Architectural Computing 2013

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2013 Architectural Computing Graduation Project Never Stand Still

Built Environment


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Demetra Alexandrou Rebekah Araullo Steven Best Andrea Bong Olivia Cheung Chun Ho Chiu Matthew Cowle Pravesh Datt & Patrick Lu Laleh Doroudgar Yuan Du Yanfei Feng Benjamin Filler Troy Gibson Sre Janani Gnanamurthy Margaret Goldsack Yaqi Guo Salli Hanninen Yuki Igarashi Josh Jung David Kmetoni Matthew Kruik

CRICOS Provider Code 00098G

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Justin Lee Ruoyu Li Zhiqing Liao Tim Lin Jing Liu Alex Lorenzelli Chinatsu Mitchell Daniel Pantelas Tharida Rattanajaturon Daniel Rickard Nikko Sudirman Shaun Weisbrodt Matthew Whellan Ricky Yichao Xue Dan Zhang Yunqing Zheng


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Message from the Dean

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Supporters

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Message from the Program Dean Director

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Message from the Course Dean Convenor

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Message Final Yearfrom Graduation the Dean Projects

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Message Alumni Profile from the Dean

KEEP IN TOUCH @UNSWBuiltEnv facebook.com/UNSWBuiltEnvironment www.be.unsw.edu.au 1


Message from the Dean Professor Alec Tzannes Dean UNSW Built Environment I congratulate all the students who have completed their degree at UNSW Built Environment and now become our alumni. This catalogue conveys through selected study themes and projects from our final year studios something about the unique student experience at UNSW Built Environment along with the outstanding skills of our students and academic staff. UNSW Built Environment is a knowledge leader in the design, delivery and management of the C21st city and its elements. Our research is directly relevant to the development of knowledge within built environment professions and underpins our curriculum. Embedded in the curriculum are core values centered on the thinking and practices required to deliver sustainable urban environments of deep cultural value. Design education in all of its forms, including evidence-based design processes is at the centre of our degrees. This is complemented by the development of discipline knowledge with interdisciplinary design and research orientated projects.

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These projects align with advanced contemporary practices in industry, ensuring that as graduating students you are at the forefront of the built environment professions as innovators and leaders. This year celebrated the establishment of our new school structure comprising ASA+D, the Australian School of Architecture and Design, and AGSU, the Australian Graduate School of Urbanism. ASA+D is the most comprehensive built environment school in Australia with a complete range of undergraduate and postgraduate professional degrees. ASA+D’s sister school, AGSU, is tailored to post-professional study. AGSU is the research engine of the Faculty and was created to fill the gap in the number of leading thinkers on urban issues. This is an exciting time to be part of the UNSW Built Environment community. I wish every graduate a successful and satisfying career. In many respects, our relationship is just beginning. As you travel the world through your work you will meet many alumni and make special bonds of lasting value. We look forward to your ongoing participation in the life of our university and the mutual benefits this brings.


“ I WISH EVERY GRADUATE A SUCCESSFUL AND SATISFYING CAREER. IN MANY RESPECTS, OUR RELATIONSHIP IS JUST BEGINNING. AS YOU TRAVEL THE WORLD THROUGH YOUR WORK YOU WILL MEET MANY ALUMNI AND MAKE SPECIAL BONDS OF LASTING VALUE.”

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Supporters MAJOR SUPPORTER

SUPPORTERS

Built Environment Alumni

EVENT PARTNERS

ARCHITECTURAL COMPUTING BRONZE SPONSOR

ARCHITECTURAL COMPUTING DONORS Built Environment thanks all the donors who supported Architecture Computing’s community fundraising and fundraising events.

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Message Message fromfrom the Program the Program Director Director Harry Margalit Harry Margalit Program Director Program Director The application of computers in architecture is one of the fastestmoving areas within the profession. The Bachelor of Architectural Computing was originally intended for students to explore architectural visualisation and the management of data through building information models, but the field has progressed so substantially that this no longer describes the content and ambition of the degree. The work in the catalogue reveals the full extent of interests and skills the degree fosters.

The early techniques of using computers to visualise buildings and situations not yet existing have developed into a field where students test a host of concerns using digital environments. Our staff are leaders in inventing and refining ways that the power of the modern computer can be used, for example, to evaluate propositions, undertake simulations over time, map the city in unexpected ways, manipulate sensations and help train the workforce. Thus for each of these projects there is a proposition, and students are then encouraged to use their ingenuity and technical skill to test or extend that proposition using digital tools. Graduates of this program look forward to working in many settings, from architect’s offices to art installations to animations studios, and everything in between. With a strong cohort of research students, and staff who are very actively involved in integrating computing technology into the everyday workings of the city, the work on display shows a field whose applications are continually finding new possibilities.

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“ I WOULD LIKE TO CONGRATULATE THE STUDENTS ON THEIR EFFORTS AND ACHIEVEMENTS THIS SEMESTER IN GRADUATION PROJECT AND INDEED OVER THE PAST THREE YEARS DOING ARCHITECTURAL COMPUTING.”

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Message from the Course Convenor Stephen Peter Course Convenor This catalogue shows the diverse projects undertaken by the Architectural Computing students in 2013. Graduation Project begins with each student writing 3 project proposals, they then choose the project they wish to continue with. The students then spend the rest of the semester investigating their chosen area and producing a project showcasing their understanding and mastery of the topic.

I would like to congratulate the students on their efforts and achievements this semester in Graduation Project and indeed over the past three years doing Architectural Computing.

The student projects fall into five broad categories:

STEPHEN PETER - Course Convenor

- Experimental modelling - Building information modelling - Interaction - Real-time environments - Visualisation

TUTORS - Wesley Benn - Stephen Peter - Robert Walsh

Finally, I want to give my heartfelt thanks to the students’ clients, for the time and energy they have given during the semester.

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ARCHITECTURAL COMPUTING

Final Year Graduation Projects

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Demetra Alexandrou Email demetra.alexandrou@gmail.com Phone 0402 740 059

ECO TOURIST RESORT - Enhancing Perception… Virtually. Virtual architecture, intruding on the real thing... Virtual Reality (VR) has become the speculation of the future of architecture and how it will affect the process of design, what kinds of new environments will be possible, and what the architect’s new role will be. There is now a certain awareness of being able to look beyond the conventional modes of architectural visualisation presentation methods and intrude on the ‘real thing’. The project development is set on 64 acres of land, with a concept of an Ecological retreat in harmony with the unique natural habitat, the farming use of the land and the local community. The guiding principle of the project is to portray, foster and nurture the forest and natural habitat, as well as encourage visitors to explore the valley and local infrastructure virtually.

