HCJan 3, 2020Code
Exploration of Interaction Techniques for Graph-based Modelling in Virtual RealityAdrien Coppens, Berat Bicer, Naz Yilmaz et al.
Editing and manipulating graph-based models within immersive environments is largely unexplored and certain design activities could benefit from using those technologies. For example, in the case study of architectural modelling, the 3D context of Virtual Reality naturally matches the intended output product, i.e. a 3D architectural geometry. Since both the state of the art and the state of the practice are lacking, we explore the field of VR-based interactive modelling, and provide insights as to how to implement proper interactions in that context, with broadly available devices. We consequently produce several open-source software prototypes for manipulating graph-based models in VR.
HCFeb 25, 2022
Integrating Immersive Technologies for Algorithmic Design in ArchitectureAdrien Coppens
Architectural design practice has radically evolved over the course of its history, due to technological improvements that gave rise to advanced automated tools for many design tasks. Traditional paper drawings and scale models are now accompanied by 2D and 3D Computer-Aided Architectural Design (CAAD) software. While such tools improved in many ways, including performance and accuracy improvements, the modalities of user interaction have mostly remained the same, with 2D interfaces displayed on 2D screens. The maturation of Augmented Reality (AR) and Virtual Reality (VR) technology has led to some level of integration of these immersive technologies into architectural practice, but mostly limited to visualisation purposes, e.g. to show a finished project to a potential client. We posit that there is potential to employ such technologies earlier in the architectural design process and therefore explore that possibility with a focus on Algorithmic Design (AD), a CAAD paradigm that relies on (often visual) algorithms to generate geometries. The main goal of this dissertation is to demonstrate that AR and VR can be adopted for AD activities. To verify that claim, we follow an iterative prototype-based methodology to develop research prototype software tools and evaluate them. The three developed prototypes provide evidence that integrating immersive technologies into the AD toolset provides opportunities for architects to improve their workflow and to better present their creations to clients. Based on our contributions and the feedback we gathered from architectural students and other researchers that evaluated the developed prototypes, we additionally provide insights as to future perspectives in the field.
HCJun 13, 2019
Parametric Modelling Within Immersive Environments: Building a Bridge Between Existing Tools and Virtual Reality HeadsetsAdrien Coppens, Tom Mens, Mohamed-Anis Gallas
Even though architectural modelling radically evolved over the course of its history, the current integration of Augmented Reality (AR) and Virtual Reality(VR) components in the corresponding design tasks is mostly limited to enhancing visualisation. Little to none of these tools attempt to tackle the challenge of modelling within immersive environments, that calls for new input modalities in order to move away from the traditional mouse and keyboard combination. In fact, relying on 2D devices for 3D manipulations does not seem to be effective as it does not offer the same degrees of freedom. We therefore present a solution that brings VR modelling capabilities to Grasshopper, a popular parametric design tool. Together with its associated proof-of-concept application, our extension offers a glimpse at new perspectives in that field. By taking advantage of them,one can edit geometries with real-time feedback on the generated models, without ever leaving the virtual environment. The distinctive characteristics of VR applications provide a range of benefits without obstructing design activities. The designer can indeed experience the architectural models at full scale from a realistic point-of-view and truly feels immersed right next to them.
HCJun 25, 2017
Merging real and virtual worlds: An analysis of the state of the art and practical evaluation of Microsoft HololensAdrien Coppens
Achieving a symbiotic blending between reality and virtuality is a dream that has been lying in the minds of many people for a long time. Advances in various domains constantly bring us closer to making that dream come true. Augmented reality as well as virtual reality are in fact trending terms and are expected to further progress in the years to come. This master's thesis aims to explore these areas and starts by defining necessary terms such as augmented reality (AR) or virtual reality (VR). Usual taxonomies to classify and compare the corresponding experiences are then discussed. In order to enable those applications, many technical challenges need to be tackled, such as accurate motion tracking with 6 degrees of freedom (positional and rotational), that is necessary for compelling experiences and to prevent user sickness. Additionally, augmented reality experiences typically rely on image processing to position the superimposed content. To do so, "paper" markers or features extracted from the environment are often employed. Both sets of techniques are explored and common solutions and algorithms are presented. After investigating those technical aspects, I carry out an objective comparison of the existing state-of-the-art and state-of-the-practice in those domains, and I discuss present and potential applications in these areas. As a practical validation, I present the results of an application that I have developed using Microsoft HoloLens, one of the more advanced affordable technologies for augmented reality that is available today. Based on the experience and lessons learned during this development, I discuss the limitations of current technologies and present some avenues of future research.