scholarly journals A Methodology of Interactive Motion Facades Design through Parametric Strategies

2020 ◽  
Vol 10 (4) ◽  
pp. 1218
Author(s):  
David Stephen Panya ◽  
Taehoon Kim ◽  
Seungyeon Choo

Interactive facades are dynamic in the translation of space in architecture, especially in the aspects of aesthetics, sustainability, adaptation to the environment, and data relay through the medium of light, motion, and embedded technology. The design of interactive facades is complicated and it requires time and effort in the comprehension of the internal functions of the facade from the conceptual stage to occupancy. The existing process of modeling the experimental level of interactive facades through mock-up and prototype models demonstrate a fragmentary outline on which the final development of the interactive façade system is based on. This research aims to analyze the motion aspect of interactive facades design and simplify the conceptual and performance design process through parametric strategies using a multi-hybrid of parametric and simulation tools, such as Rhino Grasshopper, Ladybug, and Daysim, to create interactive facade designs that can verified in a virtual reality environment while generating performance outcomes that can be optimized in a holistic and improved efficient process.

2020 ◽  
Vol 35 (6) ◽  
pp. 806-806
Author(s):  
Flores E ◽  
Gutierrez R ◽  
Shorter S ◽  
Mollenkopf K ◽  
Childers L ◽  
...  

Abstract Objective Over the past fifty years, many traditional paper-and-pencil neuropsychological tests have been translated to new computerized devices (Canini et al., 2014). Virtual reality offers neuropsychologists an opportunity to observe patients’ neurocognitive functioning in an immersive, lifelike environment, rich in visual stimuli (Morganti, 2004), yet relatively little is known about the relationship between visual memory and performance on learning and memory tasks in virtual reality environments. The purpose of this study was to investigate, among older adults, the relationship between visual memory, as measured by a traditional paper-and-pencil test, and procedural learning and memory performance in a virtual reality environment simulating meal preparation tasks. Methods Older adults (N = 73) ages 55-90 (M = 72.77, SD = 7.87) were administered the Weschler Adult Intelligence Scale-Fourth Edition (WMS-IV) Visual Reproduction Immediate Recall and the Virtual Kitchen Protocol (VPK), a virtual reality-based measure of learning and memory for meal preparation tasks. Results Participants performance on the immediate portion of WMS-IV, visual reproduction, correlated with their performance on the VPK teaching trial (r = .65, p = 0.01), immediate recall (r = .51, p = 0.01), delayed recall (r = .58, p = 0.01), and forced choice recognition ( r = ..54, p = 0.01) of Job Sim. Conclusion Results suggest that visual memory aids healthy older adults in procedural learning and memory tasks in the Virtual Kitchen Protocol, a virtual reality environment simulating meal preparation tasks. These results suggest that visual memory ability is germane to performance in virtual reality environments that are rich in visual stimuli.


Author(s):  
Richard Joyce ◽  
Stephen K. Robinson

The use of virtual reality (VR) to provide a higher fidelity simulation environment earlier in the design cycle of a new cockpit has benefits in development cost and time, but practitioners may have concerns that use of virtual environments may change feedback. In this work, we aimed to test our VR environment against a non-VR simulator in a mock design study to evaluate if and how subject feedback and performance changed. Two separate groups of subjects evaluated the same two designs, one group using VR and the other a touchscreen desktop simulator. The results indicate that both groups provided similar qualitative feedback on the two designs. Some quantitative performance measures changed between groups, but conclusions made from comparing designs within groups was consistent. We describe our findings on which quantitative measures are best for evaluation in a virtual environment.


2021 ◽  
Vol 14 (3) ◽  
pp. 1-21
Author(s):  
Petros Ioannidis ◽  
Lina Eklund ◽  
Anders Sundnes Løvlie

In this article, we present a lifecycle study of We Dare You , a substitutional reality installation that combines visual and tactile stimuli. The installation is set up in a center for architecture, and invites visitors to explore its facade while playing with vertigo, in a visual virtual reality environment that replicates the surrounding physical space of the installation. Drawing on an ethnographic approach, including observations and interviews, we researched the exhibit from its opening, through the initial months plagued by technical problems, its subsequent success as a social and playful installation, on to its closure, due to COVID-19, and its subsequent reopening. Our findings explore the challenges caused by both the hybrid nature of the installation and the visitors’ playful use of the installation which made the experience social and performative—but also caused some problems. We also discuss the problems We Dare You faced in light of hygiene demands due to COVID-19. The analysis contrasts the design processes and expectations of stakeholders with the audience’s playful appropriation, which led the stakeholders to see the installation as both a success and a failure. Evaluating the design and redesign through use on behalf of visitors, we argue that an approach that further opens up the post-production experience to a process of continuous redesign based on the user input—what has been termed design-after-design —could facilitate the design of similar experiences in the museum and heritage sector, supporting a participatory agenda in the design process, and helping to resolve the tension between stakeholders’ expectations and visitors’ playful appropriations.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2003 ◽  
Author(s):  
David Buck ◽  
Noelle Liwski ◽  
Connie Wolfe ◽  
Maxx Somers ◽  
Kati Knight ◽  
...  

2017 ◽  
Vol 5 (3) ◽  
pp. 15
Author(s):  
GANDOTRA SANDEEP ◽  
Pungotra Harish ◽  
Moudgil Prince Kumar ◽  
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...  

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