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In order to create the peace, tranquillity and visual impact; CryEngine 3 gaming software is being used to create a Real-Time virtual environment. This environment portrays the preservation and enhancement of the existing forests and proposed development on the site. Other software such as 3DS Max and Google Sketchup are also being used to design and create the main building ‘Bellingen Conference Centre’ as well as the 18 two bedroom cabins on site.


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A. Conceptual Landscape Plan B. CryEngine 3 Environment - Stream leading to the Dam on Site C. Bellingen Conference Centre & Entrance D. Two Bedroom Cabin Model (18 Cabins on site) E. Floor Plan of Bellingen Conference Centre

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Rebekah Araullo Email rebekah.araullo@gmail.com Phone 0400 382 636 URL www.rebekaharaullo.com

Freeform Architecture & Spatial Augmented Reality [A project amalgamating Rebekah Araullo’s research into freeform architecture and Shaun Weisbrodt’s research into spatial augmented reality] Novel architectural designs can be attributed to the application of freeform geometrical shapes, an increasing area of interest and research. Boundaries are continually pushed to new levels posing big challenges in engineering and the fabrication of such structures. The greatest challenges of freeform architecture lie in the computation and the solution for a geometrical framework to ensure buildability and often, cost-effeciencies. This research examines the use of freeform shapes in architecture and the potentials of current applications and experiments in related fields. It also places a focus on different methods and possible

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strategies that deal with computational designing. In this book I present a collection of significant researchbased solutions and a variety of freeform architecture designed and built in the last five years. I also present experiments in designing freeform structures using pre-defined geometry as an alternate solution. The use of pre-defined geometry in freeform structures is not only beneficial in terms for costs and construction but it also lays the foundation for other possibilities in creative applications. One of which will be discussed in this book as an extended joint research, which provides solutions for a streamlined process for spatial augmented reality and shifting architecture.


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Conceptual freeform based on predefined geometry Conceptual freeform based on uniform geometry Geometrical framework based on an octree data structure Freeform structure with predefined geometry Computational Scripts

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Steven Best Email steven.best@hotmail.com Phone 0432 951 034

Tactile Engagement The notion that people can learn more efficiently through touch and physical interaction has been widely accepted within the educational community for a while now. What is sometimes referred to as the “busy hands, busy brain� phenomenon is common place within the classrooms of children, but tends to be forgotten about in adult life. Hands on activities in a child’s life are shown to increase their level of learning, a result that is mimicked in adult life. When you combine activities that require more than simply observing, you activate multiple areas of the brain, which means you are more likely to retain information about the activity, your actions and their consequences.

For my graduation project, I took this idea of physical interaction and created what is essentially a large, elastic touch screen. I wanted to create something that would allow people to engage with their surroundings by touch. The system works in a loop. First, the user interacts with the screen through touch. This interaction is picked up by a Microsoft Kinect on the other side, which has the ability to extract depth data from an infra red camera. That data is analysed by a C# script, and sent to a program called Processing. This program creates the visuals, which are then projected back onto the fabric. The user gets a tactile interaction by pressing into the fabric. This allows them to actively change the visuals and properly engage with their surroundings.

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Example visuals. A user engaging with the screen. Schematics of the screen. The finished fabric screen. Hands pressing through the fabric


Andrea Bong Email andrea.cw.bong@gmail.com Phone 0450 883 266

A Better Home with BIM Building Information Modeling (BIM) is a powerful set of building design management tool that has been growing in favour of Architecture, Engineering, and Construction industries. All these are due to its ability to be involved in the design, construction and operation phase to provide rich information on the 3D building model, high-quality documentation, clash detections, cost estimations, facilities management and not to mention all functions that 3D Computeraided Design (CAD) has to offer. But what really sets BIM aside from other management tools that made me want to take advantage of BIM for my project is its high accuracy and reliability as a digital representation of the building that speeds up decision-making, saves time and cost, and minimizes design errors.

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The purpose of my project is to help my client visualise and better understand the house in a virtual environment before it is even built and address issues that occur so that changes can be dealt with at an earlier stage to minimize design errors. In order to do that, I have created a 3D model in Revit Architecture to allow visualisation and exporting of 3D model into Solibri (an automated rule-based BIM tool for model checking) to run a series of check that includes access and egress, and clash detection. After having the model tested and checked, a report consisting the approved design and the errors of the model is produced. Based on the report, modifications can be made to produce a more desirable home.


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3D model in Revit Architecture Interior South Elevation (Main Entrance) 3D model exported into Solibri Checking floor level at the entrance

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Olivia Cheung Email 3335373@gmail.com Phone 0432 120 807

The Interactive Visualisation Tour Getting people to understand your vision can be difficult task. Undertaking the Bachelor of Architectural Computing degree, the project as the name suggest is of a virtual tour of two different building complexes. The objective is to explore the potential to use real-time interactive visualisation methods to address the two given project briefs and for the most part give a clear enough understanding of the whole planned concept. The first Client of this project is focused on redevelopments on a pre-existing housing complex and the focal point of the given brief is the development of an extensional second storey structure, while for the second client is of the development of a more modern completely new building structure.

Both buildings are residential and were modeled through given building plans, elevations and any other relevant information, while instructed to provide light furnishing for the interior space. The presentation, unlike a large series of images produced and framed together to produce an animation, where you as a user have no control over what to view, the implementation of it being interactive through self propelled movement will facilitate increase raptness and understanding of the complete schema.

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One – study One- Exterior Two- Exterior One- Bedroom Two- Second storey living room

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Chun Ho Chiu Email chunhchiu@hotmail.com Phone 0424 061 689 URL www.chunhofelix.com

Airport Way Finder My project is to design and create a way finder system which would be useful in the airport. This system would have two major components. These two major components are the mobile website that uses a QR code as link to the view in mobile device. The contents on the website would contain all the details of your travel. This includes departure, arrival and transiting information so that you can navigate in the airport. It guides you to get to the gate or out the airport in the quickest and fastest route. The second component for this project is the screen system which is located next to the moving walk way . It operates work when a person with their member card is scanned by the system and all the necessary information like transit and gate details are

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shown on the screen to let you know how get to gate or get out airport to pick up your baggage. Other information which the system provides for travellers is the current weather, exchange and key locations which are in the country or city. The demo in the exhibition would be a prototype of the project, it will have two live websites with mock up flight details which links to two QR codes which you can scan. There is also another set of QR code where you can scan to bring up the demo version of the information that would be shown in the moving walkways at the airports.


