Abstract To represent design, both physical and digital models are utilized in the process. However, they usually don't function in unison. In order to synchronize these two types of models, the changes made in one model are generally translated into the other one later. This study intends to provide a conceptual framework for a simultaneous and synchronized model for the use of material, structure, and performance in the preliminary design stage. The methodology of the study includes evaluating material attributes, structural systems, and building performance of a physical model in the digital environment by using a Mobile Augmented Reality (MAR) interface. Because the cameras in MAR environment are mobile, the range of views can be expanded, and/or designs can be superimposed on user interfaces virtually. Thus, object interaction and navigation are all made possible. By offering a comprehensive, synchronized, and interactive design environment, where material, structure, and performance factors are incorporated both in physical and digital models, the suggested methodology will potentially aid users' decision-making process.
{"title":"A METHODOLOGY FOR MATERIAL-BASED COMPUTATIONAL DESIGN SUPPORTED BY MOBILE AUGMENTED REALITY APPLICATION","authors":"Esranur Karaci̇f, Sevil Yazici","doi":"10.54729/2789-8547.1221","DOIUrl":"https://doi.org/10.54729/2789-8547.1221","url":null,"abstract":"Abstract To represent design, both physical and digital models are utilized in the process. However, they usually don't function in unison. In order to synchronize these two types of models, the changes made in one model are generally translated into the other one later. This study intends to provide a conceptual framework for a simultaneous and synchronized model for the use of material, structure, and performance in the preliminary design stage. The methodology of the study includes evaluating material attributes, structural systems, and building performance of a physical model in the digital environment by using a Mobile Augmented Reality (MAR) interface. Because the cameras in MAR environment are mobile, the range of views can be expanded, and/or designs can be superimposed on user interfaces virtually. Thus, object interaction and navigation are all made possible. By offering a comprehensive, synchronized, and interactive design environment, where material, structure, and performance factors are incorporated both in physical and digital models, the suggested methodology will potentially aid users' decision-making process.","PeriodicalId":113089,"journal":{"name":"Architecture and Planning Journal (APJ)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114239517","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mohammed Faraj AL-SUWAIDI, Asterios Agkathidis, Adonis Haidar, David A. Lombardi
Abstract This paper reviews existing research on the use of immersive technologies, Virtual Reality in particular, in various stages of the architectural design process. Nine research papers were systematically reviewed and analyzed. They were filtered down by using the keywords: ‘Virtual/Augmented Reality, Architectural Education, Gravity Sketch, Unity and Virtual Environments’ from two main databases that focus on digital and computer-aided design research: Cumulative Index about publications in Computer Aided Architectural Design (CuminCAD) and Elsevier's abstract and citation database (Scopus). The selection of papers was filtered down based on relevant approaches which investigate architectural design, creative thinking and teaching methodology using immersive technologies. Another criterion applied to the filtering process of the research papers is the exploration and integration process of new tools and overlapping external software to aid the existing workflow of the user. Our findings explore the evolution of immersive tools to highlight the advantages and disadvantages of virtual reality-based software and hardware, as a creative development tool in the field of education and practice. This paper also proposes a novel teaching methodology that incorporates immersive technologies in the early design phase of architectural education.
{"title":"APPLICATION OF IMMERSIVE TECHNOLOGIES IN THE EARLY DESIGN STAGE IN ARCHITECTURE EDUCATION - A SYSTEMATIC REVIEW","authors":"Mohammed Faraj AL-SUWAIDI, Asterios Agkathidis, Adonis Haidar, David A. Lombardi","doi":"10.54729/2789-8547.1222","DOIUrl":"https://doi.org/10.54729/2789-8547.1222","url":null,"abstract":"Abstract This paper reviews existing research on the use of immersive technologies, Virtual Reality in particular, in various stages of the architectural design process. Nine research papers were systematically reviewed and analyzed. They were filtered down by using the keywords: ‘Virtual/Augmented Reality, Architectural Education, Gravity Sketch, Unity and Virtual Environments’ from two main databases that focus on digital and computer-aided design research: Cumulative Index about publications in Computer Aided Architectural Design (CuminCAD) and Elsevier's abstract and citation database (Scopus). The selection of papers was filtered down based on relevant approaches which investigate architectural design, creative thinking and teaching methodology using immersive technologies. Another criterion applied to the filtering process of the research papers is the exploration and integration process of new tools and overlapping external software to aid the existing workflow of the user. Our findings explore the evolution of immersive tools to highlight the advantages and disadvantages of virtual reality-based software and hardware, as a creative development tool in the field of education and practice. This paper also proposes a novel teaching methodology that incorporates immersive technologies in the early design phase of architectural education.","PeriodicalId":113089,"journal":{"name":"Architecture and Planning Journal (APJ)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130669204","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract Hotspot creation is one of the most important modules within virtual environments which helps show the navigators of these environments some information about semantic elements within it and facilitate the navigation between the virtual spaces. In this paper, a system for automatic hotspot proposals and creation in virtual environments is proposed. The system uses computer vision modules to automatically propose hotspot locations in addition to identifying and creating these hotspots with candidate labels. Two main modules used in the system are object detection and scene segmentation. The scene segmentation helps give candidate hotspot areas and provides an overall understanding of the semantics of the virtual environment. The object detection module also uses pretrained deep networks for automatic hotspot creation over these objects. The system helps speed up the hotspot creation process and offers a tool for virtual environment users and creators.
