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2010, Arquitetura Revista
A possibilidade de gerar sensações, antecipar eventos ainda não ocorridos, proporcionar otimização de processos em muitos casos, entre outros aspectos, torna a Realidade Virtual (RV) e suas variações, como a Realidade Aumentada (RA), grandes promessas para várias indústrias. Este artigo investiga a aplicabilidade dos recursos de RA em arquitetura e construção, visando mostrar algumas pesquisas pelo mundo e situar o leitor sobre onde esta tecnologia tem sido investigada no Brasil.
42th INTERNATIONAL CONFERENCE OF REPRESENTATION DISCIPLINES TEACHERS. CONGRESS OF UNIONE ITALIANA PER IL DISEGNO. PROCEEDINGS 2020. LINGUAGGI, DISTANZE, TECNOLOGIE, 2021
Applicazioni di difficoltà crescente mirano a valutare l'acquisizione delle regole di prospettiva cubica precedentemente elaborate. Gli ambienti costruiti con questo metodo sono stati resi immersivi con l'ausilio di software dedicati. L'operatore è virtualmente proiettato al centro di uno spazio ideale è quindi libero di visualizzare l'interno per analizzare gli aspetti rappresentati. L'esperienza permette allo studioso di auto-correggere gli errori di discontinuità commessi nell'esecuzione piana resi evidenti nella simulazione virtuale. Il sistema consente, inoltre, di verificare la qualità dei ritmi di composizione architettonica estratti/astratti, nonché di modificare induttivamente i rapporti e le proporzioni degli elementi abbozzati. Tra gli obiettivi raggiunti, un significativo passo in avanti nell'utilizzo integrato dei metodi analogici/digitali ai fini conoscitivi e dunque, conformativi e comunicativi. Tra gli obiettivi prefigurati, la promozione di nuovi metodi e categorie per esplorare in modo concreto le potenzialità future della rappresentazione architettonica. Parole chiave strategie di rappresentazione numeriche/analogiche, studio e divulgazione digitale, prospettiva cubica, immersione, modelli interattivi.
EGA Revista de Expresión Gráfica Arquitectónica
El uso de la realidad virtual (RV) en el diseño de proyectos puede ser una herramienta útil para facilitar el trabajo colaborativo a distancia, la toma de decisiones y el entendimiento espacial. Asimismo, puede ser un buen instrumento en el proceso de enseñanza- aprendizaje de la arquitectura. Aquí analizamos una experiencia colectiva de trabajo remoto donde estudiantes de arquitectura utilizaron modelación 3D y RV inmersiva en una actividad de dos semanas guiada por docentes. Mediante encuestas, entrevistas, y observaciones, buscamos entender el impacto de estas tecnologías en el proceso creativo, de aprendizaje y representacional de los/las estudiantes. Los resultados muestran que el tiempo de capacitación y experimentación es fundamental, que los equipos docentes requieren mayor aceptación al cambio, que los formatos finales deben ser coherentes con las herramientas usadas, y que existe gran diferencia en la percepción de estas tecnologías entre hombres y mujeres.
Education in the Knowledge Society (EKS), 2020
El uso de realidad virtual (VR) y realidad aumentada (AR) para la mejora del aprendizaje es un tema de actualidad en la Educación Superior. El objetivo de este trabajo es evaluar el impacto de la simulación con realidad virtual (del inglés, VR-SBL) en el aprendizaje y satisfacción del estudiante. Para ello, se presentan dos casos llevados a cabo en la Universidad Europea de Madrid (UEM): el primero consiste en una experiencia de formación en primeros auxilios ante una emergencia de tráfico mediante el uso de tecnología de realidad virtual inmersiva, donde se ha comparado cómo aprenden los estudiantes con esta nueva metodología respecto a la clase magistral tradicional. El segundo caso consiste en la simulación de accidentes en un laboratorio mediante el uso de tecnología de realidad virtual de escritorio, donde se ha comparado cómo aprenden los estudiantes con esta metodología respecto a una simulación de dichos accidentes en el laboratorio real. En ambos casos se ha utilizado un d...