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Design of the screens at the airport First website design The Departure website on phone Second website design The transiting website on a tablet

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Matthew Cowle Email matthew@cowle.net Phone 0403 901 289

Video Tutorial When I first started out at University, I was thrown straight into the deep end being told to model in 3dsMax and produce quality renders. This was one of my first courses at University and I had never even heard of 3dsMax before. I began to enjoy learning how to model in this program and ended up spending some of my free time modelling different things from cars to house-hold objects. I enjoyed doing this but found myself struggling to materialise and render using Vray. I started to give up on finishing my spare time projects and as a result stopped modelling. I managed to get through the modelling and visualisation course with a decent result at the end of the semester but I personally was not happy with the way my final project came together.

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For my graduation project, I am determined to learn 3dsMax and Vray in greater detail to better my understanding of the programs but also to produce short but quality video tutorials on how to properly use these programs for architectural purposes. By doing this I hope that it can help future students that were in my situation having never used such programs. My video tutorials are primarily focused on achieving high quality renders. My tutorials are different from others because not only do I show how to achieve quality renders, but more importantly, I explain in greater detail what the different settings do. By doing this, it will help educate the viewer to understand what they need to do so that they can manipulate the settings for their 3dsMax scene as each model and setup is different.


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3dsMax Scene (Simpson-Lee House) Testing Vray Renders Materialising the structure Vray Settings Vray Render Settings

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Pravesh Datt & Patrick Lu Email p ravesh@praveshdatt.com postmanpatinc@hotmail.com

A Gesture of Advertising This collaboration has been on the topic of interactivity within advertising. To us, this is no doubt one of the most effective ways to distribute and manage media to the general public, especially in a digital form. We believe that the technological race has outpaced the traditional methods of advertising due to societies ease of access to hand held technology. Newspapers such as The Age and Sydney Morning Herald have moved from their traditional print methods to tablets and apps giving them further abilities to integrate various forms of interactive advertising. The adaptation from traditional to digital can no longer be overlooked as advertising is now based on its ability to remain dominant and engaging in a society heavily saturated with ‘at the ready’, technological devices rather than large static displays.

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Ergo, our study is focused on the development of static advertising, how to retrofit current technological processes and why it is failing to retain engagement in such a technologically progressive society. Through our research, our thought concept evolved into ‘turning engagement into completion’. Through this we have developed a potential solution using hand gestures movement through the use of a Leap Motion controller and HTML5 and CSS3 as our basis of a design platform. What resulted was a solution that could be easily adapted to be implemented into public amenities with a high degree of customization.


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Landing page. User chooses where to go Circular Quay panorama directory Using the leap motion to control examples Concept render of podium housing

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Laleh Doroudgar Email lalehd@hotmail.com Phone 0412 512 349

Reynold Residence The Reynolds family have decided on extending and renovating their existing home to cater to their growing family. Working closely with the family, the project assists in the comparison process highlighting the pros and cons of each design thus hoping to ultimately aid them in making the best decision as to which of the two designs they have received most suits their needs. Due to the property’s site condition, one being a very close two storey neighbouring property as well as being a semi-detached house, there was worry about issues their new building might face. The project aims to address the concerns the family had prior to going ahead with the construction of the home and hoping to save money on construction alternations. The project covers a comparison of aspects such as

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approximate scaling of interior floor plan, shadows, views, solar access, privacy, overview as well as aesthetics. In depth, the project explores a unique study of overlooking issues with neighbours as that is an issue they wish to investigate with two young children. Another important comparison is the overall space as the existing home is already quite narrow so a scaled floor plan was created to assist in evaluating the circulation of both designs. Overall the performed study and results of the comparison hopes to provide ideas for alterations that may be suggested in any one the two plans. These new ideas will be given to their architect to ensure an overall optimal design that suits the family.


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Master Bedroom View Design Two Shadow Diagram Summer Elevation View Site Shadow Diagram Winter Top View Photomontage Second Storey

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Yuan Du Email cityhunter818@hotmail.com Phone 0424 509 688

Real-Time Visualization of the Li’An Kindergarten Real-Time Visualization is able to create a 3D virtual interactive platform for a building model and its surrounding environment. CryEngine technology provides the kind of platform that gives people an interactive feeling with the building elements in a 3D virtual scene. In this platform, people can use CryEngine first-person perspective scene facility to experience a virtual environment. This Real-Time project envisions the creation of a 3D virtual interactive scene for the Li’An Stylish Kindergarten in Ling’Shui Stylish Town by using CryEngine software. Its major focus will be on the activity rooms, bedrooms, living units, transport facilities, corridor space, and outdoor moving platforms there, all of which will be shown to provide plenty of event space and activity facilities for children. For this example, this 3D virtual interactive

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viewing tool would give people much more information and therefore, a deeper understanding of the building and space functionality before they decided to send their children there. The major aim of this project is to help future clients create 3D virtual interactive scenes for building models and their surrounding environments in CryEnigne. The Real-Time building virtual environment will be able to give people a realistic feeling of different room spaces and designs and they will also be able to interact with various virtual objects therein. This application of CryEngine technology will allow participants to feel directly immersed in a virtual building or space and to interact with it. Thus, it is undoubtedly the best method to express real-time rendering and physical effects.


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General View of Li’An Kindergarten Side View of Li’An Kindergarten Inside Small Corridor and Garden Children Living Room of Li’An Kindergarten Teaching Room of Li’An Kindergarten

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Yanfei Feng Email natsuki116@gmail.com Phone 0433 114 070

Prefabricated Architecture Real-Time Visualisation This project is aimed to promote modular housing by using gaming software CRYENGINE 3 to create realtime architectural visualisation. Interactive features like modifiable elements will be applied in the virtual environments for giving user options to go through various kinds of modular housing product. To start with this project , research for modular housing types and case studies based on different real-time visualisation softwares have been done .After finish all the precedent studies ,modelling of the modular housings and setting up real-time environments become the most significant parts of the project. Interactive elements like changing spaces and materials will be also developed throughout the whole project.

