Journal: Journal of Digital Landscape Architecture

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Abbreviation

Publisher

Wichmann

Journal Volumes

ISSN

2367-4253
2511-624X

Description

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Publications 1 - 10 of 16
  • Urech, Philipp Rudolf Walter (2019)
    Journal of Digital Landscape Architecture
    The paper discusses point-cloud modeling as a digital design method in the field of landscape architecture. Technological development in the last decade facilitates the acquisition and handling of high-precision 3D data collected with laser-scanning. Point-cloud modelling uses the laser-scanned data to precisely replicate and manipulate the environment in the form of 3D point-cloud models. It engages the characteristics of form and scale of a physical site and results in a transformative workflow linked to the present condition of the site. The design method employs point-cloud models as a tool of analysis, modelling and design. By representing the physical form of a place, point-cloud models may offer a return to the roots of the landscape profession, establishing a direct contact between the form of the site and the invention of the design. The method introduces a new approach in digital modelling that could make a significant contribution in crafting future landscape design solutions.
  • Wissen Hayek, Ulrike; Endres, Laura; Spielhofer, Reto; et al. (2018)
    Journal of Digital Landscape Architecture
    Using digital landscape representations for assessing people’s perceptions of the visual landscape and their preferences for alternative options of landscape change, a high simulation quality is required. Thereby, sounds can augment people’s experiencing of the demonstrated landscape. We present an approach to establish sound ambiences and to investigate their level of perceived con-sistency with visual representations of different landscape types in a laboratory experiment. The results show that sounds expected through the visual contents and sounds anticipated by partici-pants remembering similar situations need to be reproduced. For presenting a realistic sound am-bience a mix of soundmarks and of more general ambient sounds is important. Further, the sounds’ volume and dominance are decisive for the overall consistency. It is notable that people in laboratory environments seem to not always accept the volume measured in the real landscape as appropriate. Our conclusions give advice for designing audio-visual simulations. Furthermore, we provide guidance for evaluating the consistency of audio-visual stimuli for implementation in landscape preference studies.
  • Spielhofer, Reto; Fabrikant, Sara Irina; Vollmer, Matthias; et al. (2017)
    Journal of Digital Landscape Architecture
  • Wissen Hayek, Ulrike; Grêt-Regamey, Adrienne (2021)
    Journal of Digital Landscape Architecture
    The urban underground is increasingly recognized as a multifunctional resource important for achieving urban resilience. However, it is often neglected in planning processes. As this can lead to rather undesired urban developments, approaches are required to take both the space above and below ground into account. Particularly, there is a lack of visualization instruments (mainly due to available data) to foster a better understanding of the above and belowground urban system and interacting effects on urban ecosystem services. (1) We demonstrate how urban infrastructure above and below ground can be visualized in a web-based platform using the open-source JavaS-cript library Cesium. Based on the presented prototype (2) we illustrate its possible advancement for supporting a more comprehensive design and evaluation of possible urban developments in a collaborative planning setup. Testing and enhancing the visualizations in collaboration with stake-holders and complementing them by including 3D point clouds and 3D urban ecosystem services, the suggested platform could effectively help to explore the design of resilient urban systems and to co-develop urban transformation pathways desired by the stakeholders.
  • Wissen Hayek, Ulrike; Spielhofer, Reto; Grêt-Regamey, Adrienne (2019)
    Journal of Digital Landscape Architecture
    Representational parameters of landscape simulations can influence people’s perception and preference judgements. Therefore, it is crucial to test their effects systematically. The goal of this paper is to answer a few key challenges encountered when preparing 3D point cloud stimuli for landscape preference studies in order to make an informed modelling choice. We present lessons learned from preparing 3D visualizations of landscapes with renewable energy systems, which served as stimuli for a laboratory experiment investigating landscape preferences. With a series of four small studies we tested the stimuli’s suitability for purpose with regard to: (1) The placement of the renewable energy infrastructures on the landscapes and their representation; (2) the effect of seasonal aspects on prefer-ences; (3) the presentation media (panoramic projection or head-mounted display); and (4) the display type (animated or static) and presentation form (simultaneous or sequential). The results of the first study show that designing landscape scenarios collaboratively with experts is important as they have a critical view on both, the technically realistic visualization of the landscape change and its representa-tion. The 3D point cloud models were an appropriate means for this task. Further, audio-visual simula-tions presented with head-mounted displays can contribute to a higher level of immersion. The other two studies focusing on the effect of the seasonal aspect as well as the display type and presentation form revealed that the effect of the investigated aspects on stated preferences was not significant in the context of our study. The insights can inform other 3D visualization processes in relation to crucial aspects to be considered when generating stimuli using 3D point clouds.