{"title":"COMPUTER VISION AIDED HOTSPOT CREATION IN VIRTUAL ENVIRONMENTS","authors":"Lama Affara, B. Nakhal","doi":"10.54729/2789-8547.1200","DOIUrl":"https://doi.org/10.54729/2789-8547.1200","url":null,"abstract":"Abstract Hotspot creation is one of the most important modules within virtual environments which helps show the navigators of these environments some information about semantic elements within it and facilitate the navigation between the virtual spaces. In this paper, a system for automatic hotspot proposals and creation in virtual environments is proposed. The system uses computer vision modules to automatically propose hotspot locations in addition to identifying and creating these hotspots with candidate labels. Two main modules used in the system are object detection and scene segmentation. The scene segmentation helps give candidate hotspot areas and provides an overall understanding of the semantics of the virtual environment. The object detection module also uses pretrained deep networks for automatic hotspot creation over these objects. The system helps speed up the hotspot creation process and offers a tool for virtual environment users and creators.","PeriodicalId":113089,"journal":{"name":"Architecture and Planning Journal (APJ)","volume":"146 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116480611","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"EFFECT OF GREEN FACADE ON THE URBAN MICROCLIMATE WITH DIFFERENT STREET CANYON","authors":"Aya Hassoun, Mary Felix","doi":"10.54729/2789-8547.1194","DOIUrl":"https://doi.org/10.54729/2789-8547.1194","url":null,"abstract":"","PeriodicalId":113089,"journal":{"name":"Architecture and Planning Journal (APJ)","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124239324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract The design of mass housing is a complex process that involves the use of a large number of components and parameters. The field of design has unavoidably been changed by the impact of digitalization, which has resulted in the proliferation of computational design models, data structures, artificial intelligence, and an algorithmic way of thinking. Artificial neural networks, space syntax methodologies, predefined rules will help shape the steps of the schematic design process and establish certain limitations. Within the confines of this research, predefined guidelines were used to bring about geometric variances in the design of mass houses. Both traditional and digital instruments were utilized in the process. Methodologies based on artificial neural network models and space syntax techniques were utilized to investigate case studies and develop prototypes. The artificial neural network model is designed to understand the factors affecting mass housing design parameters. The importance percentages of the parameters were determined according to the outputs of this model. Besides, methodologies based on space syntax have had a significant impact, both on decision-making processes and on feedback-based design. In this study, several digital tools were used to analyze such as visibility graph analyzes, node-based techniques, and isovist analysis. In the section devoted to the conclusion, the comparison of the various prototypes that were obtained, the findings of the space syntax analysis, and the various stages of model development are discussed.
{"title":"USING ARTIFICIAL NEURAL NETWORKS AND SPACE SYNTAX TECHNIQUES TO UNDERSTAND MASS HOUSING DESIGN PARAMETERS","authors":"Veli Mustafa Yönder","doi":"10.54729/2789-8547.1205","DOIUrl":"https://doi.org/10.54729/2789-8547.1205","url":null,"abstract":"Abstract The design of mass housing is a complex process that involves the use of a large number of components and parameters. The field of design has unavoidably been changed by the impact of digitalization, which has resulted in the proliferation of computational design models, data structures, artificial intelligence, and an algorithmic way of thinking. Artificial neural networks, space syntax methodologies, predefined rules will help shape the steps of the schematic design process and establish certain limitations. Within the confines of this research, predefined guidelines were used to bring about geometric variances in the design of mass houses. Both traditional and digital instruments were utilized in the process. Methodologies based on artificial neural network models and space syntax techniques were utilized to investigate case studies and develop prototypes. The artificial neural network model is designed to understand the factors affecting mass housing design parameters. The importance percentages of the parameters were determined according to the outputs of this model. Besides, methodologies based on space syntax have had a significant impact, both on decision-making processes and on feedback-based design. In this study, several digital tools were used to analyze such as visibility graph analyzes, node-based techniques, and isovist analysis. In the section devoted to the conclusion, the comparison of the various prototypes that were obtained, the findings of the space syntax analysis, and the various stages of model development are discussed.","PeriodicalId":113089,"journal":{"name":"Architecture and Planning Journal (APJ)","volume":"219 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116068863","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract It is widely acknowledged that passive, non-immersive strategies of teaching adopted in history classes in Lebanon do not offer the right platform for knowledge retention in students. With that said, virtual reality and the use of Metaverse as a pedagogical approach is prophesied as the most apt to invoke a positive attitude from children towards the topic being studied, and thus, in this case, it increases their awareness of the existing built heritage they live amidst. This research sets out from a recent project implemented by Beirut Arab University, together with three UN agencies. The latter aimed for “developing children emotional attachment to the territory of Beirut Blast through activating their participation