scholarly journals Redressing the Ocularcentric Culture of architectural design: A Phenomenological and Participatory Approach in VR

2021 ◽  
Author(s):  
Elisaveta Boulatova ◽  
Vincent Hui

In the development of architectural representation, the image has become a metonym of architectural experience. This productive tension is maintained by the expectation of fragmented representation to identify and reproduce the experiential and phenomenological dimensions perceived in the physical experience with architecture. Returning to the investigation of representation and perception exemplifies that each new technology introduces a new scale of extension in both design capability and opportunity for feedback. The degree of immersivity introduced by virtual reality technologies elicits several scales of experience. This thesis uses virtual prototyping in the design stage to elicit a product that is not a reflection of intention, but a result of something discovered, evaluated and experienced in immersion prior to realization. An increase in receptivity to the qualities of the design and its context relative to the perceiver has the potential to change the relationship of digital space to digital place.

2021 ◽  
Author(s):  
Elisaveta Boulatova ◽  
Vincent Hui

In the development of architectural representation, the image has become a metonym of architectural experience. This productive tension is maintained by the expectation of fragmented representation to identify and reproduce the experiential and phenomenological dimensions perceived in the physical experience with architecture. Returning to the investigation of representation and perception exemplifies that each new technology introduces a new scale of extension in both design capability and opportunity for feedback. The degree of immersivity introduced by virtual reality technologies elicits several scales of experience. This thesis uses virtual prototyping in the design stage to elicit a product that is not a reflection of intention, but a result of something discovered, evaluated and experienced in immersion prior to realization. An increase in receptivity to the qualities of the design and its context relative to the perceiver has the potential to change the relationship of digital space to digital place.


2021 ◽  
Author(s):  
◽  
James Holth

<p>Architects work within the medium of digital space on a day-to-day basis, yet never truly get to experience the spaces they are creating until after they’re built. This creates a disconnect in the design process that can lead to unexpected and unwanted results. Human perception is a powerful instrument and Virtual Reality (VR) technologies, coupled with more complex digital environments, could enable designers to take advantage of this. Through virtually inhabiting the space they are creating while they are creating it, designers can pre-visualise spatial qualities. These digital tools are experiencing a shift from technology still in development to a fully-fledged research instrument. With a growing level of technical literacy within the architectural discipline they could have the same revolutionary impact that the introduction of computers had in the late-twentieth century.  This thesis explores the potential of VR technology for processes of architectural design by assessing their combined ability to analyse a user’s perception of spatial qualities; in particular the sensation of people density within the work environment. Starting with a review of current literature in architecture and perception based science. A framework is proposed by which to assess the impacts of spatial characteristics within an Immersive Virtual Environment (IVE). This is followed by a design-led series of iterative framework developments centred on increasing user immersion within digital space. Through this methodology a greater understanding is obtained of users perceptions of spatial characteristics and of the process required to design iteratively within an IVE framework.</p>


2021 ◽  
Vol 30 (3) ◽  
pp. 244-260
Author(s):  
Helena Knyazeva ◽  

An extended approach to the comprehension of virtual reality is developed in the article. Virtual reality is understood not only as a logically possible or cybernetically constructed reality but also as continuous turbulence of potencies of the complex natural and social world we live in, the wandering of complex systems and organizations over a field of possibilities, such a realization of forms and structures in which many formations remain in latent, potential forms, and are in the permanent process of making and multiplying a spectrum of possibilities, lead to the growth of the evolutionary tree of paths of development. It is shown that such an understanding of virtual reality corresponds to concepts and notions developed in the modern science of complexity. The most significant concepts are considered, such as the nonlinearity of time, the relationship of space and time, the uncertainty of the past and the openness of the future, the choice and construction of the future at the moments of passing the bifurcation points. Some cultural and historical prototypes of these modern ideas of virtual reality are given. It is substantiated that the vision of virtual reality being developed today can play the role of a heuristic tool for understanding the functioning and stimulation of human creativity.


