Conference Paper

Holonavi - A study on User Interface for Assembly Guidance System with Mixed Reality in a Timber Craft of Architecture

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Timber De-Standardized is a framework that salvages irregular and regular shaped tree logs by utilizing a mixed reality (MR) interface for the design, fabrication, and assembly of a structurally viable tree log assembly. The process engages users through a direct, hands-on design approach to iteratively modify and design irregular geometry at full scale within an immersive MR environment without altering the original material. A digital archive of 3D scanned logs are the building elements from which users, designing in the MR environment, can digitally harvest (though slicing) and place the elements into a digitally constructed whole. The constructed whole is structurally analyzed and optimized through recursive feedback loops to preserve the user’s predetermined design. This iterative toggling between the physical and virtual emancipates the use of irregular tree log structures while informing and prioritizing the user’s design intent. To test this approach, a scaled prototype was developed and fabricated in MR. By creating a framework that links a holographic digital design to a physical catalog of material, the interactive workflow provides greater design agency to users as co-creators in processing material parts. This participation enables users to have a direct impact on the design of discretized tree logs that would otherwise have been discarded in standardized manufacturing. This paper presents an approach in which complex tree log structures can be made without the use of robotic fabrication tools. This workflow opens new opportunities for design in which users can freely configure structures with non-standardized elements within an intuitive MR environment.
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The early stages of architectural design involve ambiguity in representing design ideas, problem definition, and design goals. A large number of different types of data are expected from designers to be fused. Digital design tools and environments provide opportunities for many design inputs to be visualized, processed, superimposed and evaluated in a short time. However, the studies on utilizing Mixed Reality (MR) technologies in the early stages of design are still remained limited. In other words, while the rapid development and spread of MR technology attracts the attention of researchers in the field of architecture, the use of MR technologies in the early stages of architectural design does not follow a similar acceleration. In this context, this study investigates the use of MR technologies in the early stages of architectural design concerning the potential effects of these technologies on the cognitive load of designers. In the scope of the study, an MR based hybrid design environment has been developed and introduced by authors. An experiment set has been proposed to evaluate the developed design medium with a particular focus on questions such as what potentials the design medium created by using MR technology has in the early phase of architectural design, the possible effect of the proposed medium on the cognitive load of the designers, and whether the proposed medium might support the design process. The experiment setup consists of a horizontal plane where the physical model and the digital model can take place simultaneously, the head-mounted glasses as a display layer and a control device that can be used manually. The materials of the physical model consist of spherical joint elements and linear rod elements. Digital copies of these elements were also created as assets in the MR application based on their geometric constraints. In the scope of the design problem of the experiment, the area is currently used as a bus terminal and is located among the tall buildings parallel to Büyükdere Street in Istanbul Levent region was given. The participants were expected to develop design ideas on office design in 30 minutes in the given area. The MR-based application proposal was evaluated using the expert evaluation method, employing the 10 rules of Nielsen (2005) and the golden rules of Shneiderman (2010). In addition, the experts were also asked to elaborate on the issues they found positive and negative about the medium they used during and after the design process. The findings of the expert evaluation indicate that the MR medium does not increase cognitive load of designers in the early stages of the architectural design process in which designers explore complex geometric compositions in terms of form-finding with limited materials.
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This paper discusses the integration of Mixed Reality in the design and implementation of non-standard architecture. It deliberates a method that does not require conventional 2D drawings, and the need for skilled labor, by using the aid of holographic instructions. Augmented Construction allow builders to execute complex tasks and to understand structural relations intuitively by overlaying digital design information onto their field of view on the building site. This gives the implementation system authors different levels of control. As a proof of concept, a group of non-professionals reconstructed the south wall of Corbusier’s Ronchamp chapel, the Notre-Dame du Haut, at scale 1:5 using no architectural 2D drawings but only custom-built Augmented Reality apps for HoloLens and mobile devices. This project focused on the assembly of non-standard prefabricated elements, based on an optimized parametric structure that enables designers to integrate imprecision within the construction phases into the design through a constant feedback-loop between the real and the digital. The setup was designed in a non-linear process that allows the integration of new information during the Augmented Construction phases. The paper evaluates applied Augmented Construction for further improvements and research and concludes by discussing the impact potential of Augmented Construction on architectural design, socio-cultural, and economical levels.
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Due to increasing complexity of products and the demographic change at manual assembly workplaces, interactive and context-aware instructions for assembling products are becoming more and more important. Over the last years, many systems using head-mounted displays (HMDs) and in-situ projection have been proposed. We are observing a trend in assistive systems using in-situ projection for supporting workers during work tasks. Recent advances in technology enable robust detection of almost every work step, which is done at workplaces. With this improvement in robustness, a continuous usage of assistive systems at the workplace becomes possible. In this work, we provide results of a long-term study in an industrial workplace with an overall runtime of 11 full workdays. In our study, each participant assembled at least three full workdays using in-situ projected instructions. We separately considered two different user groups comprising expert and untrained workers. Our results show a decrease in performance for expert workers and a learning success for untrained workers.
Intuitive Design Outwitting Computation
  • Steampunk
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Kress, B.C. and William, J.C.: 2017, Towards the Ultimate Mixed Reality Experience: Hololens Display Architecture Choices., Society for Information Display International Symposium Digest of Technical Papers 48, 127-31.
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MIXED REALITIES: Framing Mixed Realities, Mixed Reality In Architecture, Design, And Construction
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A steampunk pavilion combines analog and digital technology
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