5,945 research outputs found

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

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    Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

    Get PDF
    Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models

    Exploring the Necessity of Technology In Architectural Design: Moving Beyond Showcasing

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    Advancements in technology, particularly computational design tools, have transformed the field of architectural design. However, it is crucial to evaluate the impact of technology on the core principles of problem-solving and the design process within architecture. This study aims to examine the consequences and opportunities associated with the integration of technology in architectural design, focusing on the necessity of maintaining a strong problem-solving foundation. Architectural problem-solving involves spatial organization, functional requirements, contextual integration, and user experience. These principles guide architects in addressing design challenges and achieving successful outcomes. The design process comprises stages such as research, analysis, concept development, and construction documentation. Understanding these principles and the design process is essential for assessing the impact of technology. By investigating the effects of technology on construction, parametric modeling, digital fabrication, and environmental analysis, this research analyzes how technology can enhance or hinder the problem-solving process. It explores cases where architects may become overly reliant on computational design software, leading to a prioritization of form generation based on algorithms rather than contextual and user needs. The study examines the influence of technology on efficiency, creativity, and contextual responsiveness in problem-solving, providing insights into the role and implications of technology in architectural design. Through case studies, it explores historical and contemporary practices to contribute to the understanding of balancing technological advancements with problem-solving requirements. The research addresses several key questions, including the effects of technology on problem-solving principles, the potential neglect of essential aspects in favor of aesthetic appeal and fabrication novelty, and strategies for evaluating the appropriateness of technology in design processes. The findings highlight the importance of maintaining a balanced approach where technology serves as an enabler rather than a distraction or substitute for thoughtful design thinking. This research focuses on the intersection of technology and architectural design, evaluating the consequences and challenges of technology integration. It emphasizes the necessity of technology supporting problem-solving principles and provides insights into effectively utilizing technology in architectural design. By maintaining a strong problem-solving foundation, architects can harness the potential of computational design to create impactful and meaningful architectural solutions

    Scheduling and Tuning Kernels for High-performance on Heterogeneous Processor Systems

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    Accelerated parallel computing techniques using devices such as GPUs and Xeon Phis (along with CPUs) have proposed promising solutions of extending the cutting edge of high-performance computer systems. A significant performance improvement can be achieved when suitable workloads are handled by the accelerator. Traditional CPUs can handle those workloads not well suited for accelerators. Combination of multiple types of processors in a single computer system is referred to as a heterogeneous system. This dissertation addresses tuning and scheduling issues in heterogeneous systems. The first section presents work on tuning scientific workloads on three different types of processors: multi-core CPU, Xeon Phi massively parallel processor, and NVIDIA GPU; common tuning methods and platform-specific tuning techniques are presented. Then, analysis is done to demonstrate the performance characteristics of the heterogeneous system on different input data. This section of the dissertation is part of the GeauxDock project, which prototyped a few state-of-art bioinformatics algorithms, and delivered a fast molecular docking program. The second section of this work studies the performance model of the GeauxDock computing kernel. Specifically, the work presents an extraction of features from the input data set and the target systems, and then uses various regression models to calculate the perspective computation time. This helps understand why a certain processor is faster for certain sets of tasks. It also provides the essential information for scheduling on heterogeneous systems. In addition, this dissertation investigates a high-level task scheduling framework for heterogeneous processor systems in which, the pros and cons of using different heterogeneous processors can complement each other. Thus a higher performance can be achieve on heterogeneous computing systems. A new scheduling algorithm with four innovations is presented: Ranked Opportunistic Balancing (ROB), Multi-subject Ranking (MR), Multi-subject Relative Ranking (MRR), and Automatic Small Tasks Rearranging (ASTR). The new algorithm consistently outperforms previously proposed algorithms with better scheduling results, lower computational complexity, and more consistent results over a range of performance prediction errors. Finally, this work extends the heterogeneous task scheduling algorithm to handle power capping feature. It demonstrates that a power-aware scheduler significantly improves the power efficiencies and saves the energy consumption. This suggests that, in addition to performance benefits, heterogeneous systems may have certain advantages on overall power efficiency

