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The New Mirror: Reflecting on inhabitant behaviour in VR and VR visualisation 新镜子:反思VR和VR可视化中的居民行为
Pub Date : 2021-06-24 DOI: 10.26686/wgtn.14838009.v1
Brandon Wang, T. Moleta, M. Schnabel
Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.
在现代时代,技术不可避免地发展和迅速发展,工业和专业继续努力整合,适应和利用这些进步来改进,优化和改进从设计到制造到用户体验的过程。虚拟现实和增强现实的出现就属于这一类。这些视觉上和空间上的沉浸式系统带来的巨大创新机会往往缺乏方向或最终目标,因此使得这款软件往往只是一个可视化工具。本文认识到VR的独特地位,并试图质疑和解构当前的传统设计过程,以便更好地利用VR来帮助和加强整个设计周期中对想法和概念进行部分测试的想法。不同的科学,如心理学、过程和软件开发中计算设计和考虑的自动化,将被应用并注入到本研究主持的更广泛的架构环境中。除了VR头显之外,眼动追踪外部硬件被集成到一个无缝的工具和工作流程中,使我们作为设计师能够更好地在我们设计的数字表示中询问客户的行为,从而对我们在建筑领域的行为进行验证、评估和批评。
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引用次数: 1
VR Unmatched - Leveraging Non-experts as Co-Urban Designers VR无与伦比-利用非专家作为共同城市设计师
Pub Date : 2020-09-29 DOI: 10.26686/wgtn.13019411.v1
M. Schnabel, Shuva Chowdhury
The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.
虚拟现实(VR)的最新发展为参与式城市设计提供了新的参与方式。尽管任何设计方法都不能包括并解决设计过程中相关或需要的所有项目,但社交VR设计工具通过其实时生成和可视化可能性提供了传统领域无法比拟的额外性。该研究采用人为方法进行设计研究,以吸引最终用户参与设计过程。沉浸式虚拟环境(IVE)工具“SketchPad”允许外行人成功地设计城市形态。SketchPad让外行人参与到有意义的设计讨论和城市空间的生成中。本研究讨论了实验结果。论文最后反思了作为共同设计师的非专家如何使用IVE工具来主动推动社区的变化,并对社区的宜居性产生积极影响。
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引用次数: 0
Extracting and Communicating Underlying Pseudo-Formalised Procedural Rules in Heritage Architecture - The Case of New Zealand's 19th Century Timber Churches 遗产建筑中潜在的伪形式化程序规则的提取和交流——以新西兰19世纪的木制教堂为例
Pub Date : 2020-09-06 DOI: 10.26686/wgtn.12923195
André G. P. Brown, T. Moleta, M. Schnabel, S. Mclennan
The research employs procedural modelling to investigate the characteristic rules present within a loosely defined architectural style. The 19th-century timber neo-Gothic churches built in the city of Wellington, New Zealand are examples of a particular interpretation of the Gothic Revival style.
该研究采用程序建模来调查松散定义的建筑风格中存在的特征规则。建于新西兰惠灵顿市的19世纪木材新哥特式教堂是对哥特式复兴风格的特殊诠释的例子。
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引用次数: 0
Post-Anthropocene:The Design after the Human Centered Design Age 后人类世:以人为中心的设计时代之后的设计
Pub Date : 2020-08-05 DOI: 10.52842/conf.caadria.2020.2.203
Marie Davidová, Yannis Zavoleas
The paper exemplifies possible traces of transition towards Post-Anthropocene that is envisioned as non hierarchical system. It is taking Morton’s discussion on ‘hyperobjectivity’ further into multi-layered codesign performed in real time and real life across bio-digital agents, including humans. Though our planet might be recently experiencing drastic times and one catastrophic scenario follows the other, a natural succession often comes after most disasters.