  • Schalbetter, Laura; Keller, Nicolas; Evans, David; et al. (2024)
    Journal of Digital Landscape Architecture
    This research addresses the challenges of peri-urbanisation, which often leads to a loss of landscape character and residents' sense of place. To actively develop peri-urban landscapes as identity-creating places, we employ high-fidelity virtual reality scenes and use advanced sensing techniques, including electrodermal activity, heart rate variability, and eye-tracking. Unlike previous studies that have focused on whole urban scenes, our study delves into individual landscape elements to understand their impact on perception. Our analysis reveals correlations between participants' preferences, physiological responses and eye-tracking indices, shedding light on the complex relationship between subjective experience and visual attention patterns in peri-urban environments.
  • Vollmer, Matthias; Häusler, Dennis; Gutscher, Fabian; et al. (2022)
    Journal of Digital Landscape Architecture
    The urban landscape is becoming denser, spreading not only horizontally but also vertically above and underground. In the fields of landscape architecture and urban landscape planning, today’s digital models especially employed as virtual reality applications have significant limitations when it comes to a holistic perception of the urban environment. The work described in this paper attempts to develop ways of creating a virtual reality application which allows users to navigate through a digital environment at a large scale while retaining a high overall level of feature details. Some new approaches to data acquisition, audio visual parity, navigation and scaling in the digital environment and at dynamic levels of detail have been developed to this effect.
  • Fischer, Jens; Wissen Hayek, Ulrike; Galleguillos Torres, Marcelo; et al. (2020)
    Journal of Digital Landscape Architecture
    3D simulations are increasingly used in virtual reality laboratory experiments for measuring emotional responses in order to gain a deeper understanding of the perception and judgment of visual landscape quality. Ensuring that these simulations are valid for the intended task is crucial. We demonstrate how we tested animations of a flight into 3D point cloud models of urban areas on the subject of their possible influence on people’s arousal response. Furthermore, we provide insights into the technical development and implementation of these simulations. The simulations were set up in a game engine and presented on a head-mounted display. In the experiment, one group first saw the areas in a bird’s-eye view followed by a flight down to a pedestrian view. The other group was shown the pedestrian view only. During the presentation, arousal was assessed by measuring skin conductance response and with the Self-Assessment Manikin (SAM) questionnaire. Based on the results we can conclude that the animated flight and the perceived movement that comes with it does not affect the measured arousal response signals. However, further studies are needed to understand the response patterns to the different urban areas. Regarding the animated landscape simulation, the level of detail management of 3D point clouds needs further enhancement in order to provide more consistent transitions between the abstract landscape representation during the flight and the highly detailed perspective at ground level. Alternative approaches such as a combination of 360° videos for the flight and 3D point cloud simulations should be tested.
  • Hurkxkens, Ilmar; Kowalewski, Benedikt; Girot, Christophe (2020)
    Journal of Digital Landscape Architecture ~ DLA' 20, 21th International Conference on Digital Landscape Architecture
    Designing with natural processes such as erosion and sedimentation has been problematic for practitioners from the design fields. In general, they lack the design expertise and tools necessary to readily achieve equilibrium in morphological and hydrological systems. In the context of natural hazards and continuing deterioration of local soils (MONTGOMERY 2012), an informed response to this challenge is necessary in order for designers to take advantage of the advent autonomous earth moving equipment (JUD et al. 2017) to achieve sustainable landscapes. We propose a design workflow where simulations of natural systems are inherently linked to the digital modelling environments of the de-signer. By connecting geotechnical and hydrological simulation packages to innovative 3D modelling tools, an iterative design methodology between digital construction processes and natural processes becomes possible. This prepares the ground for an informed and scientific design and construction method in landscape architecture.
  • Wissen Hayek, Ulrike; Waltisberg, David; Philipp, Nina; et al. (2016)
    Journal of Digital Landscape Architecture ~ 17th International Conference of Information Technologies in Landscape Architecture 01-03 June 2016, Istanbul, Turkey
Publications 1 - 10 of 16