    HyperCell

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    This research believes that understanding the relationship between Interactive Architecture and the principles of biology will become a mainstream research area in future architectural design. Aiming towards achieving the goal of “making architecture as organic bodies”, almost all the current digital techniques in architectural design are executed using computational simulation: digital fabrication technologies and physical computing. Based on its’ main biological inspirations, Evolutionary Development Biology (Evo-Devo), this research intends to propose a novel bio-inspired design thinking wherein architecture should become analogs to the growing process of living organisms (Figure 6.1). Instead of being born from static optimization results most of the architecture seems content at aiming for nowadays, this research is looking towards designing dynamic architectural bodies which can adapt to the constantly changing environments and are thus seeking optimization in real-time. In other words, architecture should come “alive” as a living creature in order to actively optimize itself with respect to dynamic environmental conditions and user behavior’ requirements in real-time. Following the notion of “architecture as organic bodies”, six major topics were derived from the publication of “New Wombs: Electric Bodies and Architectural Disorders” (Palumbo, 2000). These topics are aimed at initiating critical discussions between body and space, which, are used here to re-interpret six main traits of being an interactive architecture: Dis-measurement, Uprooting, Fluidity, Visceral Nature, Virtuality, and Sensitivity. These six topics merge diverse key points from aforementioned chapters including outlining the vision of active interacting architecture, the transformation of human bodies under digital culture, the profound biological inspiration from Evo-Devo and the fundamental componential notion of swarm, which leads to the ultimate notion of embodying organic body-like interactive Bio-architecture. Dis-measurement: Acknowledging the premise of “architecture (technology) as an extension of human bodies” proposed by Marshall McLuhan (McLuhan, Understanding Media: The Extensions of Man, 1964), it is, still difficult to explicitly define the boundary of a space, especially in the context of a borderless cyberspace (the Internet). Space in such a context expands more than ever before and thus makes traditional measurements techniques unfeasible. With cyberspace, people can be virtually present in different places at the same time, thus breaking existing physical boundaries of a space. From another point of view, space as an extension of our bodies constantly adapting to environmental conditions and user demands, creates an intimate linkage between physical bodies and spatial bodies. Interaction in such instances can be seen from a micro-scale: between biological cells and intelligent architectural components to the macro-scale: between physical organic bodies and spatial bodies/architectural space. Uprooting: Apart from further extending the “Dis-measurement” idea by directly plugging into cyberspace (the Internet), “Uprooting” is also interpreted as adaptation devoid of any site/location constraints. In other words, the idea of “Uprooting” implies, generating an architecture that can adjust/modify in accordance with its existing surroundings by interactions between its smallest intelligent components like cells in a body searching for dynamic equilibrium. In this case, architecture has no particular reason to be designed as “rooted” on sites. Fluidity: With the neural system inside the body, most of the messages can be transmitted, received and sent within less than a millionth of a second. To envision architecture as an information processor, which has abilities to react to dynamic environmental conditions and user demands, efficient information protocols must be built into such an organic architectural body to create seamless exterior/interior transformations. Visceral Nature: Visceral can be interpreted in the form of an embodied organ. This implies envisioning architecture in the form of a living-entity. It is no longer the case of mimicking a natural form and thus claiming a building to be organic, but rather instigates one to look deeper into the principles of a natural form’s morphogenesis and apply these to generate a truly organic space. Through the study of Evo-Devo, several principles will be applied to generate an interactive organic Bio-architecture. It is thus not an organic looking shape that matters, but the principles behind the shape, which matter. For instance, principles of self-organization, self-assembly, and self-adaptation, providing possibilities of making body-like architectures with multi-directional and multi-modal communications both inside out and outside in. An intelligent architecture, should “live” in the environment just as how the body lives with its’ Visceral Nature. Virtuality: It is impossible to talk about physical space without mentioning virtual space nowadays. From cyberspace, augmented reality to virtual reality, “Virtuality” is related to “interaction” since the beginning and has gradually become an inevitable aspect of our daily lives. In fact, virtual space has to still use constraints from the physical world to enhance experiential aspects. The ultimate goal of virtual reality here is not to end up with a VR helmet and keep constantly being stimulated by electronic messages, but to bring the physical to the virtual and in the process, attempt to search for a dynamic balance between the virtual and real by merging them together. With the assistance of virtual reality, novel unrealistic space can still be realized into creative tangible immersive and fascinating spaces, which, earlier was not possible. Sensitivity: The notion of “architecture is an extension of human bodies”, is crucial to embrace, if we consider enhancing the sensing abilities of the space as a body not only externally but also internally. In a digital space, active sensing can be achieved by attaching specific devices. In an interactive space, like an organic body, the sensing capabilities of the space have to be fast, accurate, intuitive, and predictive. The sensing system should thus not only work externally to sense the surrounding environment but also internally in order to fulfill the users’ demands in time. With such a connection between human bodies and spatial bodies, it should become relatively understandable for the space to know the requirements of the users by means of hand gestures instead of verbal cues. The sensitivity, in this case, should rely on local information distribution as a bottom-up system rather than a top-down centralized demanding structure

