22,714 research outputs found

    Digital participation and collaboration in architectural design.

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    The emergence of new digital and visualisation technologies in recent years has led to rapid changes in the field of architecture. Current drives to incorporate building information modelling as a part of architectural design are giving way to the increased use of IT and visualisation in architectural design, user participation and group collaboration. As digital methods become more mainstream, Digital Participation and Collaboration in Architectural Design provides an accessible and engaging introduction to this emerging subject. Supported by selected examples from research and practice, the book offers an overview of theories, techniques and approaches which readers can apply in their own work. In doing so, it shows how these techniques can influence communication, debate and understanding and encourages readers to see familiar buildings from original and unusual perspectives. An ideal starting point for anyone interested in the application of digital techniques, the book will help students and professionals in architectural design and digital architecture to understand and embrace new technologies

    Integrating BIM and Planning Software for Health and Safety Site Induction

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    Project management software packages have been around for quite a long time to help managers to run construction projects effectively. Building Information Modelling – also known as Object-orientated Modelling technology was used at the beginning in architectural design which has become more widespread in structural and services engineering. The development of BIM modelling has made the tool more users friendly. As a result, BIM became widely used by most practitioners in their specialist areas. For health and safety practitioners within construction project management, This tool has not been fully explored. BIM technology has the potential to be used in safety planning procedures particularly those related to tasks on construction sites. The section of the research presented in this paper intend to explore and review health and safety issues on construction site with the sole intension of using better visualisation software to meet the needs of health and safety site practitioners in understanding such H&S problems. A framework needed for better H&S practice on site that may be used actively by all practitioners will be developed. The intension is to find a way forward in addressing ‘real’ health and safety site issues that may not be easy to be understood by practitioners without the full aid of visualisation. Keywords: Health, Safety, construction site, BIM, 4D Modellin

    Design Creativity: Future Directions for Integrated Visualisation

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    The Architecture, Engineering and Construction (AEC) sectors are facing unprecedented challenges, not just with increased complexity of projects per se, but design-related integration. This requires stakeholders to radically re-think their existing business models (and thinking that underpins them), but also the technological challenges and skills required to deliver these projects. Whilst opponents will no doubt cite that this is nothing new as the sector as a whole has always had to respond to change; the counter to this is that design ‘creativity’ is now much more dependent on integration from day one. Given this, collaborative processes embedded in Building Information Modelling (BIM) models have been proffered as a panacea solution to embrace this change and deliver streamlined integration. The veracity of design teams’ “project data” is increasingly becoming paramount - not only for the coordination of design, processes, engineering services, fabrication, construction, and maintenance; but more importantly, facilitate ‘true’ project integration and interchange – the actualisation of which will require firm consensus and commitment. This Special Issue envisions some of these issues, challenges and opportunities (from a future landscape perspective), by highlighting a raft of concomitant factors, which include: technological challenges, design visualisation and integration, future digital tools, new and anticipated operating environments, and training requirements needed to deliver these aspirations. A fundamental part of this Special Issue’s ‘call’ was to capture best practice in order to demonstrate how design, visualisation and delivery processes (and technologies) affect the finished product viz: design outcome, design procedures, production methodologies and construction implementation. In this respect, the use of virtual environments are now particularly effective at supporting the design and delivery processes. In summary therefore, this Special Issue presents nine papers from leading scholars, industry and contemporaries. These papers provide an eclectic (but cognate) representation of AEC design visualisation and integration; which not only uncovers new insight and understanding of these challenges and solutions, but also provides new theoretical and practice signposts for future research

    The role of virtual reality in built environment education

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    This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of VR and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim, a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and VR into built environment subject areas. Although two-dimensional (2D) representations have been greatly accepted by built environment professions and education, 3D computer representations and VR applications, offering interactivity and immersiveness, are not yet widely accepted. The study attempts to understand the values and challenges of integrating visualisation technologies into built environment teaching and investigates tutors’ perceptions, opinions and concerns with respect to these technologies. The study reports on the integration process and considers how 3D computer modelling and VR technologies can combine with, and extend, the existing range of learning and teaching methods appropriate to different disciplines and programme areas

    Integration of virtual reality within the built environment curriculum

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    Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industryis adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    De/construction sites: Romans and the digital playground

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    The Roman world as attested to archaeologically and as interacted with today has its expression in a great many computational and other media. The place of visualisation within this has been paramount. This paper argues that the process of digitally constructing the Roman world and the exploration of the resultant models are useful methods for interpretation and influential factors in the creation of a popular Roman aesthetic. Furthermore, it suggests ways in which novel computational techniques enable the systematic deconstruction of such models, in turn re-purposing the many extant representations of Roman architecture and material culture

    Framework for software architecture visualization assessment.

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    In order to assess software architecture visualisation strategies, we qualitatively characterize then construct an assessment framework with 7 key areas and 31 features. The framework is used for evaluation and comparison of various strategies from multiple stakeholder perspectives. Six existing software architecture visualisation tools and a seventh research tool were evaluated. All tools exhibited shortcomings when evaluated in the framework
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