Reality (Web VR) in effectively communicating the value of cultural heritage. At the heart of this research is the integration of User-Centered Design (UCD) principles to enhance User Experience (UX) within Web VR environments. The research underscores the accessibility and cost-effectiveness of Web VR in overcoming the limitations of traditional museum visits and in broadening public engagement with cultural heritage. Additionally, it highlights how UCD contributes to creating immersive and interactive experiences, with a focus on user needs and expectations. Furthermore, the study points out the critical importance of storytelling, advanced 3D modeling, and intuitive interfaces in delivering the complex narratives and values of cultural heritage. These approaches aid in facilitating a deeper understanding and emotional connection with the heritage, beyond just visual experiences. The findings of this study suggest that Web VR, enriched with UCD principles, storytelling, 3D modeling, and intuitive interfaces, offers a comprehensive and appealing approach to making cultural heritage accessible and meaningful to a diverse audience. This research provides foundational insights for future studies and practical applications in the field of digital cultural heritage exhibition.
keywords Cultural Heritage, Virtual Reality (VR), Web VR, User Centered Design (UCD), User experience, Storytelling
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2024_343
id caadria2024_343
authors Choi, Tae Ho, Ji, Seung Yeul, Hong, Yi Yeon and Jun, Han Jong
year 2024
title Web-Based 3D Heatmap Visualization of Spatial Cognition Using EEG and Eye Tracking Data
doi https://doi.org/10.52842/conf.caadria.2024.3.539
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 539–548
summary In recent years, the field of architecture has emphasized a user-centered approach. The focus is on analyzing and visualizing users' cognitive and emotional responses to the architectural environment to understand how it affects their experience beyond physical space. This study integrates eye-tracking technology and electroencephalography to analyze the user's visual attention and emotional state and perform web-based visualization. Eye tracking records a user's eye movements to identify areas of visual interest and concentration, while Electroencephalography measures alpha and beta wave activity to evaluate concentration and nervousness. The interrelationship between eye tracking and Electroencephalography data is identified using a time-series-based synchronized dataset. To visualize the analyzed biometric data in 3D, we map the data against the background of PointCloud as a 3D environment using Cesium, which is based on WebGL. The use of 3D visualization allows for the demonstration of the interaction between the user's biological response and architectural elements in a three-dimensional format. This enables a more intuitive understanding of users' cognitive and emotional responses within the architectural environment.
keywords User perception method, Smart Space, Visualization, Eye-Tracking, EEG, WebGL, Cesium
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2014_206
id caadria2014_206
authors Dias, Miguel Sales; Sara Eloy, Miguel Carreiro, Pedro Proença, Ana Moural, Tiago Pedro, João Freitas, Elisângela Vilar, Jorge D'alpuim and António Sérgio Azevedo
year 2014
title Designing Better Spaces for People
doi https://doi.org/10.52842/conf.caadria.2014.739
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 739–748
summary We present a pilot study aiming to explore the use of biometrics sensing technology within a semi-immersive VR environment, where users face architectural spaces which induce them sensations close to fear of heights, claustrophobia, frustration and relief. Electrodermal activity was used to detect users’ emotional arousal, while navigating in VR. Navigation conditions and participants’ expertise with games were controlled. Main results show that physiological measurement of user’s perceptions can discriminate well "positive" from "negative" spaces, providing designers with basic information on people’s emotional state when using the buildings they design.
keywords Virtual reality; computational design; human-computer interaction; space perception; biometrics sensing, electrodermal activity
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2022_427
id caadria2022_427
authors Ding, Xinyue, Guo, Xiangmin, Lo, Tian Tian and Wang, Ke
year 2022
title The Spatial Environment Affects Human Emotion Perception-Using Physiological Signal Modes
doi https://doi.org/10.52842/conf.caadria.2022.2.425
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. 425-434
summary In the past, spatial design was mainly from the perspective of designers. With the increasing demand for quality spaces, contemporary architecture has gradually shifted from focusing on form creation to human well-being, once again advocating the concept of "human-centered" spatial design. Exploring how the spatial environment affects human emotions and health is conducive to quantifying the emotional perception characteristics of space and promoting the improvement of human quality of life and sustainable survival. At the same time, the development of contemporary technology and neuroscience has promoted the study of the impact of spatial environment on human emotion perception. This paper summarizes the research on the impact of the spatial environment on human emotion perception in recent years. First, 28 relevant studies were screened using the PRISMA framework. Then a set of research processes applicable to this study is proposed. Next, the physiological signals currently used to study the effects of the spatial environment on human emotions are summarized and analyzed, including electroencephalography (EEG), skin response (GSR), pulse (PR), and four other signals. The architectural features studied in the related literature are mainly building structural features, building spatial geometric features, and building spatial functional attributes. The study of urban space is divided into different parts, such as urban environment characteristics and urban wayfinding behavior. Finally, we point out the shortcomings and perspectives of studies related to the influence of spatial environment on human emotion perception.
keywords Architectural space environment, urban space, human emotional feelings, Physiological signals, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id cf2009_poster_27
id cf2009_poster_27
authors Do, Ellen Yi-Luen
year 2009
title Towards A Smart Living Environment: Happy Healthy Living With Ambient Intelligence and Technology
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary Achieving wellness is a Grand Challenge. We are concerned about the quality of life for ourselves and for our society. As human beings we want to develop and cultivate our untapped potential for a happy, healthy, creative and fulfilling life. Technological innovation may be just the key to unlock human potential for the Holy Grail of wellness. Wellness has multiple dimensions: physical, emotional, occupational, social, intellectual and spiritual (Hettler 1976). Below we briefly describe interesting design computing projects employing technological innovations to contribute toward a smart living environment for wellness.
keywords Ambient, intelligence, ubiquitous computing, smart living
series CAAD Futures
type poster
email
last changed 2009/07/08 22:11

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