in the construction of cognitive maps by playing with spatial maps strategically designed in a game environment”. A thorough assessment of the outcomes of the activities implemented throughout the project, including the executed physical models and game boards that simulate myriad neighborhoods in Beirut, is carried out, followed by an analytical comparison of these outcomes with those from using the proposed innovative digital tools. A pilot study is conducted on Martyr’s square to assess how virtual tools can enhance the sensory experience and perception of the built space, making youth active learners rather than passive. It illustrates how introducing children to educating architecture from a young age not only nurtures their awareness of their local neighborhoods, but also generates responsible citizens. The outcome of this study can be divided over a timeline of past, present, and future. The virtual recreation of old Beirut aims to enhance the virtual learning experience as opposed to that from books and chalkboards. Children are expected to formulate a better understanding of their heritage, become more attached to the remnants of the latter, and set out to customize the reality to their preferences or vision of how a better, sustainable Beirut looks like.
{"title":"FROM PASSIVE TO IMMERSIVE: METAVERSE AS A PEDAGOGICAL APPROACH IN HISTORY CLASS - PRESENTING A CONSTANT REMINDER OF HISTORICAL REMNANTS AND A CUSTOMIZABLE REALITY FOR FUTURE PREFERENCES; BEIRUT AS A CASE STUDY","authors":"H. Mohsen, Mohamad Tohme, Rawan Nashi","doi":"10.54729/2789-8547.1233","DOIUrl":"https://doi.org/10.54729/2789-8547.1233","url":null,"abstract":"Abstract It is widely acknowledged that passive, non-immersive strategies of teaching adopted in history classes in Lebanon do not offer the right platform for knowledge retention in students. With that said, virtual reality and the use of Metaverse as a pedagogical approach is prophesied as the most apt to invoke a positive attitude from children towards the topic being studied, and thus, in this case, it increases their awareness of the existing built heritage they live amidst. This research sets out from a recent project implemented by Beirut Arab University, together with three UN agencies. The latter aimed for “developing children emotional attachment to the territory of Beirut Blast through activating their participation in the construction of cognitive maps by playing with spatial maps strategically designed in a game environment”. A thorough assessment of the outcomes of the activities implemented throughout the project, including the executed physical models and game boards that simulate myriad neighborhoods in Beirut, is carried out, followed by an analytical comparison of these outcomes with those from using the proposed innovative digital tools. A pilot study is conducted on Martyr’s square to assess how virtual tools can enhance the sensory experience and perception of the built space, making youth active learners rather than passive. It illustrates how introducing children to educating architecture from a young age not only nurtures their awareness of their local neighborhoods, but also generates responsible citizens. The outcome of this study can be divided over a timeline of past, present, and future. The virtual recreation of old Beirut aims to enhance the virtual learning experience as opposed to that from books and chalkboards. Children are expected to formulate a better understanding of their heritage, become more attached to the remnants of the latter, and set out to customize the reality to their preferences or vision of how a better, sustainable Beirut looks like.","PeriodicalId":113089,"journal":{"name":"Architecture and Planning Journal (APJ)","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126001338","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abeeha Awan, S. Prokop, Jiri Vele, Theo Dounas, David A. Lombardi, Asterios Agkathidis, Lukas Kurilla
{"title":"QUALITATIVE KNOWLEDGE GRAPH FOR THE EVALUATION OF METAVERSE(S) - IS THE METAVERSE HYPE OR A PROMISING NEW FIELD FOR ARCHITECTS?","authors":"Abeeha Awan, S. Prokop, Jiri Vele, Theo Dounas, David A. Lombardi, Asterios Agkathidis, Lukas Kurilla","doi":"10.54729/2789-8547.1218","DOIUrl":"https://doi.org/10.54729/2789-8547.1218","url":null,"abstract":"","PeriodicalId":113089,"journal":{"name":"Architecture and Planning Journal (APJ)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122262455","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract A dynamic urban form can be defined as emerging in the planning, and development of urban centers as a city where there is a defined perimeter, inside which lies a population that is self-sufficient supporting by the technologies and economy within the city fully employs the population, the services, and cultural infrastructure within the city are sufficient to supply for the population in the cities. One of the most significant driving forces of change in any urban system is population development. This randomness in growth causes an imbalance in the civil system through environmental problems on the life system that change year after year with the emergence of environmental, health, and economic problems. In addition to the revolutions in economic development and technology, rapid urban growth can be defined by the development of suburban expansion and city center regeneration. The main aim is to challenge the static nature of traditional urban planning processes and practices to look at the potential benefits of developing cities with a focus on technology, urban layout, ecology, sustainability in Lebanon-Tripoli Saki Al-Shemaly. This research approach to futuristic strategies design based on live problems, rearrangement urban city’s zoning, design multi-function buildings, protecting occupant health and improving employee productivity to reach the Quality-of-Life Efficient Land-Use, Preservation Efficient, Transportation Management and Efficient Use of Resources to evolve and adapt to the changes, and demands of the future city. The city must grow upward or downward if the urban population swells.
