scholarly journals BIM-Based Spatial Augmented Reality (SAR) for Architectural Design Collaboration: A Proof of Concept

2020 ◽  
Vol 10 (17) ◽  
pp. 5915
Author(s):  
Yixuan Jin ◽  
JoonOh Seo ◽  
Jin Gang Lee ◽  
Seungjun Ahn ◽  
SangUk Han

Three-dimensional (3D) visualization technology, such as augmented reality (AR), has served as the display for building information modeling (BIM)-based architectural design collaboration to provide more effective design observation and communication for stakeholders. That said, AR has several technical limitations in terms of personal device issues, user experience, and visualization quality. A new form of AR called spatial augmented reality (SAR) has been introduced to address these issues, which uses a digital projector to present graphics on physical objects for augmenting real-world objects. Therefore, SAR has great benefits and potentials to combine with BIM for design collaboration. This paper introduces a BIM-based SAR operational framework, where 3D building models generated from BIM software are imported to projection mapping tools to display building surface textures on physical white building models. A case study using Revit and 3ds Max as the BIM software, and MadMapper as the projection mapping tool, was conducted to demonstrate the feasibility of the proposed framework and to evaluate the projection performance of SAR. The case study showed that the texture of BIM models could be projected on the objects clearly and realistically. Additionally, the proposed SAR method potentially offers intuitive observation of building models and comfortable wear-free experience for collaborative design, and the qualitative analysis by changing the parameters was conducted to test the different projection conditions. Since it is expected that the use of SAR can be promoted by overcoming the discussed technical limitations and possible solution application, this study aims to traceability provide the whole process of BIM-based SAR for architectural design collaboration.

Information ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 209
Author(s):  
Plamen D. Petrov ◽  
Tatiana V. Atanasova

The effect of one of the most popular 3D visualization and modelling technologies with haptic and touch feedback possibilities—augmented reality (AR)—is analysed herein. That includes a specific solution, incorporating augmented reality. A case study for delivering STEM (science, technology, engineering, and mathematics) content using this tool at one secondary school in Sofia is presented. The experience gained in one school year of using facilities for a STEM enrichment program has been examined.


2020 ◽  
Vol 10 (15) ◽  
pp. 5363 ◽  
Author(s):  
Jin Gang Lee ◽  
JoonOh Seo ◽  
Ali Abbas ◽  
Minji Choi

To effectively use augmented reality (AR) technology for end-user involved design collaboration, it is necessary to ensure the effectiveness of the AR system from the end-user’s perspective. However, most efforts have mainly focused on technological development, and as such, limited attention has been paid to the end-user’s application of the AR system. Therefore, this study investigates how the AR system affects architectural design review based on the user’s perspectives. Three different display systems presenting a 3D model including a 2D screen, VR, and AR were tested, and a total of 76 participants evaluated visual presentation quality, perceived acceptability, and user experience according to their usage of the visualization platform types during the design review activities. Compared to other systems, the results indicated that the AR system could be more effective in reviewing the visual elements of a building. Furthermore, AR showed the highest ratings for acceptance level and user experience. The innovation provided by AR created a positive user experience, despite its remaining challenges to be resolved in terms of functionality. Since it is expected that the use of AR can be promoted by overcoming certain technological limitations, this study contributes to guiding AR system applications for end-users involved in the design review process.


2021 ◽  
Vol 251 ◽  
pp. 01006
Author(s):  
Alexander Sharmazanashvili ◽  
Nikoloz Udzilauri ◽  
Shota Kobakhidze ◽  
Luka Todua ◽  
Nino Zurashvili ◽  
...  

Education & outreach is an important part of HEP experiments. With outreach & education, experiments can have an impact on the public, students and their teachers, as well as policymakers and the media. The tools and methods for visualization enable to represent the detectors’ facilities, explaining their purpose, functionalities, development histories, and participant institutes. In addition, they make it possible to visualize different physical events together with important parameters and plots for physics analyses. 3D visualization and advanced VR (Virtual Reality), AR (Augmented Reality) and MR (Mixed Reality) extensions are the keys for successful outreach & education. This paper describes requirements and methods for the creation of browser-based visualization applications for outreach & education. The visualization framework TRACER is considered as a case study.


2014 ◽  
Vol 5 (3) ◽  
pp. 1
Author(s):  
Thiago Motta ◽  
Manuel Loaiza ◽  
Alberto Raposo ◽  
Luciano Soares

Spatial augmented reality allows users to create a projected virtual environment on irregular surfaces. This demands an accurate Camera-Projector calibration process in order to produce precise 3D information to match the real object. This paper presents a framework to process data achieved from a calibration of a Kinect-Projector system in visualization applications, allowing the user to create an augmented reality environment without having extensive process of the Camera-Projector calibration, while maintaining a precise calibration to the projection on irregular surfaces. Additionally, different calibration techniques were evaluated in order to demonstrate the better approaches.


In this paper, we present a projection-based installation designed for gallery-based exhibition. The installation system based on the Spatial Augmented Reality or known as "SAR," in which digital images were projected onto real objects or materials using projectors such as projection mapping techniques. This project studied the use of digital technology for gallery exhibition installation works to enrich and create an engaging audience's art experience through an immersive space created through SAR application. The study involved 79 youth who responded about their experience after viewing the projection-based installation work through a questionnaire survey. The findings show that the use of digital technology to the installation creates dreamlike scenes, imitating nature ambiance complemented with visuals and sound and well provides immersive experience among the visitors through the mixing of virtual images with real objects. The significance of this research on SAR application in exhibition artworks is essential to understand how it affects the audience's experience. The results are necessary as contributions for the development of innovative art mediums intended for gallery-based exhibitions and visitors' engagement, mainly targeted among the youth as the modern audience.


2014 ◽  
Vol 2 (1) ◽  
pp. 38-46 ◽  
Author(s):  
Min Ki Park ◽  
Kyu Je Lim ◽  
Myoung Kook Seo ◽  
Soon Jong Jung ◽  
Kwan H. Lee

Abstract Augmented reality based on projection, called “Spatial Augmented Reality (SAR)”, is a new technology that can produce immersive contents by overlapping virtuality and real-world environment. It has been paid attention as the next generation digital contents in media art and human–computer interaction (HCI). In this paper, we present a new methodology to evaluate the product appearance design more intuitively by means of SAR technique. The proposed method first projects the high-quality rendered image considering the optical property of materials onto the mock-up of a product. We also conduct a projector-camera calibration to compensate a color distortion according to a projector, a projection surface and environment lighting. The design evaluation methodology we propose offers more flexible and intuitive evaluation environment to a designer and user (evaluator) than previous methods that are performed via a digital display. At the end of this research, we have conducted a case study for designing and evaluating appearance design of an automobile.


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