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88 Making in Mixed Reality 1 Woven Steel Pavilion, CAADRIA 2018 Workshop Gwyllim Jahn Fologram Cameron Newnham Fologram Nicholas van den Berg Fologram Matthew Beanland Fologram Holographic Design, Fabrication, Assembly, and Analysis of Woven Steel Structures 1 ABSTRACT The construction industry’s reliance on two-dimensional documentation results in inefficiency, inconsistency, waste, human error, and increased cost, and limits architectural experimentation with novel form, structure, material or fabrication approaches. We describe a software platform that enables designers to create interactive holographic instructions that translate design models into intelligent processes rather than static drawings. A prototypical project to design and construct a pavilion from bent mild steel tube illustrates the use of this software to develop applications assisting with the design, fabrication, assembly and analysis of the structure. We further demonstrate that fabrication within mixed reality environments can enable unskilled construction teams to assemble complex structures in short time frames and with minimal errors, and outline possibilities for further improvements.

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Page 1: Making in Mixed Realitypapers.cumincad.org/data/works/att/acadia18_88.pdf · building applications focused on architecture and design. Objectives We describe a platform that utilizes

88

Making in Mixed Reality

1 Woven Steel Pavilion, CAADRIA 2018 Workshop

Gwyllim JahnFologram

Cameron NewnhamFologram

Nicholas van den BergFologram

Matthew BeanlandFologram

Holographic Design, Fabrication, Assembly, and Analysis of Woven Steel Structures

1

ABSTRACTThe construction industry’s reliance on two-dimensional documentation results

in inefficiency, inconsistency, waste, human error, and increased cost, and limits

architectural experimentation with novel form, structure, material or fabrication

approaches. We describe a software platform that enables designers to create interactive

holographic instructions that translate design models into intelligent processes rather

than static drawings. A prototypical project to design and construct a pavilion from bent

mild steel tube illustrates the use of this software to develop applications assisting with the

design, fabrication, assembly and analysis of the structure. We further demonstrate that

fabrication within mixed reality environments can enable unskilled construction teams to

assemble complex structures in short time frames and with minimal errors, and outline

possibilities for further improvements.

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INTRODUCTIONThe construction industry’s reliance on two-dimensional

documentation results in inefficiency, inconsistency, waste,

human error, and increased cost, and limits architectural

form that is difficult to describe orthographically. Despite

advances in prefabrication systems, robotic fabrication and

even building-scale additive manufacturing, the construc-

tion industry resists innovations in automation due to

unanticipated events that inevitably result from inconsis-

tencies between digital design and as-built site conditions.

Improving the ability of design models to respond and adapt

to requirements of construction teams during assembly

and fabrication would offer significant efficiency improve-

ments and reduce cost and risk within the construction

industry. Replacing often incomplete, redundant or inad-

equate drawn instructions with constant, contextual and

unambiguous descriptions of design intent would reduce

the risk associated with architectural experimentation with

form, structure, material or fabrication approaches (Boud

et al. 1999).

As construction sites embrace building information modeling,

construction workers are required to process more infor-

mation from more domains in order to complete their tasks

(Côté et al. 2013). This requires expertise in following chalk

marks, reading drawings, interpreting schedules, checking

a 3D model on a screen and working with accountability

and productivity tools. As design changes are made, signif-

icant delays result from reprocessing this information and

prevent construction workers from focusing on fabrica-

tion tasks. Simplifying the tools and environments in which

fabrication instructions, assembly processes, task clarifica-

tion and verification take place would dramatically reduce

the requirements for expertise and limit delays in both

routine and non-standard construction. Interactive mixed

reality environments simplify fabrication tasks by providing

constant, contextual and unambiguous descriptions of

design intent to fabrication teams. Creating interactive

holographic instructions enables designers to translate

design models into intelligent processes rather than static

drawings, with significant opportunities and implications for

architectural design and production.

Mixed Reality

Milgram defines mixed reality as a continuum of virtual

reality technologies in which real and virtual objects are

combined in a single display (Milgram and Kishino 1996).

Virtual reality (VR) and augmented reality (AR) lie at opposite

ends of this spectrum, with VR describing technologies that

place the user in a completely computer generated virtual

world and AR referring to systems that preserve the user’s

awareness of, and ability to interact with, their immediate

physical context by compositing the real world and comput-

er-generated models in a blended 3D space. The idea of

using AR to visualize designs or instructions in-situ and

assist with manufacturing tasks has existed since the tech-

nology’s conception (Figure 2) (Caudell and Mizell 1992).