{"title":"EXPLORING A NEW URBAN STRATEGY TO ORGANIZE THE INFORMAL SETTLEMENTS IN TRIPOLI","authors":"Ayman Wehbe","doi":"10.54729/2789-8547.1138","DOIUrl":"https://doi.org/10.54729/2789-8547.1138","url":null,"abstract":"Abstract A dynamic urban form can be defined as emerging in the planning, and development of urban centers as a city where there is a defined perimeter, inside which lies a population that is self-sufficient supporting by the technologies and economy within the city fully employs the population, the services, and cultural infrastructure within the city are sufficient to supply for the population in the cities. One of the most significant driving forces of change in any urban system is population development. This randomness in growth causes an imbalance in the civil system through environmental problems on the life system that change year after year with the emergence of environmental, health, and economic problems. In addition to the revolutions in economic development and technology, rapid urban growth can be defined by the development of suburban expansion and city center regeneration. The main aim is to challenge the static nature of traditional urban planning processes and practices to look at the potential benefits of developing cities with a focus on technology, urban layout, ecology, sustainability in Lebanon-Tripoli Saki Al-Shemaly. This research approach to futuristic strategies design based on live problems, rearrangement urban city’s zoning, design multi-function buildings, protecting occupant health and improving employee productivity to reach the Quality-of-Life Efficient Land-Use, Preservation Efficient, Transportation Management and Efficient Use of Resources to evolve and adapt to the changes, and demands of the future city. The city must grow upward or downward if the urban population swells.","PeriodicalId":113089,"journal":{"name":"Architecture and Planning Journal (APJ)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122073759","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Public urban park is a very important feature in the city, it is responsible for the behavior of the cities and gives an identity of the city besides country to portray it in front of the people. Well maintained park leads to healthy life and well-being. Also, it holds social value and attachment of people to it. Despite wide consensus on the importance of public parks for city dwellers’ social lives as well as their physical and mental health, popular discourses and journalist reports reflect a growing demonetization of public space in many cities around the world. This is because fear is increasingly associated with representations of the ‘public’ in many cities across the world. Threats from diseases spread (e.g., COVID-19), crime, or threats posed by “other” social groups incivility led to violence. This research is conducted in three phases: the first phase focuses on literature review that helps to define the different types of threats as well as their impact. The second phase highlights the factors and characteristics of good public parks and provides tools to evaluate and activate with the physical and social elements. The third one analyses the Ramlet ElBaida case and proposes guidelines.
{"title":"DEVELOPING DESIGN GUIDELINES TOWARDS SAFER PARK: THE CASE OF RAMLET EL BAIDA","authors":"Valerie Nader Kassem, A. Afify","doi":"10.54729/2789-8547.1144","DOIUrl":"https://doi.org/10.54729/2789-8547.1144","url":null,"abstract":"Public urban park is a very important feature in the city, it is responsible for the behavior of the cities and gives an identity of the city besides country to portray it in front of the people. Well maintained park leads to healthy life and well-being. Also, it holds social value and attachment of people to it. Despite wide consensus on the importance of public parks for city dwellers’ social lives as well as their physical and mental health, popular discourses and journalist reports reflect a growing demonetization of public space in many cities around the world. This is because fear is increasingly associated with representations of the ‘public’ in many cities across the world. Threats from diseases spread (e.g., COVID-19), crime, or threats posed by “other” social groups incivility led to violence. This research is conducted in three phases: the first phase focuses on literature review that helps to define the different types of threats as well as their impact. The second phase highlights the factors and characteristics of good public parks and provides tools to evaluate and activate with the physical and social elements. The third one analyses the Ramlet ElBaida case and proposes guidelines.","PeriodicalId":113089,"journal":{"name":"Architecture and Planning Journal (APJ)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125452666","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}