    Pareto Optimality Analysis for Evaluating the Tradeoff between Visual Comfort and Energy Efficiency

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    Architectural designs are increasingly driven by both sustainability and health, which requires evaluating the tradeoff between visual comfort and energy consumption. Lack of daylight leads to poor visual comfort and health issues but reduces heat gains, while excessive daylight may lead to over-illumination, glare, and high heat gains. Identifying the tradeoff between multiple criteria is an intricate process that requires skill and experience, especially when dealing with complex phenomena such as visual comfort. In order to facilitate this process, this paper provides two contributions: (1) the description of a new single-valued visual comfort measure, and (2) the application of the Pareto optimality analysis method. Pareto optimality analysis consists of comparing different design options in terms of the tradeoff between multiple criteria, which is a method that is rarely used in architectural design albeit its many advantages. For the Pareto optimality analysis, single-valued performance metrics are required. The energy performance metrics such as annual heating and cooling loads are single-valued quantities that, nowadays, can be calculated and measured easily. Daylight performance, however, is a complex multi-dimensional phenomenon. While previously developed daylight and glare performance metrics have their merits, they are not readily applicable to Pareto analysis. In this work, a new light metric called Effective Glare and Light Measure (EGLM) is developed to address the current limitations. The EGLM metric is defined as a weighted sum of several normalized performance metrics to end up with a single-valued measure of visual comfort. Two software programs, DIVA-for-Rhino and EnergyPlusTM, are used to calculate the time-dependent visual performance data and energy consumption, respectively. A script is then used to post-process the data. Several case studies are presented to illustrate the method with various building orientations, window-to-wall ratios, overhang depths, and glass visibility transmittance

    Fidelity metrics for virtual environment simulations based on spatial memory awareness states

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    This paper describes a methodology based on human judgments of memory awareness states for assessing the simulation fidelity of a virtual environment (VE) in relation to its real scene counterpart. To demonstrate the distinction between task performance-based approaches and additional human evaluation of cognitive awareness states, a photorealistic VE was created. Resulting scenes displayed on a headmounted display (HMD) with or without head tracking and desktop monitor were then compared to the real-world task situation they represented, investigating spatial memory after exposure. Participants described how they completed their spatial recollections by selecting one of four choices of awareness states after retrieval in an initial test and a retention test a week after exposure to the environment. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection and also included guesses, even if informed. Experimental results revealed variations in the distribution of participants’ awareness states across conditions while, in certain cases, task performance failed to reveal any. Experimental conditions that incorporated head tracking were not associated with visually induced recollections. Generally, simulation of task performance does not necessarily lead to simulation of the awareness states involved when completing a memory task. The general premise of this research focuses on how tasks are achieved, rather than only on what is achieved. The extent to which judgments of human memory recall, memory awareness states, and presence in the physical and VE are similar provides a fidelity metric of the simulation in question
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