Augmented reality applications have recently become ubiq-

uitous with software development kits for mobile platforms

such as ARCore and ARKit. Research has demonstrated

that augmented reality can improve task comprehension

and lead to faster implementation with fewer assembly

errors (Funk et al. 2017) and a proliferation of recent liter-

ature demonstrates the use of mobile augmented reality

for design visualisation and construction review tasks (Ren,

Ruan, and Liu 2016). However, difficulties registering virtual

and physical objects using a mobile video head-mounted

display (HMD) prohibits their application for tasks that

require precise spatial positioning or hands-free operation.

As such, there is a need to better understand whether the

capabilities of current mixed reality head-mounted displays

such as the Microsoft HoloLens are sufficient to address

challenges of performing otherwise complex fabrication

tasks within mixed reality environments (Behzadan, Dong,

and Kamat 2015).

Hololens

The HoloLens is an optical HMD that composites virtual

content with the user's field of view by rendering to a

transparent stereoscopic waveguide display. The illusion

of virtual content appearing fixed in place (registered to the

physical environment) is achieved through a combination

of 3D scan data created with an infrared depth camera

and “inside out tracking” (Bernard and Cummings 2017)

using feature pixels from RGB video. These cameras detect

user's gestures and hand location, and a 6DOF sensor on

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the device captures head position and orientation to infer

the wearer’s gaze. Users interact with virtual content using

a combination of gestures, gaze and voice commands and

can develop software applications using the Unity 3D game

engine. In order to begin to explore these challenges, there

is also a need to develop software environments suited to

building applications focused on architecture and design.

Objectives

We describe a platform that utilizes sensor data from

the HoloLens to build mixed reality applications within

Grasshopper, a parametric modeling environment for

McNeel & Associates Rhinoceros 3D. This platform enables

us to procedurally generate interactive holographic

instructions that allow complex assembly tasks (part

selection, verification, display of assembly instructions

and verification information) to be performed within a

single shared mixed reality environment. The utility of this

platform is tested by developing several applications to

assist with the construction of a pavilion from welded mild

steel pipe. Mixed reality applications are used to overlay

analogue tools with holographic guides to improve fabrica-

tion accuracy of complex parts, locate these parts within a

larger assembly and measure deviation from digital models

using marker tracking in order to compare the perfor-

mance of our approach to alternative fabrication methods.

We determine the usefulness of this environment by

working with completely unskilled construction teams that

have no existing task expertise and evaluate the capacity of

these teams to accurately fabricate and assemble complex

structures during a three day design-build workshop. This

project serves as an incremental step towards under-

standing the design implications of architectural fabrication

within mixed reality environments and explores the idea of

digital guides and adaptive and on-demand fabrication.

BACKGROUNDExtensive research has been conducted to identify applica-

tions of mixed reality within the architecture, engineering

and construction industry (Chi, Kang, and Wang 2013),

including locating 2D drawings within corresponding 3D

environments (Côté et al. 2013), improving registration

of digital models to as-built designs (Georgel et al. 2007),

filtering redundant data in increasingly large building infor-

mation models (Chu, Matthews, and Love 2018) or precisely

locating and checking parts in space (Yabuki 2007). The

first application using mixed reality for in-situ architectural

construction tasks dates back to the 1990s with Webster’s

system for assembling space frames from audio, text and

graphical instructions (Webster et al. 1996).

Marker-based systems have been designed for assembling

stacked timber structures from unique parts (Abe et al.

2017) using head-mounted see-through mobile displays.

While these systems provide some feedback to the user as

to the correct type and placement of parts, the researchers

note results of up to 50mm deviation from digital models.

Systems using real-time object tracking (Sandy and Buchli

2018) have been shown to significantly reduce deviation

error, while Fazel et al have proposed a system that locates

parts using edge-detection algorithms to enable non-uni-

form masonry structures to be assembled with accuracy

and construction time comparable to fully automated

robotic processes (2018). Relatively limited exploration has

been made in the utilization of mixed reality to assist with

non-standard fabrication tasks. The FreeD, developed at

MIT, is one example of a hardware and software system

that uses a heads-up display to visualize an in-place digital

3D model for subtractive fabrication with a hand-held CNC

mill (Zoran et al. 2014).

These projects show that mixed reality environments

improve fabrication time and precision of non-uniform

structures when compared to traditional construction

processes and in some cases are comparable to fully

automated robotic processes. If these capabilities are to be

implemented by practitioners or within industry, systems

will need to be developed for consumer devices and CAD

packages to eliminate requirements for custom hardware

and software solutions and assembly from standardized or

repeated elements.