该论文举例说明了向后人类世过渡的可能痕迹,这被设想为一种非等级制度。它将Morton关于“超客观性”的讨论进一步扩展到包括人类在内的生物数字代理在实时和现实生活中执行的多层协同设计。虽然我们的星球最近可能正在经历剧烈的时期,一个灾难接着另一个灾难,但自然演替通常是在大多数灾难之后。
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引用次数: 4
Land Price Prediction System Using Case-based Reasoning 基于案例推理的地价预测系统
Pub Date : 2019-04-16 DOI: 10.52842/conf.caadria.2019.1.767
Minkyu Choi, Taeha Yi, Meereh Kim, Ji-Hyun Lee
Real estate price prediction is very complex process. Big data and machine learning technology have been introduced in many research areas, and they are also making such an attempt in the real estate market. Although real estate price forecasting studies is actively conducted, using support vector machine, machine learning algorithm, AHP method, and so on, validity and accuracy are still not reliable.In this research, we propose a Case-Based Reasoning system using regression analysis to allocate weight of attributes. This proposed system can support to predict the real estate price based on collecting public data and easily update the knowledge about real estate. Since the result shows error rate less than 30% through the experiment, this algorithm gives better performance than previous one. By this research, it is possible for help decision-makers to expect the real estate price of interested area.
房地产价格预测是一个非常复杂的过程。大数据和机器学习技术已经被引入了很多研究领域,他们在房地产市场也在做这样的尝试。虽然房地产价格预测研究积极开展,采用支持向量机、机器学习算法、AHP方法等,但有效性和准确性仍然不可靠。在本研究中,我们提出了一个基于案例的推理系统,使用回归分析来分配属性的权重。该系统可以支持基于公共数据的房地产价格预测,并且可以方便地更新有关房地产的知识。实验结果表明,该算法的误差率小于30%,具有较好的性能。通过本研究,可以帮助决策者对感兴趣地区的房地产价格进行预测。
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引用次数: 0
Uncertainty and Sensitivity Analysis Using Building Information Modeling - (An Energy Analysis Test Case) 基于建筑信息模型的不确定性和敏感性分析——(一个能源分析测试案例)
Pub Date : 2019-04-15 DOI: 10.52842/conf.caadria.2019.1.615
F. Shahsavari, Rasool Koosha, Wei Yan
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引用次数: 2
KOALA - Developing a generative house design system with agent-based modelling of social spatial processes KOALA -开发一个基于主体的社会空间过程建模的生成式房屋设计系统
Pub Date : 2019-01-21 DOI: 10.52842/conf.caadria.2019.1.235
Binh Nguyen
The paper presents the development of an agent-based approach to modelling the interaction of human emotion and behaviour with built spaces. The study addresses how human behaviour and social relation can be represented and modelled to interact with a virtual built environment composed in parametric architectural geometry. KOALA, a prototype of agent-based modelling of social spatial dynamics at the core of a parametric architectural design environment is proposed. In building KOALA's system architecture, we adapted the PECS (Physical, Emotional, Cognitive, Social) reference model of human behaviour (Schmidt 2002) and introduced the concept of Social Spatial Comfort as a measurement of three key factors influencing human spatial experiences. KOALA was evaluated by a comparative modelling of two contrasting Vietnamese dwellings known to us. As expected, KOALA returns very different temporal characteristics of spatial modifications of the two dwellings over a simulated timeframe of one year. We discuss the lessons learned and further research required.
本文提出了一种基于主体的方法来模拟人类情感和行为与建筑空间的相互作用。该研究解决了人类行为和社会关系如何被表示和建模,以与参数化建筑几何组成的虚拟建筑环境进行交互。提出了一个基于主体的社会空间动态建模的原型——KOALA,它是参数化建筑设计环境的核心。在构建KOALA的系统架构时,我们采用了人类行为的PECS(物理、情感、认知、社会)参考模型(Schmidt 2002),并引入了社会空间舒适度的概念,作为影响人类空间体验的三个关键因素的测量。KOALA是通过对我们已知的两种不同的越南住宅进行比较建模来评估的。正如预期的那样,KOALA在一年的模拟时间框架内返回了两个住宅空间变化的非常不同的时间特征。我们讨论了经验教训和需要进一步研究的问题。
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引用次数: 1
GLUEHOUSE - Towards an Open, Integrated Design-To-Fabrication Workflow for Realizing Variable-Geometry Stress-Skin Plywood Cassette Panels GLUEHOUSE -实现可变几何应力蒙皮胶合板盒式板的开放式集成设计到制造工作流程
Pub Date : 2018-05-01 DOI: 10.52842/conf.caadria.2018.1.277
Jonathan Nelson, Christopher Knapp
This paper documents the development and application of an open, flexible, and highly integrated design to fabrication workflow capable of resolving complex geometries into a stress-skin panel system ready for direct construction. The system was developed in late 2016 and has been tested at full scale by being utilized to build a complete 225 m2 single-family dwelling.