BCS Learning & Development, 2023
This paper is based on the two papers of 2021 and 2022 and shows how the use of haptic models can take the mediation of architectural concepts from the fields of archaeology, building research and art history to a new level. Unlike the primarily visual mediation strategies that are common above all in the field of architecture, simply because architecture can only be experienced in its entirety when actually visited on a full scale, the method presented here pursues the use of haptic models in physical reality not with the aim of reproducing the architecture itself, but its architectural concept. It is thus in the tradition of the visualisation of uncertainty developed by the authors, which already concentrated on conveying the concepts, the architectural ideas, in the visual as well. This excludes not only the use of relics, but also many speculative approaches, as they are often used in the film and games industry as photorealism. Their use serves solely to convey a certain atmosphere of being, whereas here it is a matter of conveying spatial concepts with a clear reference to the respective science. The scientific nature itself is also the content of the communication, and therefore it fits in with the visual strategy that the haptic models do not merely reproduce an external appearance, but also convey a deeper level, in this case that of the circulation concept. The object of the investigation, an amphitheatre of unique construction, is particularly suitable for this special kind of mediation, as it deliberately resists the usual advantages of an arrangement that submits to the terrain and thus consists almost entirely of extraordinary solutions.
Construction is a high hazard industry which involves many factors that are potentially dangerous to workers. Safety has always been advocated by many construction companies, and they have been working hard to make sure their employees are protected from fatalities and injuries. With the advent of Virtual and Augmented Reality (VR/AR), there has been a witnessed trend of capitalizing on sophisticated immersive VR/AR applications to create forgiving environments for visualizing complex workplace situations, building up risk-preventive knowledge and undergoing training. To better understand the state-of-the-art of VR/AR applications in construction safety (VR/AR-CS) and from which to uncover the related issues and propose possible improvements, this paper starts with a review and synthesis of research evidence for several VR/AR prototypes, products and the related training and evaluation paradigms. Predicated upon a wide range of well-acknowledged scholarly journals, this paper comes up with a generic taxonomy consisting of VR/AR technology characteristics, application domains, safety scenarios and evaluation methods. According to this taxonomy, a number of technical features and types that could be implemented in the context of construction safety enhancement are derived and further elaborated, while significant application domains and trends regarding the VR/AR-CS research are generalized, i.e., hazards recognition and identification, safety training and education, safety instruction and inspection, and so on. Last but not least, this study sets forth a list of gaps derived from the in-depth review and comes up with the prospective research works. It is envisioned that the outcomes of this paper could assist both researchers and industrial practitioners with appreciating the research and practice frontier of VR/AR-CS and soliciting the latest VR/AR applications. .hk (A.P.C. Chan). 0926-5805/
CONNETTERE - UN DISEGNO PER ANNODARE E TESSERE · CONNECTING - DRAWING FOR WEAVING RELATIONSHIPS
L'era digitale ha assunto un ruolo sempre più importante nel mondo del restauro, migliorando la gestione del patrimonio costruito e la diffusione dei suoi valori tangibili e immateriali. Secondo i recenti metodi sviluppati nei campi del rilievo 3D e del Building Information Modeling per edifici storici (HBIM), questa ricerca propone un flusso di lavoro digitale in grado di supportare la gestione digitale di uno dei monumenti italiani più importanti del Nord Italia: l'Arco della pace a Milano. La fotogrammetria digitale, il rilievo, il disegno e la modellazione 3D sono stati orientati allo sviluppo di un ambiente immersivo virtuale (mixed reality) in grado di interagire e raccontare la memoria storica di uno scenario complesso a diverse tipologie di utenti, da professionisti a turisti virtuali e studenti. Parole chiave scan-to-bim, patrimonio costruito, historic building information modelling (HBIM), narrazione virtuale, mixed reality.
