38,800 research outputs found
Researching the construction of a formbild
This paper is a presentation and a discussion of the research methods used in the author’s research project at Oslo School of Architecture and Design (Gulliksen, 2006). The aim of the research was to describe how a group of people, in this case: students and teaches, come to agree upon what a good quality form is. The chosen way of explaining the notion of form quality in design engaged a socio-constructivistic approach, based in the theories of Bourdieu and Foucault and others. It rendered form quality as something constructed by the individual in interaction with artefacts and other individuals. The object of the study was to explore the mechanisms of this construction, separated into dynamical aspects (the actual construction) and the hierarchical aspects (the restrictions) of the constructive mechanisms. Fairclough’s critical discourse analysis of communication (verbal, visual and more) about form was the methodology chosen. This paper discusses certain fundamental methodological questions concerning the use of this perspective and this methodology in a design process. It asks in what way it is convenient to study something as material as an artefact’s form as something as immaterial as construction, communication and text. The paper is based on specific examples from the thesis presenting the research, ending with a short conclusive discussion concerning the opportunity this perspective gave to avoid a dichotomist basis (in the artefact it self or in the eyes of the beholder) for theories concerning form quality, and to sustain a focus on the communicational and relational aspects of the designing process.
Keywords:
Form Quality, Formbild, Socio-Constructivism, Discourse Analysis, Methodological Considerations</p
Architecturally Artistic Metal of City Ivano-frankivsk(stanislaviv), End of 19th-beginning of 20th Century
In this article we consider a theme concerning the evolution of metal decoration in architecture of the town Ivano-Frankivsk (Stanislaviv), dated XIX - early XX century, this question was analyzed in line with European architectural and artistic trends of that time. Style trends and compositional features were detected through the example of certain types of metal-plastic in the architecture of the town. Special attention was paid to finding ways to preserve valuable historical examples of architectural-artistic metal, which are exposed to destruction.
Ancient metal-plastic, which impresses us by the mastery of far-back blacksmiths, adorns most historic buildings in Ivano-Frankivsk (Stanislaviv). It was formed, at each stage of its development, in line with European architectural-artistic trends and reproduces the content of these processes by typological, compositional, stylistic, iconographic, formal features, together with production technique and manufacturing technology. The metal-plastic being a valuable architectural-artistic heritage of XIX - early XX century, which defines the direction of urban modern forging art development, nowadays is exposed to destruction. Undervaluation and low level of research work, concerning Ivano-Frankivsk historic metal-plastic as a cultural heritage object, become one of the reasons that community and some experts do not consider it as an object that influenced the formation of the architectural urban space image and still continues to influence its evolution
Современные аспекты и анализ использования орнамента в архитектуре Казахстана
This article discusses modern state of usage of national ornament in architecture of Kazakhstan.В статье рассматривается современное состояние использования национального орнамента в архитектуре Казахстана
Computational Visualistics: Dealing with Pictures in Computer Science
Building blocks from many disciplines have to be integrated into a general science of images. Computational visualistics has been formed as a contributing field embracing all aspects of dealing with images computationally. Two basic concepts of computer science are introduced. Applied to the concept "image", they determine the methodological core of computational visualistics. As the contribution of computer science to the subject of image theory, interactive pictures are examined. Finally, relations to other "image sciences" are sketched.
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Bausteine vieler Disziplinen müssen in eine allgemeine Bildwissenschaft integriert werden. Als Beitrag aus der Informatik versteht sich die Computervisualistik, die alle Aspekte rechnergestützten Umgangs mit Bildern umfaßt. Zwei Grundbegriffe der Informatik werden vorgestellt und bestimmen, auf den Begriff "Bild" angewendet, den methodologischen Kern der Computervisualistik. Als Beitrag der Informatik zum Gegenstand der Bildtheorie werden interaktive Bilder betrachtet. Schließlich werden die Beziehungen zu anderen "Bildwissenschaften" kurz umrissen
Multi-Content GAN for Few-Shot Font Style Transfer
In this work, we focus on the challenge of taking partial observations of
highly-stylized text and generalizing the observations to generate unobserved
glyphs in the ornamented typeface. To generate a set of multi-content images
following a consistent style from very few examples, we propose an end-to-end
stacked conditional GAN model considering content along channels and style
along network layers. Our proposed network transfers the style of given glyphs
to the contents of unseen ones, capturing highly stylized fonts found in the
real-world such as those on movie posters or infographics. We seek to transfer
both the typographic stylization (ex. serifs and ears) as well as the textual
stylization (ex. color gradients and effects.) We base our experiments on our
collected data set including 10,000 fonts with different styles and demonstrate
effective generalization from a very small number of observed glyphs
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
DeepSketch2Face: A Deep Learning Based Sketching System for 3D Face and Caricature Modeling
Face modeling has been paid much attention in the field of visual computing.
There exist many scenarios, including cartoon characters, avatars for social
media, 3D face caricatures as well as face-related art and design, where
low-cost interactive face modeling is a popular approach especially among
amateur users. In this paper, we propose a deep learning based sketching system
for 3D face and caricature modeling. This system has a labor-efficient
sketching interface, that allows the user to draw freehand imprecise yet
expressive 2D lines representing the contours of facial features. A novel CNN
based deep regression network is designed for inferring 3D face models from 2D
sketches. Our network fuses both CNN and shape based features of the input
sketch, and has two independent branches of fully connected layers generating
independent subsets of coefficients for a bilinear face representation. Our
system also supports gesture based interactions for users to further manipulate
initial face models. Both user studies and numerical results indicate that our
sketching system can help users create face models quickly and effectively. A
significantly expanded face database with diverse identities, expressions and
levels of exaggeration is constructed to promote further research and
evaluation of face modeling techniques.Comment: 12 pages, 16 figures, to appear in SIGGRAPH 201
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