METHODSWe have developed a software platform that enables

designers to rapidly prototype mixed reality applications

directly within industry standard CAD tools, removing the

requirement for programming and application development

expertise and enabling improvisation of task specific

applications for design and construction. This platform

provides near real-time spatial and geometric information

bidirectionally between the Microsoft HoloLens and McNeel

Rhinoceros 3D and Grasshopper.

Mixed-Reality Applications in Rhino and Grasshopper

Our platform consists of a Windows Mixed Reality appli-

cation running on the HoloLens and developed in Unity

(a game development engine supported by Microsoft for

mixed reality development), a Windows desktop application

running within the Rhino and Grasshopper environments,

and a server application facilitating local network commu-

nications between the two over WiFi. Geometry, text and

selection data from the Rhino and Grasshopper document

is streamed to the HoloLens. Rendering is performed on

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the headset rather than remotely computed. This removes

the requirement for a powerful computer to perform the

rendering and enables fast refresh rates which persist

even if the network connection is lost, though imposes

limitations on the number of polygons that can be displayed

in mixed reality.

The HoloLens application continuously streams the device’s

position and orientation which is used to infer the wearers

gaze (Figure 3). The 3D spatial mesh that the HoloLens

creates from long-range infrared depth scan data can

be requested and saved by Grasshopper components.

Detected gestures such as the presence of a wearers

hand, clicks or drags all trigger events that are registered

by Grasshopper components. Vuforia, a computer vision

package for Windows, is used for marker detection which

can also be streamed as position and orientation data to

Grasshopper. By streaming sensor data from the HoloLens

to Grasshopper, we create a sandbox environment which

allows sensor-event data to be customized for modes of

interactivity and display of a parametric model using stan-

dard Grasshopper components. Hence the same gesture

can be repurposed for different applications.

Mixed-Reality Fabrication

In order to test the effectiveness of our platform to assist

with complex fabrication tasks we developed a pavilion

design consisting of a collection of interwoven steel rods.

The form of each rod consists of several filleted bends

with linear sections that serve to define parallel joints. The

design was derived by fitting curves to a graph following

a series of goals that attempt to satisfy aesthetic criteria,

structural performance and fabrication constraints (Figure

4). While the algorithm produced results that could be built

with some modification during assembly, several mixed

reality applications were developed to create a scan of

the construction site and identify problematic joints and

geometry using a mixed reality markup application.

Visualization of 3D models in context and at scale is useful

for understanding and modifying complex geometries that

are difficult to read when projected to a 2D screen. By

interpolating a curve through the recorded positions of

a user’s hand, geometry can be created that effectively

allows a user to draw directly within 3D space and the

Rhino document simultaneously (Figure 5). We utilized this

mixed reality application to create markup notes directly

within the Rhino model that can be addressed by a collabo-

rator working within the CAD environment at a desktop PC.

A 3D scan of the working environment was built by

traversing the physical space on foot and periodically

requesting 3D mesh data made available on the HoloLens

3

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5

in Grasshopper over WiFi (Figure 6). While the resolution

of the scan is coarse (with the length of produced mesh

edges being up to 250 mm), we found it sufficient to ensure

that the fabricated pavilion could be moved through the

construction site and that no collisions would take place

during the bending process.

Holographic Bending

After completing the digital design, an application was built

in Grasshopper that allowed users to iterate over each part

in the model, unroll the polyline geometry, orient the geom-

etry to a physical workspace, make minor adjustments to

this model to ensure alignment with any variations in the

physical material (e.g., stretched, kinked or bent pipe) and to

calibrate the hologram to the tolerances of the bending arm.

Within the mixed reality environment, a fabricator could

control each of these elements of the Grasshopper model

through a graphical user interface consisting of buttons

for displaying and flipping parts, stepping through bends

or iterating over parts in the assembly (Figure 7). A toggle

to display all states of the bending process was used to

visually ensure that there were no collisions with the phys-

ical workspace. The fabricator could flip the bend order if

required in order to resolve any detected collisions.

During bending, the fabricator aligned the physical pipe

with the hologram by eye to ensure the segment length

and pipe rotation is correct before beginning the bend. The

green overlays showing each stage of the bend (Figure 7)

allowed the fabricator to account for twisting of the pipe

during bending. Once the pipe aligned with the last of these

states, the bend is complete. The fabricator then used the

bend selection buttons in the interactive holographic model

to proceed to the next bend, and the process repeated. On

completion of a part, the bending team passed the pipe to

the assembly team where it was placed in the structure.

