8,655 research outputs found

    An Analytic Approach to Understanding Process Dynamics in Geodesign Studies

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    Recent advances in planning support technologies has enabled interactive collaboration in design processes by multiple stakeholder groups. The available technologies collect and store information on both the evolution of design alternatives and the interactions of participants involved in the design process. However, making sense of available process log-data is still a challenge. This study focuses on process analytics in geodesign studies, where iterative collaboration between stakeholders generates design alternatives and consensus by negotiation. Early findings demonstrate how geodesign process analytics makes it possible to gain insights both in recurrent patterns in participant behavior and in the evolution of the design. The approach, based on the enhanced adaptive structuration theory framework, has been tested using data collected by the Geodesignhub web-based collaborative planning support systems in the Cagliari (Italy) geodesign study

    Interoperability specification development for integrated BIM use in performance based design

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    Interoperability in BIM is low and the focus is on 3D coordination. Despite the available standards including IFC and IDM, there is still no clear guidance how such standards can be effectively used for performance based design. Thus, early collaboration is discouraged and performance analysis is conducted as late as possible to minimize the number of information exchanges, leading to difficulties and costly changes in design that is almost completed. The aim is to propose an interoperability specification development approach for performance based design through the Design4Energy case study project. Findings show that the design process had increased flexibility, shared understanding between stakeholders about what information nuggets should be provided from whom to whom, at what stage, using which tool and data model. It can guide for the integrated BIM practice and help developing BIM execution plans for Level 2 BIM while paving the way for Level 3 BIM

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Perspective study: governance for C2C

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    This perspective study will serve as frame of reference for follow-up activities and exchanges both within and outside the Cradle to Cradle Network (C2CN) and it aims to reflect the current challenges and opportunities associated with implementing a Cradle to Cradle approach. In total, four perspective studies have been written, in the areas on industry, area spatial development, governance and on the build theme

    Informing the Design Process:A Study of Architects' Approach to Environmental Architecture

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    Gaming techniques and the product development process : commonalities and cross-applications

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    The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process

    Developing Digital Media Platforms for Early Design

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    In recent times, mobile devices are becoming an integral part of our daily life. Software applications on these handheld devices are successfully migrating the traditional paper-based activities such as reading news, books, and even navigating through maps, onto the digital medium. While these applications allow information access anywhere and anytime, there is still a necessity for repurposing these digital media to support content/information creation especially in domains such as industrial design where paper-based activities are common. To utilize direct-touch tablets for collaborative conceptual design, we studied their affordances and iteratively developed a web-based wiki system, named skWiki. In this thesis, we first report an evaluation of the impact of utilizing a capacitive stylus for tracing and sketching on direct-touch tablets. This study uncovers the differences in quantitative and qualitative performance of the tablet medium compared to the paper medium when using a stylus (pen) or finger input for both tracing and sketching. While paper performed better overall, we found that the tablet medium, when used with a capacitive stylus, performed comparably to the paper medium for sketching tasks. These findings can guide sketch application designers in developing an appropriate interaction design for various input methods. In order to explore the advantages of the ubiquity of information generated on digital media, we developed Sketchbox, an Android application for sketching and sharing ideas using Dropbox as the storage cloud. An evaluation of the usage patterns of this application in a collaborative toy design scenario provided necessary guidelines for developing the skWiki system. skWiki overcomes the drawbacks of traditional wiki software, that are used as design repositories, by providing a rich editor infrastructure for sketching, text editing, and image editing. Apart from these features, skWiki provides a higher degree of freedom in sharing (cloning, branching, and merging) different versions of a sketch at various data granularities by introducing the concept of paths for maintaining revisions in a collaborative design process. We evaluated the utility of skWiki through a user study by comparing constrained and unconstrained sharing models. Furthermore, skWiki was used by the students of toy design and product design courses for both collaborative ideation and design activities. We discuss the findings and qualitative feedback from the evaluation of skWiki, and potential features for the next version of this tool
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