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The main purpose of this project is not only to let more people know about the modular housings but also to present the possibilities as well as potentials of real-time visualisation. As the architectural industry is still rapidly growing, real-time visualisation will be getting more attention and considered as one of the most economical ways to produce high quality render images and animations.


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Modular Housing Village in Sketchup Modular housings modeling in Sketchup Modular components in Crysis Excepted Environment that will built in Crysis Modular components in Sketchup

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Benjamin Filler Email benfiller@gmail.com Phone 0408 333 864

Beginning With The End in Mind: Mixed Realities in the Aec Industries Augmented Reality involves overlaying digital data within a real-world context to aid in visualising and interpreting information. This concept is becoming ever more present due to the improving capabilities of mobile technologies such as iPhone, Android and Tablets. Often used as a marketing and research tool, Augmented Reality has the ability to improve the way architects, engineers and construction workers collaborate and share information, leading to a significant increase in efficiency.

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“Beginning with the end in mind: Mixed Realities in the AEC industriesĂŽ is a research based study on the effect that emerging technologies such as Augmented Reality can have on the information exchange process within the construction industry. The report aims to identify the benefits of employing new realities at various stages throughout a construction life-cycle to work alongside a BIM model in improving the efficiency of tasks. By utilizing a BIM model created by the client Benn Design Group examples of the possibilities available for mixed realities to influence the information exchange process is presented.


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Troy Gibson Email blo2010.troy@gmail.com Phone 0433 433 168

2013 pREvIEW Beach Living Exposed Visualisation is a powerful tool - they say that a picture tells a thousand words. Marketing architecture virtually is the visual artistry needed to showcase the built environment. This creates a sense of connection and interest, much the same as a skilled photographer of cinematographer would set ‘the scene’ for a shoot. The goal of this project was to organize an efficient workflow to produce an interesting and inspiring vehicle that engages the viewer. Final visualization marketing material produced is designed to promote the sale of the property by demonstrating the architectural form and function.

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North camera perspective East perspective Photomontage Workflow light testing Vray 3ds modeling workflow

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Sre Janani Gnanamurthy Email Janu.g.6@gmail.com Phone 0403 114 438

Kinetic Kirigami Façade System My Kinetic Kirigami Façade system is a concept through which buildings are designed to allow parts of the structure to move, without reducing overall structural integrity. A building’s capability for motion can be used just to: enhance its aesthetic qualities; respond to environmental conditions; and/ or, perform functions that would be impossible for a static structure. By making use of the characteristics of specific materials combined with motion-based technologies, objects can transform in a silent and nearly imperceptible way into a contrasting shape with a completely different functionality and expression. My kinetic facade system consists of a kirigami style sheet that has a dynamic architectural element capable of regulating light, solar gain and privacy. A computer that is hooked up to a sensor runs the corresponding software then controls the

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system. The project has culminated into a work that translates the functional prowess of the facades into a strikingly ornamental idiom. The system uses origamic architecture which involves the three-dimensional reproduction of geometric patterns on various scales, using cut-out and folded paper. The versatile design can be integrated into existing systems, and is completely self-contained, protected by glass on either side of the moving layer. The system is suitable for all building geometries and offers opportunity for complete design flexibility and architectural integration. This design allows clients to ensure they receive a unique design that represents them best. My system brings a building to life giving it an opportunity to open and close allowing the building to respond to environmental change.


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Interior View of the Kinetic Kirigami Faรงade System Arduino Servo Motor connection Arduino Code for Motor control Sketchup Model Single Unit of the Faรงade System

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Margaret Goldsack Email margaretgoldsack@gmail.com Phone 0420 447 473 URL www.margaretgoldsack.com

Curved Media Fa ades - A Study of Ruled Surfaces Traditionally media fa ades and large screens have been created using 2 dimensional flat surfaces. The development of technology within computational architecture is enabling us to express 3 dimensional space in a greater complexity than previously experienced. A logical extension of this process is to begin exploring the use and possibilities of emerging, complex curved surfaces for the display of media content creating the opportunity to align architectural design aspirations with the demands of the pervasive city concepts of penetrating surfaces with both embellishment and information. Drawing on existing knowledge of ruled surfaces in architecture, the mathematical expression of ruled surfaces and the technological understanding of media displays, ten virtual and physical models were designed to accurately represent working curved media surfaces.

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The design, build and testing of these ruled geometries proved the viability and potency as media surfaces, not only in their technical feasibility, but also in their strength, simplicity and low cost construction. As with traditional 2 dimensional media facades, ruled surfaces have limitations which are set by resolution, pixel pitch, viewing distances, viewing angles and resulting surface portion visibility. Distortion of applied imagery has the appearance of being relative to curvature. This in itself may be modified with the application of anamorphic imagery. It is found that certain viewpoints of the ruled surfaces reveal images which are unintelligible when viewed from other vantages. Notwithstanding the resolve for further research, appropriately constrained graphic material may be applied directly on surfaces to successfully deliver embellishment and/or information within the limitations of ruled surface geometry.


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Prototype - Hyperbolic Paraboloid Composition of Ruled Surface Geometry Right Conoid Geometry Right Conoid “Perspective” with Stop Sign Image Right Conoid “Right View” Reveals Image

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Yaqi Guo Email Akiguo77@hotmail.com Phone 0415 797 159

Cinematic Visualization The objective of this project is to create a whole series of high definition 2D renderings and 3D animation of an un-built building for DL Innowe and Jingsen engineering& Design Consultant CO.LTD. The final delivery will not only be used as a visual communication tool acts in between architects, clients and other stakeholders, but will also be used as an advertisement of the design company to appeal to potential customers. Computer graphic technologies have been applied to this project to bring architectural design and concepts to life in the form of a virtual building to enable Clients to understand and feel the spaces, lighting and functions of the building. The visualization is focusing on the emotional aspect of the chosen building and the suggested lifestyle that designed

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to be achieved by this building. As a cinematic visualization, the renderings are designed to be a little dramatic to give a surreal impression for the architecture and hence to achieve a strong visual impact in advertising. In order to demonstrate how the building acts in different time of a day, the visualization will be present through series of lighting changes in colour and brightness. Environmental influence to the visual aspect of the building will also be simulated in the visualization as well as to creating mood and atmosphere corresponding to certain spaces.