本文记录了一种开放、灵活、高度集成的制造工作流程设计的开发和应用,该设计能够将复杂的几何形状分解为可直接施工的应力蒙皮面板系统。该系统于2016年底开发,并已进行了全面测试,用于建造一个完整的225平方米的单户住宅。
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引用次数: 0
The STG Pattern: Application of a “Semantic-Topological-Geometric” Information Conversion Pattern to Knowledge Modeling in Architectural Conceptual Design STG模式:“语义-拓扑-几何”信息转换模式在建筑概念设计知识建模中的应用
Pub Date : 2017-04-16 DOI: 10.1080/16864360.2016.1240452
Chieh-Jen Lin
ABSTRACTGenerative modeling tools have become a popular means of composing algorithms to generate complex building forms at the conceptual design stage. However, composing algorithms in order to meet the requirements of general design criteria, and communicating those criteria with other disciplines by means of generative algorithms still faces many technical challenges. This paper proposes the use of a “Semantic-Topological-Geometric (STG)” pattern to guide architects in composing algorithms for representing, modeling, and validating design knowledge and criteria. The STG pattern can help architects to convert semantic information concerning the conditions and requirements of a project into design criteria, which are usually composed of topological relations among design elements, in order to explore the geometric properties of spaces and building components by means of generated 3D models.
【摘要】生成式建模工具已经成为概念设计阶段生成复杂建筑形式的一种流行方法。然而,为了满足通用设计准则的要求而编写算法,并通过生成算法将这些准则与其他学科进行交流,仍然面临许多技术挑战。本文建议使用“语义-拓扑-几何(semantic - topology - geometric, STG)”模式来指导架构师组合用于表示、建模和验证设计知识和标准的算法。STG模式可以帮助建筑师将项目条件和需求的语义信息转化为设计准则,这些设计准则通常由设计元素之间的拓扑关系组成,从而通过生成的三维模型来探索空间和建筑构件的几何属性。
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引用次数: 7
An environmental perspective on digital fabrication in architecture and construction 建筑和建设中数字制造的环境视角
Pub Date : 2016-04-02 DOI: 10.52842/conf.caadria.2016.797
I. Agustí-Juan, G. Habert
Digital fabrication processes and technologies are becoming an essential part of the modern product manufacturing. As the use of 3D printing grows, potential applications into large scale processes are emerging. The combined methods of computational design and robotic fabrication have demonstrated potential to expand architectural design. However, factors such as material use, energy demands, durability, GHG emissions and waste production must be recognized as the prior-ities over the entire life of any architectural project. Given the recent developments at architecture scale, this study aims to investigate the environmental consequences and opportunities of digital fabrication in construction. This paper presents two case studies of classic building elements digitally fabricated. In each case study, the projects were as-sessed according to the Life Cycle Assessment (LCA) framework and compared with conventional construction with similar function. The analysis highlighted the importance of material-efficient design to achieve high environmental benefits in digitally fabricated architecture. The knowledge established in this research should be directed to the development of guidelines that help designers to make more sustainable choices in the implementation of digital fabrication in architecture and construction.
数字化制造工艺和技术正在成为现代产品制造的重要组成部分。随着3D打印使用的增长,大规模工艺的潜在应用正在出现。计算设计和机器人制造相结合的方法已经证明了扩展建筑设计的潜力。然而,材料使用、能源需求、耐久性、温室气体排放和废物产生等因素必须被视为任何建筑项目整个生命周期的优先考虑因素。鉴于建筑规模的最新发展,本研究旨在调查建筑中数字制造对环境的影响和机遇。本文介绍了两个经典建筑构件数字化制造的案例研究。在每个案例研究中,根据生命周期评估(LCA)框架对项目进行评估,并与具有类似功能的传统建筑进行比较。分析强调了材料高效设计在数字制造建筑中实现高环境效益的重要性。在这项研究中建立的知识应该直接用于指导方针的制定,帮助设计师在建筑和施工中实施数字制造时做出更可持续的选择。
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引用次数: 19
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CAADRIA proceedings
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