2010
Resumen: El empleo de tecnología de simulación por parte de la Armada Argentina, resulta sumamente necesario para el adiestramiento de personal militar y civil. En los últimos años la Armada Argentina ha venido trabajando fuertemente en estos temas, vinculándose con institutos de investigación y universidades nacionales mediante convenios de colaboración, que han derivado en el desarrollo de tres simuladores de entrenamiento para diversas escuelas de la Armada: El simulador Melipal en operación en Puerto Gral. Belgrano, el simulador de periscopio SIPER instalado en la Escuela Nacional de Submarinos y Buceo, y el simulador de embarcación pesquera Melipal-P instalado en la Escuela Nacional de Pesca. En este contexto, se presenta un estudio sobre la aplicación de nuevas tecnologías para el mejoramiento y actualización de los simuladores de entrenamiento antes mencionados. Más concretamente se propone una serie de herramientas graficas para el desarrollo de entornos virtuales de entrenamiento, capaces de recrear todas las situaciones que se le presentan al operario a la hora de recibir la capacitación. Para esta presentación se considera el sistema Melipal como caso particular de aplicación.
Ega Revista De Expresion Grafica Arquitectonica, 2011
2020
Virtual Reality has greatly evolved between 1940s and 1990s. Since then, it has been implemented in multiple research and knowledge areas, the most recognized being the entertainment industry. In order to establish the state of Virtual Reality and get an idea of its prospects, 537 scientific documents have been reviewed, applying search criteria, more specifically, Virtual Reality applied to education. A bibliometric analysis was realized based on summarizing each document, as well as its keywords and trends, then proceeding to categorize each one, according to the field of application. It was found that Virtual Reality is having relevance in medicine and training area, due to the ability to simulate difficult situations and above all, specific conditions raised by instructors. The future of Virtual Reality as a tool to train professionals in multiples areas is promising.
2019
The possibilities of using the new software of virtual reality NeoTrie VR (or Neotrie) to teach geometry to children aged 11-14 years old are presented. This software is tested for the first time as a part of math lessons at a School in Żernica (Poland). The use of Neotrie has made it easier to eliminate some of the problems faced by the pupils in the early stages of geometry learning. Moreover, the participating students solve geometric tasks more quickly, compared with previous years, especially those that require spatial imagination and those with a higher degree of difficulty. Since the program has been implemented, pupils are more active and prone to cooperation, and to formulate conclusions. Neotrie turns out to be a useful tool for teaching Geometry, it helps students to better organize their geometric knowledge in a ludic way, to increase their spatial reasoning and creativity.
Author and the Hero in Aesthetic Creation». 12. I have a copy of the French edition published at the beginning of the twentieth century after a first publication in English in the scientific American review The Monist in 1898. The French title is: Des Fondements de la Géometrie. 13. See the web www.arquitectonics.com 14. See Temps et Recit, Memoire, Histoire et Oublie and Les Parcours de la Reconnaissance. All of them translated into a lot of languages. See basic writings and « interview » with Ricoeur in Barcelona, in the No. 4 of the review Arquitectonics. 15. I refer to the works by D. KIRSH, S. GALLAGHER and E. HUTCHINS in the USA. See the PhD thesis by the sociologist Dafne MUNTANYOLA SAURA: Un nou model intergrat del process cognitiu expert: el cas d'una unitat hospitalària, Autonomous University of Barcelona, 2008. 16. This «going back to the beginning» is the way Plato said should be analyzed in space and place (Timaeus). 17. These three kind of «figurations» are developed by Paul Ricoeur in the article published in the review Arquitectonics No. 4, with the title «Architecture et narrativité». Image 4. Robbie the Robot,
2014 XVI Symposium on Virtual and Augmented Reality, 2014
Virtual Reality is becoming a mature technology field. To understand its origins and foresee strategies, a study on the last decade of papers published in the Brazilians´ most prominent symposium (the SVR -Symposium on Virtual and Augmented Reality) has been carried out. Papers were classified according to language, international participants, areas and subareas of application and related technologies. Although oversees participants has proven not constant, papers published in English has proven stable to SVR editions. The study also shows that health related applications have received most of the attention although techniques and tools proposal have raised the most recently which could be related to the low-level programming languages and frameworks preferences. The number of Augmented Reality papers has grown steadily and a great variety of underlying knowledge fields (such as 3D interaction and real-time simulation) are persistent topics of interest. An expected shift from VRML to other 3D Web technologies have already happened but there are just a few research papers devoted to formulative, evaluative or descriptive approaches. Data show that by improving the research budget to the area could impact productivity; a centralized database of publications would facilitate recovering and analyzing past contributions and; that enforcing more scientifically rigorous and English-written papers could raise the quality and visibility of Brazilians´ research in VR.