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Forest casts its shadow in the living room Building exterior with surroundings A close-up scene in the living room Master room in the morning light Bathroom with the ambience of deep sea

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Salli Hanninen Email sallihanninen@gmail.com Phone 0404 665 550

Digital Perspectives Architectural visualisations are artistic representations of a design, incorporating form, construction, materials and finishes. Visualisations are a communication tool to allow the viewer to better understand a design with accurate representations of site context, sun directions, shadows and artificial lighting. This project is an analysis study of design software to produce architectural visualisations for a particular purpose. The aim of the project is to compare and test design software for efficiency and quality for designers in the industry, overall creating a digital workflow between the programs. I have selected the influential architect, Marcio Kogan to analyse and model his Mirindiba House, Sao Paulo, Brazil. The project is based in Autodesk Revit, a building information modelling (BIM) program used by architects over the world to model and document a building design. The results from Revit are then compared to other design programs

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including 3D Studio Max and Lumion3D and relevant external plugins. Each stage of the design process is considered in this project and the visualisations are intended for a particular purpose. By identifying key requirements from the conceptual to final design stages of an architectural project. This determines the level of detail and the essential and non-essential features of the image. The visualisations are digital presentations that evoke an emotional response from the viewer. This project has allowed me to further my knowledge and skills within the architectural discipline whilst communicating a design effectively and creatively.


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Conceptual design stage in Autodesk Revit Design development in Lumion3D Photorealistic Textures Conceptual design stage in Autodesk Revit Textures, lighting and shadows

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Yuki Igarashi Email yukiigarashi59@gmail.com Phone 0433 000 726

Traditional Japanese Architecture Virtual Tour Now days in Japan, we do not see much Japanese architecture using traditional method in constructing. The reason for this is because of the influences from Western architecture and technology has advanced which produced new materials. There are many resources of information and images of traditional Japanese architecture out in the world. However, just texts and photographs are not enough to show the significance of traditional Japanese architecture. These information cannot reflect the Japanese architecture’s essential feature, “the space”. This was the reason for my motivation to run this project. The main objective of this project is to produce a real-time interactive environment of a traditional Japanese architecture to show its significance such as aesthetics, the construction and use of materials.

This project allows users to learn about Japanese architecture by offering rich, detailed 3D model alongside of written information by simply selecting from the menu. The easy-to-use navigation enables users to explore and interact with the Japanese tea house with their own will through first person view using a keyboard and mouse. This project was carried out using the game development engine, CryEngine3. The 3D SketchUp model, the menu created in Adobe Flash and the sounds were all imported in CryEngine3 and edited to create a realistic environment. From these steps, a virtual tour was produced where the users are able to read facts on Japanese architecture’s features and look and understand about Japanese traditional architecture in details.

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3D Model and Written Information Exterior of the Japanese tea house Google SketchUp Workings Timber Structure Interior of the Japanese tea house

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Josh Jung Email inyp0622@hotmail.com Phone 0430 737 185

Architectural Visual Communication Design The primary objective of this project is to bridge the communication gap between the architectural field and the general community, by increasing understanding between architects and the public. While information about proposals and current developments are publicly approachable, they are not always presented in a format that is easily understandable. The specialised language, plans, designs, building reports and proposals – like every field – require specialised skills, knowledge and training for effective interpretation. This project aims to make the traditional communicative methods of architecture more in line with the methods of everyday communication by simplifying information and graphics. It will demonstrate this through the use of 3D models, landscaping and 2D drawings (including plan, elevation and section drawings).

The Brewery Building has chosen to highlight the importance of bridging the communication divide between specialists in the architectural field and the public. Although a private development, the building is of great public importance. It has too much history and too much to offer not to give just consideration to the communication between architectural specialists and the public. As an iconic building still in the process of development, these communication channels are still open and negotiable. This makes the building of particular interest and significance. This project will allow architects and designers to develop opportunities for more advanced creative and innovative design and present them more effectively, while creating a more understanding and architecturally satisfied public.

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Central Park Site Aerial View of Brewery Building Brewery Building Information Menu Chimney Stack Info-Graphic Elevation Drawing of Brewery Building

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David Kmetoni Email davidkmetoni12@hotmail.com Phone 0412 303 014

Collapsible Modular Shelter My modular shelter is focused mainly on the living areas of a house like the bedroom and living room. The shelter will have the unique ability to be able to fold down and flat pack for storage and transport. It is designed for people left without their home from natural disasters. The shelter will be constructed from timber, using seasoned softwood timber framing, plywood finishes and particleboard flooring. The hinges used will be piano hinges because they are long and can hinge the entire joint on the walls. Piano hinges are also quite strong because of their length and designed purpose; they can take heavier weight than some other hinges. The walls will be locked in place by a

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built in slide down lock. The lock will be built into a cut out on the panel on the exterior of the shelter, where a metal tongue will slide down into a groove preventing the wall from folding in. The walls will also be held in by the roof once that is put on. In looking at the existing emergency modular shelters, most of them appear to be designed for short term stays, or they do not look as sturdy to give the comfort feeling a shelter like this would. A separately designed shelter would house the wet areas like the kitchen, laundry and bathroom, and would be able to join together to form a bunch so that they can be shared between people living in an emergency shelter village.


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Shorter wall folding in Longer wall folding in SketchUp Model showing timber frame construction Shelter flat packed Final fold before fully flat packed

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Matthew Kruik Email matthew@kruik.net Phone 0422 143 097

Virtual Prototyping Environment As computers grow powerful, our ability to create and explore new ideas and designs within them is increasing exponentially. We can create highly detailed geometries, invent completely new ways of interacting with the world, and analyse how a new structure will perform without anything leaving our hard-drive. Despite the incredible power we’re utilising, we limit ourselves to viewing everything on a flat, two-dimensional screen, and to interacting with it using a keyboard and a mouse. The world is not two-dimensional, and we don’t use a mouse to interact with it, so why do we restrict ourselves to these outdated systems? In this project, I explored the possibilities of using new display and interactive technologies, in this case the Oculus Rift display and the Microsoft Kinect sensor, to develop and test a virtual prototyping environment.

I developed two prototypes, the first is an interactive cupboard system, where cupboards are kept up out of reach. And the user can move them around using gestures. This system tests the capability of a virtual environment to design and test new interactive products. The second prototype is a basic modelling environment, which allows users to select a face on a model, then use pushing and pulling gestures to move that face. While basic, this system demonstrates how a virtual environment can be used as a design tool, as well as a testing one.

