559 research outputs found

    Architectural Graphics Research: Topics and Trends through Cluster and Map Network Analyses

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    [Abstract] Graphic representation is a fundamental language in architecture and engineering because it facilitates the communication of any type of information. Therefore, professionals and students need continuous and updated training, with scientific references being the best source of knowledge. However, accessing the latest findings is a complex process for people in the professional world or without an extensive research background since there are no specific filters in the databases, such as architectural graphics. This manuscript aims to define the research topics and trends in architectural graphics as a point of reference for novel professors and new researchers in graphics or drawing. A database on the Scopus-indexed scientific production of the professors of architectural graphics from public architecture schools in Spain has been developed. Furthermore, cluster and map network analyses have been performed using VOSviewer with different levels of co-occurrence to define what this group of academics investigates and how the issues are related. The results evidenced a structure in four categories: the philosophy and theory of architectural graphics, the theory of geometry in architectural heritage, the application of digital graphics in architecture education and urban design management. Research gaps are mentioned and a base framework for the future of research in architectural graphics is proposed

    3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities

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    Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered

    Skyler and Bliss

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    Hong Kong remains the backdrop to the science fiction movies of my youth. The city reminds me of my former training in the financial sector. It is a city in which I could have succeeded in finance, but as far as art goes it is a young city, and I am a young artist. A frustration emerges; much like the mould, the artist also had to develop new skills by killing off his former desires and manipulating technology. My new series entitled HONG KONG surface project shows a new direction in my artistic research in which my technique becomes ever simpler, reducing the traces of pixelation until objects appear almost as they were found and photographed. Skyler and Bliss presents tectonic plates based on satellite images of the Arctic. Working in a hot and humid Hong Kong where mushrooms grow ferociously, a city artificially refrigerated by climate control, this series provides a conceptual image of a imaginary typographic map for survival. (Laurent Segretier

    The Space Between: Performance, the Body and Scholarship

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    The thesis is concerned with the interrelationships between the body, making sense of experience through performance, and the conceptual and scholarly understanding that people construct around experience. The lens through which these interrelationships are explored is phenomenology, both in terms of phenomenological theory per se and, more specifically, with theories related to performance and pedagogical process. The research question explores the relationship between the body, space/place and digital media through four cycles of participatory action research in which practice and theory are interrelated. The experience of (the body) in space and place is captured and re-created with digital media in the live performance space drawing attention to spatial and temporal anomalies that both de-stabilise and re-affirm what is it to be ‘now’ and ‘here.’ Ideas shift from the determined to the disintegrated, and the body moves between a critical engagement with experience and a pre-reflective and heightened consciousness of ‘being’ in performance – as maker, performer and viewer, and as learner, teacher and researcher. Answers to questions are replaced by gaps and spaces between – in which the known, the not known, and the imagined unfold and become exposed. Experiments shift from the body immersed in and subsumed by technology to the body, live (not mediatised) in performance, and again to the live as mediatised, exposing the phenomena that we encounter. Performance emerges as the body touched, sensed and multi-faceted in an in-between space of inter-relationships, inter-subjectivities and inter-medialities. The body is both fullness and void, coexistent and isolated – in suspense as it hovers and ‘is’ of all worlds. Investigations are devised and delivered, with students as co-researchers, through a teaching and learning model that guides and exposes, disrupts and transforms – creating a pedagogy of instability and discovery in order to reveal new and innovative performance

    Ubiquitous computing and natural interfaces for environmental information

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do Grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe next computing revolution‘s objective is to embed every street, building, room and object with computational power. Ubiquitous computing (ubicomp) will allow every object to receive and transmit information, sense its surroundings and act accordingly, be located from anywhere in the world, connect every person. Everyone will have the possibility to access information, despite their age, computer knowledge, literacy or physical impairment. It will impact the world in a profound way, empowering mankind, improving the environment, but will also create new challenges that our society, economy, health and global environment will have to overcome. Negative impacts have to be identified and dealt with in advance. Despite these concerns, environmental studies have been mostly absent from discussions on the new paradigm. This thesis seeks to examine ubiquitous computing, its technological emergence, raise awareness towards future impacts and explore the design of new interfaces and rich interaction modes. Environmental information is approached as an area which may greatly benefit from ubicomp as a way to gather, treat and disseminate it, simultaneously complying with the Aarhus convention. In an educational context, new media are poised to revolutionize the way we perceive, learn and interact with environmental information. cUbiq is presented as a natural interface to access that information

    From corporeality to virtual reality: theorizing literacy, bodies, and technology in the emerging media of virtual, augmented, and mixed realities

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    This dissertation explores the relationships between literacy, technology, and bodies in the emerging media of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In response to the recent, rapid emergence of new media forms, questions arise as to how and why we should prepare to compose in new digital media. To interrogate the newness accorded to new media composing, I historicize the literacy practices demanded by new media by examining digital texts, such as video games and software applications, alongside analogous “antiquated” media, such as dioramas and museum exhibits. Comparative textual analysis of analogous digital and non-digital VR, AR, and MR texts reveals new media and “antiquated” media utilize common characteristics of dimensionality, layering, and absence/presence, respectively. The establishment of shared traits demonstrates how media operate on a continuum of mutually held textual practices; despite their distinctive forms, new media texts do not represent either a hierarchical or linear progression of maturing development. Such an understanding aids composing in new VR, AR, and MR media by enabling composers to make fuller use of prior knowledge in a rapidly evolving new media environment, a finding significant both for educators and communicators. As these technologies mature, we will continue to compose both traditional and new forms of texts. As such, we need literacy theory that attends to both the traditional and the new and also is comprehensive enough to encompass future acts of composing in media yet to emerge

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
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