8,048 research outputs found

    Three-dimensional interactive maps: theory and practice

    Get PDF

    Augmented reality in architecture and construction education: state of the field and opportunities

    Get PDF
    Over the past decade, the architecture and construction (AC) industries have been evolving from traditional practices into more current, interdisciplinary and technology integrated methods. Complex and intricate digital technologies and mobile computing such as simulation, computational design and immersive technologies, have been exploited for different purposes such as reducing cost and time, improving design and enhancing overall project efficiency. Immersive technologies and augmented reality (AR), in particular, have proven to be extremely beneficial in this field. However, the application and usage of these technologies and devices in higher education teaching and learning environments are yet to be fully explored and still scarce. More importantly, there is still a significant gap in developing pedagogies and teaching methods that embrace the usage of such technologies in the AC curricula. This study, therefore, aims to critically analyse the current state-of-the-art and present the developed and improved AR approaches in teaching and learning methods of AC, addressing the identified gap in the extant literature, while developing transformational frameworks to link the gaps to their future research agenda. The conducted analysis incorporates the critical role of the AR implications on the AC students’ skillsets, pedagogical philosophies in AC curricula, techno-educational aspects and content domains in the design and implementation of AR environments for AC learning. The outcomes of this comprehensive study prepare trainers, instructors, and the future generation of AC workers for the rapid advancements in this industry

    Architectural and Urban Spatial Digital Simulations

    Get PDF
    This study concerns digital tools and simulation methods necessary for the description, conception, perception, and analysis of spatial architectural and urban design. The purpose of the study is to categorize, analyse, and describe the influence of digital simulation tools and methods in architectural and urban design. The study analyses techniques, applications, and research in the field of digital simulations of architectural/urban ensembles while also referring to the benefits of their use both at the level of scientific and spatial perception of architectural/urban design

    Expressive cutting, deforming, and painting of three-dimensional digital shapes through asymmetric bimanual haptic manipulation

    Get PDF
    Practitioners of the geosciences, design, and engineering disciplines communicate complex ideas about shape by manipulating three-dimensional digital objects to match their conceptual model. However, the two-dimensional control interfaces, common in software applications, create a disconnect to three-dimensional manipulations. This research examines cutting, deforming, and painting manipulations for expressive three-dimensional interaction. It presents a cutting algorithm specialized for planning cuts on a triangle mesh, the extension of a deformation algorithm for inhomogeneous meshes, and the definition of inhomogeneous meshes by painting into a deformation property map. This thesis explores two-handed interactions with haptic force-feedback where each hand can fulfill an asymmetric bimanual role. These digital shape manipulations demonstrate a step toward the creation of expressive three-dimensional interactions

    Trends and concerns in digital cartography

    Get PDF
    CISRG discussion paper ;

    Public Participation Using 3D Web-Based City Models: Opportunities for E-Participation in Kisumu, Kenya

    Get PDF
    Public participation is significant for the success of any urban planning project. However, most members of the general public are not planning professionals and may not understand the technical details of a 2D paper-based plan, which might hamper their participation. One way to expand the participation of citizens is to present plans in well-designed, user-friendly and interactive platforms that allow participation regardless of the technical skills of the participants. This paper investigates the impacts of the combined use of 3D visualization and e-participation on public participation in Kisumu, Kenya. A 3D city model, created with CityEngine2016, was exported into a web-based geoportal and used as a Planning Support System in two stakeholder workshops in order to evaluate its usability. In order to assess the workshops 300 questionnaires were given out to planning practitioners and interview were done with key informants. Five indicators were developed for evaluating the usability of the 3D model while the usability of e-participation was evaluated using communication, collaboration and learning as indicators. Results showed that effectiveness and efficiency varied within different professional groups while the questionnaires showed strong preference for e-participation methods, especially Short Message Servicess/Unstructured Supplementary Service Data and emails. The study concludes that the use of 3D visualization and e-participation has the potential to improve the quality and quantity of public participation and recommends further research on the subject

    Software Takes Command

    Get PDF
    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media
    • 

    corecore