2021 ◽  
pp. 147387162110603
Author(s):  
Gerd Kortemeyer

The paper describes a method for the immersive, dynamic visualization of undirected, weighted graphs. Using the Fruchterman-Reingold method, force-directed graphs are drawn in a Virtual-Reality system. The user can walk through the data, as well as move vertices using controllers, while the network display rearranges in realtime according to Newtonian physics. In addition to the physics behind the employed method, the paper explains the most pertinent computational mechanisms for its implementation, using Unity, SteamVR, and a Virtual-Reality system such as HTC Vive (the source package is made available for download). It was found that the method allows for intuitive exploration of graphs with on the order of [Formula: see text] vertices, and that dynamic extrusion of vertices and realtime readjustment of the network structure allows for developing an intuitive understanding of the relationship of a vertex to the remainder of the network. Based on this observation, possible future developments are suggested.


Author(s):  
S. G. Karthik ◽  
Edward B. Magrab

Abstract An intelligent graphical user interface that captures a product’s functional and assembly structure and the factory that will make it are described. The results are then used to evaluate a factory’s production rate for the product. The program requires the product to be either a functionally uncoupled or decoupled design. The interface then: (1) implements a visualization of the functionally decomposed product structure; (2) implements an abstraction of a factory; (3) automatically generates candidate primary manufacturing processes and materials that are compatible with each other based on a very small number of attributes; (4) enables the user to make Make/Buy decisions for the components comprising the product; (5) assists the user in the selection of secondary manufacturing processes that are compatible with the primary manufacturing processes and materials for parts made in-house, and specify the vendor and the supply lead time for outsourced parts; (6) enables the specification of alternate materials and manufacturing processes; (7) implements a visual representation of the assembly structure as specified by the user; and (8) partially automates the creation of the assembly structure, and assists in the selection of assembly methods that are compatible with the materials chosen. In addition, the program assists in the design for assembly by: (1) requiring the product development team to think about the assembly process early in the design stage; (2) providing a visualization of the relationship of all components comprising the product to its other components; (3) requiring the specification of the order in which they are to be assembled; and (4) requiring the selection of assembly processes that are compatible with each other and the materials chosen. It also requires the specification of the capabilities of the factory that is going to make one or more of the components of the product, and requires that Make/Buy decisions for the parts comprising the product be made.


Author(s):  
Jyun-Ming Chen ◽  
Chih-Chang Hsieh

Abstract The incorporation of VR (virtual reality) technology in the CAD/CAM community shows a promising future. Virtual prototyping uses VR techniques to simulate various functionalities of a candidate design. Downstream aspects of the product can be examined early at the design stage, saving the time and money required for repetitive design iterations. Real-time rendering is essential for interactive VR applications. This is especially challenging when dealing with complex geometric databases. Various methods have been proposed in the literature to tackle this problem. Level-of-details is a methodology that incorporates multiple representations of a model in the viewing environment. It reduces the rendering load by presenting the model in the most appropriate level of detail. However, these simplified representations often require laborious redesign efforts. In this paper, several model simplification techniques are reviewed. An automatic simplification procedure for CSG models is also devised. This method incorporates both the geometric simplification and the dimensional reduction schemes. Implemented on a non-manifold topological kernel, the system has been shown to produce promising results.