Upon receiving the part from the bending team, the

assembler wearing the HoloLens assisted and directed

the assembly team to interweave the part into the correct

location (Figure 8) and ensure it did not deviate significantly

from the holographic representation. As with the previous

application, the assembler could interact with holographic

buttons to view either highly task-specific information (only

the current part being placed), or all of the parts in the

completed structure. The assembler was responsible for

double-checking the accuracy of parts and ensuring that

the joint locations were correct, and visually inspecting that

the placement of the current part did not compromise the

position of future parts. Assembly of multiple components

could occur in parallel by connecting multiple headsets to

the same co-located holographic model, though we did not

rely on this extensively during the workshop.

Digitization

A cuboid image marker (Figure 9) was tracked using

Vuforia and the position and orientation was streamed to

Grasshopper. Once the user placed the physical marker at

a desired sample point, a “tap” gesture was performed to

register either the start or end of a linear segment of the

sampled part. Repeating this process created a series of

extended lines which could be intersected and filleted to

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10

9

create an accurate representation of the physical object

(Figure 10). Once a pipe was digitized, the user clicked

a holographic “bake” button to add the curve to a list of

processed geometry and began drawing a separate shape

(Figure 11), allowing a continuous process without physi-

cally returning to the computer. Once the object had been

completely sampled, Galapagos (an evolutionary solver

for Grasshopper) was used to fit the digitized model to

the target digital model such that we could measure the

deviation.

RESULTS AND REFLECTIONWoven Steel Fabrication

The pavilion structure consisted of 92 unique parts and 560

individual bends and was fabricated and assembled over

a period of three days by two teams of two people without

prior experience with any of the tools or fabrication tech-

niques required for the project. Each team consisted of a

11

fabricator wearing the HoloLens and following holographic

instructions, and an assistant performing tasks as directed.

In order to transport the pavilion to site it was assem-

bled in four discrete parts following a linear construction

sequence. On completion of each part, connection points

were digitized to measure deviation from the digital model

and adjust the geometry of subsequent parts to minimize

error in the joint.

Deviation and Adaptive Fabrication

For the digitized part (Figure 13), the digital design model

and the digitized physical model differ by at most 46 mm,

with an average of 20 mm across all parts. Given the

structure was fabricated from 16 mm pipe, this deviation

could often be attributed to human error in placing a joint

on a different side of the pipe to the digital model which is

considered an acceptable error as it may facilitate faster

fabrication time without compromising the design language

of the structure. Larger deviation can be attributed to

human error during bending and part assembly, deflection

in the physical model due to self-weight and contortion,

error in the digital model resulting in self-intersecting parts

that could not be accurately reproduced with physical

material, holographic drift from inside-out device tracking,

and deliberate adjustments to the model during assembly

(Figure 12).

The fabrication team deliberately deviated from the digital

model in order to reduce the construction time of the

pavilion. Often a slight error in the placement of a part

could be accommodated for by adjusting the joints with

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subsequent parts, or by manually bending subsequent

parts to re-align with the geometry of the structure.

Alternatively the part could be removed and re-bent with

more care and precision at the cost of increased construc-

tion time. As parts are fabricated on-demand using an

interactive holographic model, similar adaptations could

be made by digitizing the incorrect part and adjusting the

geometry of connecting parts before fabrication. This

enables the adaptive construction process to be extended

to larger-scale structures and materials where manual

adjustment of parts is not feasible.

Causes of Error

Inaccuracies in segment lengths between bends result

in significant error as lengths cannot be adapted during

assembly and instead lead to cumulative errors across the

structure. However, we did not observe this as a common

cause of error in the Woven Steel pavilion as registering the

correct length of pipe using a holographic guide is a simple

task working from only 1D information and is not affected

by occlusion of physical material by holographic informa-

tion. Inaccurate bend angles also result in errors during

assembly but can be accounted for due to some flexibility in

material. We observed that using a 3D holographic guide to

accurately reproduce bend angles required significant skill,

as even small errors in bend angles accumulate across the

part and result in deviations from the digital model. During

assembly, parts can be placed on the “wrong side” of a

joint or at the wrong length along a joint resulting in minor

errors. These were largely accommodated through adap-

tive assembly.

Comparison to Automation

The authors have some experience working with robotic

rod bending and in comparison, we identify some key

differences. While robotic bending processes are typically

used for mass-customization of parts with minor variations

made within the tolerances of the robotic arm, holographic

fabrication enables all parts to be entirely unique without

dramatically increasing the difficulty of setup, production

or assembly. As the parts are also produced on demand,

no labeling or part identification is required. Subsequently,

there are fewer constraints on the design model which

does not need to account for collision with moving robots

or machinery. The direct visualization of the design model

for assembly allows for the design of unique joint loca-

tions or types without the need for additional specification

or documentation. While manual fabrication limits the

scale of material, it offers advantages in reducing safety

requirements, hardware expertise and equipment costs

in comparison to robotic or CNC processes. The tooling is

inherently mobile due to the small size and weight of the

bending equipment, and minimal expertise is required to

fabricate parts or assemble the structure.