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A. Small demo to demonstrate the Kinects power B. An abstracted representation of a Virtual Prototyping Environment C. The basic modelling environment in action D. A user interacting with the virtual cupboard system E. The image distortion for the Rift’s 3d effect

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Justin Lee Email justin.junyoung.lee@gmail.com

Rate my models 6. The primary objectives of this project is to create a community website which serves as an one-stop website for 3D modelling where beginners and professionals can gather inspiration and knowledge. 3D modelling has become a significant factor in Architecture, as it allows for visualisation of the building. The website, Rate my models, is a website where users can upload their models, whether it is a model in progress or a model that has been completed for a recent project, to give other users, ideas and inspirations. Users would also contribute to the website to receive feedback from other professionals in their field of expertise as well as through popularity which is shown through the number of likes their models have and the number of followers the user has. The website would also have a forum for users to be able to share and exchange ideas and knowledge by posting tutorials.

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This project aims to create a website where users can also create their own profile pages which would be dynamic and unique to their own. The profile page would include information about the user, including a short-description of the user as well as the programs the user feels most comfortable using. It would also include all the models uploaded by the user as well as the number of followers the user has. This project will educate beginners and professionals in modelling whether it is modelling in architecture, engineering, landscape or even gaming through the interaction within the community that exists in the website.


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Rate my models homepage Models listing page Full view models page Profile page Discussions page

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Ruoyu Li Email liruoyu627@gmail.com Phone 0433 885 678

Real-Time Construction Technology This project is aim to provide a new approach for providing construction knowledge by using advanced digital technology. In my project, once the building model is completed, it is exported to a Real-time environment which is in Cryengine. An user interface (ui) in Cryengine is created to allow users interact with. Generally speaking, the ui usually provides a means of: -Input, allowing the users to manipulate system. -Output, allowing the system to indicate the effects of the userĂ­s manipulation. And this is the most important and difficult part, the ui is the main section I need to search and explore in this project. Adding detailed structural elements on the existing model (in BIM environment) for enhancing the knowledge of building construction. Roof and wall structure has changed a lot based on Australian Standard. Timber stud walls has added to the model,

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so does the insulation. The rainwater pipes, gutter and extra structural columns were installed to make the model look more realistic. I also crate clean user interface in Adobe Professional Flash which bring the user to start exploring. In a brief, I design this project for who likes to know about construction stuffs. In a real-time environment, designed building be interactive with users other than reading so much text in the books. Such interactive design communications are truly multimedia. Users regard it as a video game and feel very immersive. I hope this project gives people lots of interests of learning as well as some new ideas of learning path.


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A. Default model with textures and construction detailings B. Default model in real-time environment-First floor timber frame studs C. Ground floor internal timber trame with insulations in Sketchup D. First floor internal timber frame with insulations in Sketchup E. Detailings added to make building more realistic in Sketchup

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Zhiqing Liao Email jessicalzq@hotmail.com Phone 0405 686 877

Real-time Suburban Environment My client is a real estate. What the project offers is an architectural design for the residential community in YUNNAN, CHINA where it is a low density of people in the living area but with the high privacy environment. I will be working this project with a landscape architect to make a 3d environment. In this project I will start exporting the model and the vegetation from 3ds max and Sketchup to Cryengine3. I also need to make a detailed environment in Cryengine by adding vegetation and applying textures. The aim of this project is to deliver a 3D environment for the client so that they can experience the real time landscape with the house and building around it.

This project will allow clients to adjust their landscape design and to have a virtual tour for them to experience the design before implement in the real world. This project also aims to let the client to visualise the sunlight effect of the building in the virtual environment with different vegetations. A part of this project, there are interactive buttons that can allow users to switch the different landscape designs.

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Wooden decorating screen Main Walkway Backyard of the residential building Residential Garden Day Time View Residential garden View

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Tim Lin Email tim.ye-lin@hotmail.com Phone 0410 152 816

Interactive Virtual Estates As architecture broadens its ways of creativity in terms of presentation, there are new ways which involves precise modelling with real-time environments where clients can interact with their project building and see how they fit into the environment around it. Time is money and with programs such as Cryengine3, the plans, detailing, modelling and the rendering speeds are made easier with an interface that allows clients freedom to move around and have a detailed walkthrough of their project.

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This project Interactive Virtual Estates provides an interactive virtual platform in CryEngine3 through digital representation to analyse the details of the floor plans in Precinct 2A from Mirvac’s Harold Park project. Multiple functions through a HUD system customised with flexible options to provide the best end result possible will ensure the client will have more fun and a better understanding of the crucial choices they make while keeping the best quality.


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Harold Park’s Site and Development Artist Impression of Proposed Precinct Modelled Environment CryEngine Environment Logo of Mirvac

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Jing Liu Email Laura-liu63052786@hotmail.com Phone 0433 240 928

HD Visualization and Animation Tour The aim of this project is to create a whole series of photometric rendering images and 3D animation including both exterior and interior of an unbuilt residential house in 47 Barwon Rad Lane Cove West 2006 for my intended clients. As a powerful tool to transmit architectural ideas and concept into a virtual visualized building, the idea acts as a processor which stores large amount of information. All the intended designs and ideas of the client will be fully presented during this visualization tour. Clients can see and feel the space, materials and lighting behind it for building preview. Constructional details, internal furniture and lighting will be modeled and showed in visual renderings by combining computer graphic technologies in the purpose of producing a

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high quality experience for client. Animation will be recorded in terms of recording the space content in internal building as well as landscape design regards to clients’ requirements. The motivation behind this project is to challenge myself and produce a set of commercial architectural renderings and animations for future career. Working is not as casual as university studies, every movement and action need to be professional and competitive. Personally, modelers need to be cautious because renderings and animations are the only physical communication channel between designers and clients, even an unimpressive detail might lead to misunderstanding between companies and clients. Therefore, I regard this project as a practice before formal employment.


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Building Front View Building Back View Dining Area View Master Bedroom View Kitchen View

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Alex Lorenzelli Email alex.lorenzelli@gmail.com Phone 0433 316 260

Kiandra Video Installation Once a thriving mining town in the Snowy Mountains of NSW Australia Kiandra is now reducing to no more than a few buildings left to display the history of the site. This project aims at recreating parts of the once thriving town such as the post office and local store that played such a principle role in its history. Using both live footage and animation the Kiandra Video Installation acts as a bridge between the modern people and the historical site that was Kiandra to better represent the history and cultural context the town one inhabited. Through the help of modern 3D technology the modern person can be opened to a whole new world and representation of the site filled with rich Australian pioneer history.