2015 ◽  
Vol 19 (3) ◽  
pp. 212-223
Author(s):  
James A. Craig ◽  
Matthew Ozga-Lawn

Architectural representation – concerned as it is with things at levels of abstraction, scales of ‘bigness’, and already complex, intertwined and multi-layered contexts – often overlooks or presupposes the seemingly straightforward attributes of its engagement. Acts of looking at (or into) architectural imagery, objects and other phenomena are principally concerned with the spaces held within, rather than asking us to reflect on the experience of interacting with the representational device itself. In this way, architectural imagery attempts to mask its own presence. By always gesturing to the thing that is distant or unbuilt, it asks us, perversely, to pretend that it isn't there – that we are in fact engaging directly with the spaces and structures depicted rather than their likenesses in paper, card or otherwise. Our own practice (STASUS) and teaching concerns itself with the relationship between the observer and the architectural project, and the complex set of coded meanings which are engaged with in this encounter. We are particularly interested in the affecting nature of the space in which design processes are undertaken. In this paper, we reflect on the experience of encountering architectural projects through their representation, both in a state of completion and in process. We set out to reframe an idea of architectural design as the performance of a dialogue between recognisable, image-able things, held and staged by objects and media that don't meet or exceed expectations, but defy them, by demanding to be noticed.


2019 ◽  
Vol 20 (2) ◽  
Author(s):  
Carol-Anne Rodrigues

In modern day architecture practice, the role of the hand in the design process has been displaced by the advent of new technology. There is an inherent desire in practice to rely fully on the computer, which within its digital parameters removes the direct connection of the architect’s hand from the creative process. To create meaningful architecture, it is imperative to understand that the relationship of the architect’s hand in the design process is as critical as the relationship of the architectural joint to the project. To understand the hand, I approached it architecturally and rigorously studied its form and structure. At the same time, I studied several sculptors and artists, such as Richard Serra, Eduardo Chillida, Robert Morris and Eva Hesse who concentrated on the process over the final product.  I created section drawings of select pieces and analyzed them with hand motions to study their forms. With these analyses, I created a material joint that explored different ways to “hold” masses and “join” different materials. With my hand analyses and material joints, I have understood the level of the “joint” at different scales: from the hand that makes the architecture to the actual structure that holds architecture together.


2020 ◽  
Vol 8 (2) ◽  
pp. 17-24
Author(s):  
Ahmed H. Hameed ◽  
Basim H. Hashim

"The architectural studies in general dealt with the study of several concepts that have an important role in the design part as well as providing preparation and support of its requirements, procedures, and rules for a variety of aspects and details. The current research directed towards a specified study of the relationship of two influential concepts within the frame-work of architectural design. These concepts are; the method and its relationship to the state of intellectual repercussion with the necessity of introducing, clarifying and defining the general knowledge frameworks for the nature of those rela-tions and the effect of the indicators of that situation with respect to the general knowledge about them. This research is Directed to define the general frameworks of the basic research concepts, which are both the method and the repercussion with other concepts that are influential, design, thought or thinking, to determine the cases of interconnec-tion between them and then to refer these cases to several levels, and to propose the models adopted from the studies and architectural proposals, which will determine the indicators needed to define the situation The correlation between the basic concepts of research (method and repercussion) within the framework of the field of architecture to show that the final out-come refers to the adoption of the repercussion as an instrument or preparation for the benefit of the method within the ar-chitectural design"


Kursor ◽  
2020 ◽  
Vol 10 (3) ◽  
Author(s):  
Yose Rizal ◽  
Imam Robandi ◽  
Eko Mulyanto Yuniarno

Natural lighting is an important factor that affects the comfort of building users. Natural lighting in a room requires a window area of ​​at least 1/6 of the floor area. This study was conducted to obtain the distribution of Daylight Factor (DF) as a natural lighting factor during the day in the room, based on the shift in the position of the window on the wall. The distribution of lighting entering the depth of the room through window openings is a tool to compare the best window position in the spread of illumination with DF calculations based on Sky Component (SC). Shifting the window position will be analyzed by Standard Deviation (S) and Mean (μ) based on the DF distribution. Optimizations of the DF distribution on the window position shifts if it has the largest DF mean value and the smallest DF variant value. The results of the study in a simple room showed that the optimal DF distribution was at the window position in the middle and the mean value was 2.59%. The relationship of shifting window position and DF distribution can be useful for architects to determine the function of a room in architectural design.


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