16,510 research outputs found

    Space-Time Transfinite Interpolation of Volumetric Material Properties

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    The paper presents a novel technique based on extension of a general mathematical method of transfinite interpolation to solve an actual problem in the context of a heterogeneous volume modelling area. It deals with time-dependent changes to the volumetric material properties (material density, colour and others) as a transformation of the volumetric material distributions in space-time accompanying geometric shape transformations such as metamorphosis. The main idea is to represent the geometry of both objects by scalar fields with distance properties, to establish in a higher-dimensional space a time gap during which the geometric transformation takes place, and to use these scalar fields to apply the new space-time transfinite interpolation to volumetric material attributes within this time gap. The proposed solution is analytical in its nature, does not require heavy numerical computations and can be used in real-time applications. Applications of this technique also include texturing and displacement mapping of time-variant surfaces, and parametric design of volumetric microstructures

    Innovative Tokyo

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    This paper compares and contrasts Tokyo's innovation structure with the industrial districts model and the international hub model in the literature on urban and regional development. The Tokyo model embraces and yet transcends both industrial districts and international hub models. The paper details key elements making up the Tokyo model-organizational knowledge creation, integral and co-location systems of corporate R&D and new product development, test markets, industrial districts and clusters, participative consumer culture, continuous learning from abroad, local government policies, the national system of innovation, and the historical genesis of Tokyo in Japan's political economy. The paper finds that the Tokyo model of innovation will continue to evolve with the changing external environment, but fundamentally retains its main characteristics. The lessons from the Tokyo model is that openness, a diversified industrial base, the continuing development of new industries, and an emphasis on innovation, all contribute to the dynamism of a major metropolitan region.Labor Policies,Environmental Economics&Policies,Public Health Promotion,ICT Policy and Strategies,Agricultural Knowledge&Information Systems,ICT Policy and Strategies,Environmental Economics&Policies,Health Monitoring&Evaluation,Agricultural Knowledge&Information Systems,Innovation

    'Don't box me in': Blurred lines in 'Waking Life' and 'A Scanner Darkly'

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    This is the author's accepted manuscript. The final published article is available from the link below.This article seeks to evaluate the visual style of Waking Life and A Scanner Darkly, predominantly through an analysis of the films’ aesthetics. The use of Rotoshop as an expressive means to illustrate character and theme, where identity becomes sketched and multi-faceted rather than fixed or stable is explored here. Yet this aesthetic play with borders has a greater resonance than simply a means by which to delineate thematic preoccupations with troubled identity. While such representations are indeed key to these two films, the darkly outlined contours of character borders, which move and slide incessantly, also comment on the blurred divide between live action and animation. Central to the argument is the use of the animated line in understanding these two films; the line provides impetus for exploring several issues raised by the films and the use of Rotoshop. This article explores the following key ideas: the animated line and aesthetic analysis; Rotoshop technology; the representation of fragmentary identity; and the relationship between photo-real cinema and animation, with a particular focus on narrative and spectacle. The author addresses Rotoshop within the context of technology and spectacle; taking industry practices into account allows for an appreciation of how a technological innovation such as Rotoshop can change the shape of live-action cinema

    Practical Applications of Design Semiotics

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    This thesis explores instructional design and how it can be implemented in a large lecture course in order to improve the comprehension and retention of theoretical design concepts. My thesis was inspired by the difficulty in teaching first year undergraduate students design theory in the required undergraduate course Design Survey. One consistent problem is the student\u27s inability to understand how these abstract concepts apply to them individually and within their academic discipline

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    The Rochester Institute of Technology: An Interactive computer disk

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    The nature of this thesis is to explore the possibilities of interactive animation. An animated, interactive program which shows various activities and programs of the Rochester Institute of Technology, (R.I.T.), is the finished product. R.I.T\u27s history, upstate New York location, and academic philosophies are incorporated. The interactive disk contains information about the various programs the college offers, as well as, many examples of actual student work. It also shows these students creating their projects. In their own words, they tell about their lives at R.I.T., both in and out of the classroom. Faculty and staff also offer their views, lending another perspective of R.I.T\u27s philosophies and beliefs. Because R.I.T. offers a various array of programs, highlighted are only some of the programs available at R.I.T. The shown in detail are the College of Imaging Arts and Sciences. Cooperative experiences offered at R.I.T. , and the financial aid available to students are also described. The video images include interviews and discussions with many of the departmental leaders of the campus, as well as, interviews with students of different cultures, backgrounds, and programs. This interactive program was created by using numerous computer software packages which is the actual heart of the thesis. The program has been built around Macromind Director, VideoFusion, Specular Logo Motion and Morph and Adobe Premiere. Any retouching has been completed by using the Photoshop program. The combining of all these programs results in the end product : an interactive disk

    RISD Fact Book 2014

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    The Office of Institutional Research is pleased to present the Rhode Island School of Design Fact Book 2014. The Fact Book is a summary of institutional data gathered from many areas of the College, compiled to capture the 2013 Fiscal and Academic Year, as well as the beginning of Academic Year 2013-14. Where appropriate, multiple years of data are provided for historical perspective. While not all-encompassing, the Fact Book provides pertinent facts and figures and is made available as a reference to administrators, faculty, staff and students.https://digitalcommons.risd.edu/institutionalresearch_factbooks/1003/thumbnail.jp

    Paper-based Mixed Reality Sketch Augmentation as a Conceptual Design Support Tool

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    This undergraduate student paper explores usage of mixed reality techniques as support tools for conceptual design. A proof-of-concept was developed to illustrate this principle. Using this as an example, a small group of designers was interviewed to determine their views on the use of this technology. These interviews are the main contribution of this paper. Several interesting applications were determined, suggesting possible usage in a wide range of domains. Paper-based sketching, mixed reality and sketch augmentation techniques complement each other, and the combination results in a highly intuitive interface
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