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Post Office Model in Live Footage Yan’s Store Model in Live Footage Post Office x-Ray Post Office of Kiandra Yan’s Store in Kiandra

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Chinatsu Mitchell Email chinage2000@gmail.com

Kinetic Canopy: Kinetic canopy is the canopy that moves in response to environmental change. Which means the panel on the canopy is kinetic and follows the angle of the sun during the day and moves in response to the movement of people at night. My aim is to create physical and digital interactive models that can be employed in the real project by using the capability of computers such as parametric family components. Autodesk Revit is used for the sun study, which will become the input parameter for the movement of the physical model. It is also used to create the digital model of the canopy, ensuring the smooth moving function of the physical conceptual model, and it is used for the fabrication of the conceptual model.

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I explored the ability of BIM programs, mainly using Revit to change the parameters to find the optimum response to the changes that are made during the design (collaboration) process using “Adaptive Component� as the facilitating program to make actual buildable models. I have created the kinetic screen system that interacts with the position of the sun by calculating the angle of azimuth and altitude in Revit families using adaptive components. Those screens have 4 lacy panels. 2 outer panels slide along opposite directions on the x axis and the other 2 move along the y axis, so the panels work as aperture to block and let in the sun. Laser cutting technologies were used to demonstrate the willingness of the fabrication.


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Revit parameters and physical model The calculation of the sun path and the panel movement Family type parameters The panels open and close gradually creating the different patterns at night E. Shadow effect of the canopy

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Daniel Pantelas Email danieljamespantelas@gmail.com Phone 0449 924 707

Virtual Climate Change My project aims to undertake a new approach of representing sea level rise in Sydney. Previous attempts to communicate climate change are only through 2D maps available online. These maps don’t evoke emotion with no sense of realism. I wish to create a 3D animation of Manly representing this problematic topic in an entirely new way. I have chosen Manly which is a site already under threat of inundation in the future. Modelling a coastal area in 3D that is both detailed and open for accurate analysis is the challenging part. Highly accurate mapping of the ground surface topography is essential to highlight lowlying areas that are at risk of inundation. This is where complex 3D technologies come into play. My project involves using the data created from Light detection and ranging (LiDAR) which is currently the most accurate form of topographic mapping. The technology uses laser pulses to scan

and record millions of elevation points with high accuracy. A LiDAR instrument builds up a complex ‘picture’ of the terrain and all of its characteristics. The points can then be converted into a triangulated mesh for three dimensional visualisation. This enables me effectively to bring this data to life by texturing the surface mesh with high resolution satellite imagery and using game engine physics to animate rising sea levels in a virtual environment. I will then be able to predict scenarios of high sea level rise for Manly beach giving new meaning to what was raw data of our environment.

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LiDAR scan of Manly beach and lagoon Aerial view of textured 3D environment Textured 3D environment looking west Textured 3D environment looking south Triangulated surface mesh derived from scan

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Tharida Rattanajaturon Email heather.t.r@hotmail.com Phone 0425 433 442

Through Augmented Reality Communication plays its important role when it comes to design concept. Architect/ designer can take advantage of the emerging technologies to conduct the most effective communication tool to their clients. Technologies present unprecedented opportunities for design visualization. 3D model is no longer restricted in a PC or desktop but accessible from portable devices such tablet and smart phone. These devices had become common essential tool for everyday living. Merging the technology of Augmented Reality visualization with conceptual architectural design would deliver an effective communication between users. This technology provides very new method of advertising and marketing in many industries. Augmented Reality becomes an exciting way of

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architectural presentation. Transforming any 2D plans into 3D model helps users to visualize the actual design in the most resemble to the idea. Having all advantages, Augmented Reality then became a very effective tool for Architectural communication. This project explores an AR technology, enchanting the transformation from 2D into 3D through the proposed design of the residential house. The aim of the project is to create a convenience and most effective communication between architect/ designer and their clients. Researches and studies mainly point at the development of putting the AR technology into the available device such tablet and smart phone. Throughout the project’s development, Augmented Reality was able to close the gaps on many existing communication issues.


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A. Example of the 3D model being view on the tablet B. Augmented Reality Visualization, AR-media plug-in for Google SketchUp C. Conceptual 3D model extracted from 2D plan D. Close up shot of the model, AR-media plug-in for Google SketchUp E. Model can also be viewed on smart phone

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Daniel Rickard Email DanielRickard@live.com.au Phone 0452 390 494 URL www.DanielRickard.com

Interactive Virtual Environments Real-Time Environments are increasingly being used as a presentation method for architects to display their projects due to the high user interaction and rendering speeds over a traditional architectural visualization. This graduation project, “Interactive Virtual Environments“, aims to combine both physical and digital representation techniques to develop a virtual environment through combing Apple’s iOS devices, the Oculus Rift, Arduino and the Unreal Developmental Engine to produce an interactive real-time environment to analyze the opportunities to enhance an individual perception of an architectural design solution. To demonstrate the real time environment interactive capabilities this project will feature a interactive real time environment of the Australian Museum in Sydney.

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Image from UDK real time environment Photo of the Australian Museum Screen Capture from 3DS Max of provided models UDK Remote for IOS Integration Australian Museum Logo

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Nikko Sudirman Email nikko.sudirman@gmail.com Phone 0418 424 727

Augmenting Harold Park My project introduces cutting-edge technology called Augmented Reality (AR) that offers a unique medium to the way we communicate Architectural designs or future developments to potential clients. AR is essentially defined as visualising 3D virtual objects superimposed onto real world environments via your smartphone or laptop. My report will present and demonstrate qualitative results by utilising AR based application built on Total Immersion’s DFusion software exploring ways of introducing dynamic digital content to communicate various aspects of a major property development called Harold Park by Mirvac. Marker based AR and various methods of interaction are also explored and analysed through the use of rapid prototyping.

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An installation will be created and available for visitors to explore and interact which will showcase my final results for this Graduation Project. The findings will hopefully demonstrate how effective AR can be as an Advertising tool to promote brand awareness and entice product interaction between businesses and clients.