Further Work

The accuracy and speed of our holographic fabrication

approach could be improved by providing greater feedback

to the user. Coloring holographic instructions based on

proximity feedback in the placement of physical material

when compared to the digital could be achieved using

marker tracking and provide immediate feedback regarding

the accuracy of a bend or placement of parts. Digitization

12

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of the structure during assembly would also improve the

accuracy of the structure by adjusting digital models and

holographic instructions for parts following in the assembly

sequence. We recognize the need to measure and where

possible reduce the drift caused by inside-out tracking

systems, and in future work intend to compare results from

more robust industry-standard 3D scanning processes to

those of the holographic digitization method described in

this paper.

Whilst we identify some advantages of mixed reality fabri-

cation environments in comparison to robotic processes,

we recognize the advantages of a hybrid approach. Future

developments of this research will work with CNC and

robotic processes to combine faster and more accurate

part fabrication with the dexterity and intuition of human

assembly teams. Automated part fabrication will also

assist in scaling up the process and facilitate working with

materials too rigid to bend by hand.

CONCLUSIONFabrication within mixed reality environments enables

construction teams to assemble structures consisting

entirely of complex joints between unique parts without

the need to follow 2D instructions or work from 2.5D

setout points. While we did not conduct a comparative

study of fabrication time using traditional documentation

and fabrication time using holographic instructions, it is

not unreasonable to conclude that using drawings and

templates for 560 bend angles, feed measurements and

rotations would be excessively tedious and time consuming.

We demonstrate that traditional drawn instructions can

be replaced with holographic applications that describe

task-specific information to fabricators in context and as

needed, reducing requirements to switch attention from

machine and material tasks to drawings or screens and

instead combining these two mediums in a mixed reality

experience. This improves the capability of fabricators to

develop skills and expertise in complex fabrication tasks,

as demonstrated by the construction of a pavilion by

construction teams with no prior experience with material

and fabrication processes. We demonstrate that working

from holographic guides enables fabrication teams to make

adjustments to the design as necessary during fabrication

in order to reduce construction time and complexity and

reduce the risk of task failure and cumulative error.

This research further demonstrates that current genera-

tion head-mounted displays such as the HoloLens provide

sufficient registration of holograms to physical environ-

ments to use these as a reference as to the accuracy of

an assembly or fabrication task, with most deviation from

digital models derived from lack of assembly experience

rather than drift in the holographic reference model. We

measure this using a novel method of digitizing the as-built

pavilion using a marker tracking method that creates an

accurate model from only a limited number of sample

points for immediate feedback to designers and without the

requirement for 3D scanning setups and mesh reconstruc-

tion software.

ACKNOWLEDGEMENTSThis work was produced with students during an invited workshop

at the 2018 CAADRIA Conference. We thank the participants and

organizers for their confidence and support.

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14 Welding an assembled part of the structure

15 A participant teaching a colleague the bending application

16 A participant instructing in the assembly of part of the structure

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IMAGE CREDITSFigure 2: © T. P. Caudell and D. W. Mizell 1992

All other drawings and images by the authors.

Gwyllim Jahn is the co-founder of Fologram and on sabbatical as

a Lecturer in Architecture at RMIT. He develops design research in

the fields of mixed reality environments, autonomous robotic fabri-

cation, behavioural design systems and creative applications of

machine learning. His work has been published in leading compu-

tational design conferences and journals including IJAC, ACADIA

and RobArch and he has given talks, presentations and workshops

at international institutions including MIT, Stuttgart ICD, Cooper

Union, UCL, UTS, Tongji and Tsinghua University.

Cameron Newnham s the co-founder and CTO of Fologram. His

experience lies in the creation of novel tools for designing and

fabricating complex geometric systems, including code libraries

for mixed reality interfaces, 3D printing and robotic fabrication.

Cameron has experience as a computational designer in interna-

tionally renowned and award winning architectural practices, and

academic experience as an Associate Lecturer – Industry Fellow

at RMIT University, Melbourne University and has led numerous

international design and build workshops in Shanghai, New York,

Paris, Boston, Sydney, and Melbourne.

Nicholas van den Berg is the co-founder of Fologram and a tech-

nology research and development consultant.

Matthew Beanland is completing his Masters of Architecture

thesis at RMIT university.

17 A small chunk of the pavilion with image marker used to calibrate digital and physical models during digitization

COMPUTATIONAL INFIDELITIES