2009
This paper introduces the activities of World8, an international working group on virtual reality, and demonstrates the group's developed VR applications in architecture. Group members come from eight universities around the world, including the United States, the United Kingdom, Japan, Chile, Canada, Egypt, and the United Arab Emirates. The main objective is to develop a research framework for collaboration between architectural schools and a software developing company. Specifically, the group is looking to create new applications for VR visualizations of urban settings with dynamic agents such as human and vehicular traffic. Models developed by these members are explained, and the project is reviewed based on survey results. keywords: Virtual reality, 3D city modeling, agent-based simulations, international project, education résumé : Cet article présente les activités de World8, un groupe de travail international sur la réalité virtuelle, et présente les applications VR en architecture développées par le groupe. Les membres du groupe proviennent de huit universités à travers le monde, comprenant les États-Unis, le Royaume-Uni, le Japon, le Chili, le Canada, l'Égypte, et les Émirats arabes unis. L'objectif est de développer un cadre de recherche pour la collaboration entre les écoles d'architecture et une entreprise de développement de logiciel. Le groupe cherche à créer de nouvelles applications pour la visualisation VR des zones urbaines avec des agents dynamiques, tels que l'humain et la circulation des véhicules. Les modèles développés sont expliqués, et le projet est examiné sur la base des résultats. mots-clés : Réalité virtuelle, modélisation 3D de la ville, simulations basées sur des agents, projets internationaux, éducation T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009 © puM, 2009 548 Y. KabaYasHi • r. HaWKer • K. terzidis • t. naraHara • W. abdeLHaMeed et al.
Proceedings of the XVIII Conference of the Iberoamerican Society of Digital Graphics - SIGraDi: Design in Freedom, 2014
This paper presents an experimentation of the use of 4D technology in order to generate a simulation. An approach will be made about this technology, as well as its evolutionary process, and how the graphical representation is changing and used in various applications. It will be shown the advantages fourth dimension can bring to the realization of architectural projects, as well as some advice for the process will be really efficient.
In line with the conference title ?Full-scale Modeling in the Age of Virtual Reality? the participants will particularly concern themselves with the relationship of physical 1:1 simulations and VR. If the assumption holds true that those creating architecture provide of a higher degree of affinity to physical than to virtual models and prototypes will be subject of discussions. Furthermore, the participants will devote some time to issues such as the integration of model-like ideas and built reality thus uncovering any such synergy-effects. In times characterized by the growing ?architectural criticism? to the same extent as by the helplessness of the anonymous user the communication process between contractors, planer and users gains in importance. If communication is successful will not only depend on the quality of the project but also on the means of conveyance, e.g. visualizing or model representation. Can planning evaluation be effectively supported by virtual reality (VR)?
Virtual in virtual, discretization in discretization: shape and perception in parametric modelling for renewing descriptive geometry in Proceedings of ICGG 2010 14TH International Conference on Geometry and Graphics, Naomi Ando et alii, 2010, Kyoto, Japan, pp. 129-130, 2010
Although architecture and design are one of the first expressions of man and his culture, time has transformed the relationship between man, environment and representation and the recent digital revolution has changed the way we study and perceive the geometry in architecture: multimedia, interactivity, modifiability allow the user to analyze, from different angles, the model, centre of designing interest since Galileo’s scientific method. The combination between digital images and mathematics brings up a profound renewal to descriptive geometry as well as to his research and education, too often reduced in between the two extremes of an anachronistic classicism or an innovative computerization without historical background. An integration is actually possible though, and a study of the relations between visual perception and shape in designing is presented as an example. Optical refinements that affected architecture in western culture since the Classical style find new applications thanks to the birth of science, from Quadraturism in eighteenth century to Esher’s deceptions, till the transactionalism research group, with their studies based on the virtual character of the images. Therefore, descriptive geometry emerges as an instrument able to provide rules and keys for interpreting the relationship between architecture and man, and the computer screen perfects the eye-brain telescope with an additional lens that increases the power of definition and representation. The proposed example is the famous Ames room, constructed from his virtual appearance so that it appears to be, from the front, an ordinary parallelepiped-shaped room, but distorted in reality, so as to create an optical illusion on measure. There are two illusions associated with the Ames Room. First the room appears parallelepiped when viewed monocularly from a special viewing point; second, within an Ames Room people or objects can appear to grow or shrink when moving from one corner to the other. It is possible to study this case with an experimental approach, exploiting the developments of parametric modelling that allow to clearly see the logical process and simply ensure dynamic solutions. Through a graphic-algorithm editor as Grasshopper for Rhinoceros, once designed the logic of the experiment, it is possible to vary the parameters so as to test the range of validity of the basic hypotheses. In Grasshopper, the representative action is fundamentally defined by parameters and algorithms: values are required in input and the result is an output of parameters, generally used as input data for further commands, so forming a network of nodes and connections. It’s a visual aid for scripting, so his interface contains a number of different elements, most of which should be very familiar to Rhino users. Through parametric modelling, used in an unusual way as an analytical tool, geometry is described in a unexplored dynamicity that founds a new experimental process, based on observation and monitoring of parameters, a marriage between research and application that makes them both rich and happy.