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A. Proposed site and development B. Artist impression of visualising the building on site via tablet device C. 3D model of the chosen building to simulate D. 3D model of site with applicable animation render E. Rendered image for context

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Shaun Weisbrodt Email shaun_weisbrodt@hotmail.com Phone 0404 155 386

Freeform Architecture & Spatial Augmented Reality A project amalgamating Rebekah Araullo’s research into freeform architecture and Shaun Weisbrodt’s research into spatial augmented reality. Spatial Augmented Reality (AR) is a relatively nascent field of study involving augmenting a space/object without the need for a mediating device, such as a mobile phone, screen or a head mounted display. Challenges surrounding Spatial AR are in obtaining accurate spatial data required to successfully augment a physical space, particularly when dealing with complex forms. This research examines technologies and the potentials of current applications within the field of spatial AR, with particular reference to projection mapping. It places a focus on

examining methods of integrating form and media to augment reality. From this research we present a case study which assimilates existing technologies, in this case Grasshopper, gHowl and VVVV, to enable the real-time integration of form and media. It is with this process that we can achieve a constantly updating projection map which is able to respond to a virtual form. The process of using such processes allows for the integration of interactivity, enabling real-time communication of not only form and media, but external environmental elements, such as motion and sound.

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Transferring data from Grasshopper to VVVV Iterations of audio responsive projection Sending real-time data from Grasshopper Receiving real-time data in VVVV Audio responsive interactivity

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Matthew Whellan Email Matthew.whellan@hotmail.com

Architecture With A View With the rapid development of technology and computer software, more and more can be done when it comes to designing. Utilising the software, Rhino and its plugin, Grasshopper, I have developed a parametric system that will create a building that has been optimised to maximum retail potential on the ground floors, while optimising to maximum views on the upper floors. The idea for this project, was to create a script that essentially does all of the hard work for the designer. All the user will have to do is set the parameters and model a basic site plan; the script that I have set up will do the rest. Once the parameters are set,

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the evolutionary ‘node’ Galapagos will run through thousands of possibilities to determine the top 50 results and present them to the user, who will then be able to go through and select the one they like the most. This script will save the designer many hours in trying to manually calculate the most optimal views, and can act as a perfect launching off point to start their desgn. While this script can be used to design a building on its own, it would be best used as a guide. The script will align the floor plans in the best possible way, leaving the designer room to add their own touch to it and bring the whole design to life.


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Render of a building generated by the script The building within a site context (within grasshopper) Aerial render Part of the script Galapagas in motion; finding the most optimal design

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Ricky Yichao Xue Email rickyxue527@gmail.com Phone 0423 427 515

Crowd control, an exploration of technological architecture This project aims to discuss how technological systems could improve people’s life in relation to architecture. With a rapid development of science and technology, there is an increasing number of people starting to create smart, automatic systems to improve work efficiency and accuracy. Human sensors are one of the most useful and well known components among nowadays technologies and they are widely used in many fields around the world. An increasing number of scientists and designers start creating systems based on human sensors because they are human-oriented and benefit human beings. In this project, I’ve created two arduino-based system that focus on the issue of crowd control. The first one aims to protect customers/ patrons from getting injured in restricted area. The key to

this system is the PIR motion, which does motion detecting and activate alarm system when signal turns to HIGH. A crowd barrier is also part of the scale model, it forces people to step back to safe routes when system detects unexpected entry into dangerous zones. The second system looks at flow management, another issue of crowd control. The arduino-related flex sensor becomes the main component of this system as it senses pressure coming from its top. As it will be placed underneath the ground floor, flex sensor represents the real time crowd density within its range and will transfers data to all the connected outputs such as LEDs and servo. This system aims to speed up the crowd flow and reduce crowd chaos.

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LED panel with built-in motion sensor Arduino systems and components Safety control system LEDs for flow management system Arduino setup for flow management system

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Dan Zhang Email daniel89818@gmail.com Phone 0430 355 518

Nursing Homes of Real-time Visualization Real-time architectural visualization can be used to exhibit an architectural project in a three dimensional virtual reality environment. Generally, investors only can get information of an unbuilt building by using rendering images or 2D construction drawings. The advanced 3D electronic gaming technology, CryENGINE, provides an interactive method to be used by much wider spectator. Clients can experience the interactive real-time virtual scene of architectural project from the first person perspective and input control to experience the virtual building. It access to a computer with the Windows operating system is able to engage with an interactive mode using a keyboard, mouse and a computer monitor.

The real world environment of this project is based on a new nursing homes which is in the building process in Li’an, China. This project aims to create an interactive real-time virtual scene of the nursing homes which modelling based on construction drawing. It specifically focusses on the service area where elderly people can use and provide the detail information to make it as realistic as possible. Moreover, it helps the investors to get a deeper understanding of hardware in the nursing homes.

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Top view of nursing homes Front view of nursing homes Calligraphy studio room Computer Room Small garden

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Yunqing Zheng Email Yunqing239@hotmail.com Phone 0414 444 328

Simulated visulation rendering The aim of this project is to produce a series of rendering images which after consulting with client and the process delivers amount of visualization and information to clients before they have final decision of their furniture and textures. My project is through huge amount of furniture and texture research and by applying the texture into clientĂ­s house elements and furniture placing into different place and by using 3ds max to rendering the ideal image of clients. The most advantage of this processes with such a simulate environment, clients could have economy and moment advance.

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A. exterior scene with enviorment B. Interior bathroom scene shows cherry wood shelf without lighting C. Interior bathroom with eclipse shape bathtub D. Interior kitchen scene with cherry wood texture apply on the floor E. Interior kitchen scene with light brown tile apply on the floor

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ALUMNI PROFILE

Daniel Campbell-Williams Architectural Computing (2008) Interactive Manager at a boutique advertising and marketing firm “I choose UNSW BE because it offered a strong architectural approach to design. My impression of other courses on offer was that they were very interior design (completely internal, no demolition) / decorating based. The degree is very broad in its curriculum. It covers good ground with regard to construction, professional development, design thinking and theoretical thinking. Having a broad range of skills on offer really helped me in securing the amazing position I have at Genevieve Lilley. It is a very holistic and rigorous place to work. I have to work hard and learn fast, but the reward is the experience and the joy of working in a highly creative studio environment. I was lucky enough to be offered the opportunity to tutor design studios at UNSW. I love being able to participate in a forum that is about generating, testing, evolving, and debating new ideas. My role is to learn and be a mediator, to nurture and to play the devil’s advocate with new and passionate talent, it’s a very exciting opportunity. My advice to anyone considering a career in Architectural Computing would be to make sure you love what you do. Design is something that requires patience and a curiosity for all spectrums and nooks of life.”

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Faculty of Built Environment The University of New South Wales Online be.unsw.edu.au Phone +61 2 9385 4799 Email fbe@unsw.edu.au


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