Developing a virtual 3D environment by using game engine is a strategy to incorporate various multimedia data into one platform. The characteristic of game engine that is preinstalled with interactive and navigation tools allows users to explore and engage with the game objects. However, most CAD and GIS applications are not equipped with 3D tools and navigation systems intended to the user experience. In particular, 3D game engines provide standard 3D navigation tools as well as any programmable view to create engaging navigation thorough the virtual environment. By using a game engine, it is possible to create other interaction such as object manipulation, non playing character (NPC) interaction with player and/or environment. We conducted analysis on previous game engines and experiment on urban design project with Unity3D game engine for visualization and interactivity. At the end, we present the advantages and limitations using game technology as visual representation tool for architecture and urban design studies
This study offers discrete method in parametric design to solve problems during design process (programming, site planning, massing, structure planning, and facade planning). This study is applied in the design of office tower in Kebayoran Lama, Jakarta. The objective of the study is to explore the uses of parametric design method, yet, maintains its time feasibility. The result of the study is a method for planning and design that is more advantageous than the conventional ones in terms of simultaneous, coordinated and accountable. This method enables designer to do many iterations and monitor changes during the design process. However, the method needs a higher skill in logical thinking during the process, which demands time.
Architectural education curricula are inevitably facing the challenge to lead and stay relevant to the expanding territory in architecture, engineering, and construction industries. The design studio, as a capstone of this education system, now meets the rise of computational tools in every aspect of the design process. The question arises on the method to incorporate the increasing development of computational tools into a systematic structure in the curricula that supports and enhance the design and its delivery. This study reports an analysis of the evaluation of five years of implementation of BIM-related courses in the undergraduate study planned to support the use of computational tools for the design studio at the School of Architecture, Planning and Policy Development, Institut Teknologi Bandung. This paper is concerned with the pedagogical approaches and content of teaching materials concerning limitations and constraints given by the curriculum structure. Using content analysis from course evaluation forms and interviews with the students, we analyze and suggest that the essential skills development necessary for the undergraduate level is modeling and documentation of design intent. The pragmatic approach that focuses on those two factors has benefit for design studio projects particularly on specific project typology with varied repetition components and less articulated form. However, our study also found that introducing BIM courses at 2 nd year of the undergraduate program was less useful since it required a proper understanding of additional and technical knowledge of building materials, construction, and others.On the other hand, to tackle the great subjects of BIM, we employ a blended-learning system where we provided curated online tutorials into each of the BIM topics as complementary teaching materials. By this strategy, we optimize learning outcomes while minimizing the effort to pack a wide range of BIM subjects into teaching materials. Based on our findings, the value of computational BIM, therefore, lied on the comprehensive understanding of modeling design intent and integrated method for design delivery that we argue are essential for students entering the workforce. Furthermore, teaching computational skills through BIM to support design studio generates a computational milieu among the students where it encourages students to learn by their peers and various source materials that allowing them to expand their skills across platforms. We presented a detailed description and analysis of the course and outcomes, teaching agenda, student projects, feedbacks, findings, and discussion in the paper.
Perkembangan sistem telerobotik berkembang cukup pesat dengan berbagai fungsi dan keperluan, didukung perkembangan platform dan sumber daya yang bersifat bebas dan terbuka untuk dikembangkan (open source). Salah satu teknologi ini adalah teknologi simulasi Virtual Reality mobile yang memungkinkan keterlibatan pengguna secara intuitif dan immersive. Penelitian ini bertujuan untuk merancang dan mengimplementasikan sistem telerobotik yang intuitif dan immersive melalui teknologi simulasi Virtual Reality. Sistem telerobotik ini terdiri dari dua bagian robot. Bagian pertama adalah arm-type robot dengan tiga derajat kebebasan (3DOF) berdasarkan model MeArm yang digerakan oleh tiga motor servo analog-feedback. Bagian kedua adalah mobile-robot dengan chassis akrilik dan penggerak dua motor DC yang dapat bergerak dinamis dalam dua dimensi. Pengguna dapat memerintahkan pergerakan robot ini melalui aplikasi simulasi Virtual Reality, dan terhubung secara nirkabel melalui jaringan Wi-Fi dan internet. Sistem komando jarak jauh ini mempengaruhi akurasi pergerakan robot. Pada arm-type robot, dihasilkan akurasi komponen motor servo 1 (γ) sebesar 80,45%, motor servo 2 (α) sebesar 99,29%, motor servo 3 (β) sebesar 89,05%. Adapun pada mobile-type robot didapatkan tingkat akurasi motor DC 1 sebesar 78,37%, dan motor DC 2 sebesar 81,67%.
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