HAL (Le Centre pour la Communication Scientifique Directe), 2005
To construct virtual models of the pre-Hispanic archaeological sites of Bonampak, Cacaxtla and Suchilquitongo for their exploration in real time in the immersive virtual reality system of the National University of Mexico (UNAM), we used different methodologies and obtained results with different levels of precision. The relation between these characteristics and their potential for research, teaching and documentation of historical architecture is explained. The three sites have a good amount of mural painting which make them particularly interesting for several disciplines such as history of art, conservation, and archaeology. Nevertheless, each use has specific requirements that the 3 models cover in different ways.
Dagstuhl Seminar Proceedings, 2008
From 1st to 6th June 2008, the Dagstuhl Seminar 08231 Virtual Realities was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. Virtual Reality (VR) is a multidisciplinary area of research aimed at interactive human-computer mediated simulations of articial environments. Typical applications include simulation, training, scientic visualization, and entertainment. An important aspect of VR-based systems is the stimulation of the human senses typically sight, sound, and touch such that a user feels a sense of presence (or immersion) in the virtual environment. Dierent applications require dierent levels of presence, with corresponding levels of realism, sensory immersion, and spatiotemporal interactive delity. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. Links to extended abstracts or full papers are provided, if available.
A unidade curricular permite ao aluno do mestrado de arquitetura personalizar a prática do desenho e do desenho arquitetónico, num processo experimental e disruptivo, que interseta observação, criatividade e representação. Nas vanguardas da cultura arquitetónica, o desenho de composição e expressão de atmosferas contribui para pensar a ontologia da atividade projetual do arquiteto, nas suas espessuras de sentido e significado. Os blocos programáticos correspondem a desenhos temáticos, que organizam a prática dos conteúdos em relação às escalas da arquitetura (espaços interiores e exteriores: compartimento, casa, prédio, quarteirão, bairro, cidade, paisagem, território). A metodologia de ensino formaliza os objetivos da aprendizagem num processo sucessivo de observação, análise e produção de desenhos. Da identidade do espaço à identidade do desenho do arquiteto, a unidade curricular de Desenho de Atmosferas Arquitetónicas sublinha a imprevisibilidade da experimentação gráfica, a amplificação do repertório de atmosferas espaciais e a síntese do paradigma da simplicidade.
2020
In the construction of a model, architectural drawing is not so much ‘representative drawing’ as ‘constructive drawing’. Scale and measure are fundamental criteria for interpreting and representing the parts of a unicum linked together in a hierarchical or interconnected relationship. This gives rise to the entire asset of a project, where various disciplines, or spheres of knowledge, integrate to generate models that make it possible to simulate its construction and predict its impact. For digital design, the computer screen is like a window opening onto the model’s virtual space that allows us to observe and interact with it while moving and modifying it. Virtual reality, immersive and mixed, creates new dimensions that animate the model, and from these dimensions, the complexity of the multiscalar project unfolds as the result of multidimensional thinking, for a creative, multidirectional, anti-dogmatic model.
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