3,580 research outputs found

    Virtual Helicopter Landing Platform (V-HELP)

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    The research project focused on how virtual reality (VR) could create a non-immersive environment and improve in increasing safety awareness at offshore platform. The main problem is the typical training talk usually use video and audio presentation which cannot provide the walkthrough movement. The aim of this project is to develop and design Virtual Helicopter Landing Platform (V-HELP) application which allows users to explore the virtual platform environment. The objectives of this project are to design and develop helicopter landing platform; to visualize movement and facilitate understanding in VR; and at the same time identify components and characteristics of the virtual environment for adequate realism. In completion the project, the framework used is based on part of the waterfall "modeling theory. The phases involved in the framework used for project development is the analysis phase, design and development phase, integration and testing phase and lastly evaluation phase. Developments tools have been used in the project are 3D Maya 5..0.1 and Macromedia Flash MX software. As a result from the evaluation conducted, shows that most of the evaluators are satisfied with the project. They think that the realism of the prototype can be improved in virtual environment through enhancement on chosen the suitable textures materials and enable user control during walkthrough. As a conclusion, the research project show that Virtual Environment are very useful and more effective for the offshore safety training compared to the conventional method

    Exploring 3D Chemical Plant Using VRML

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    The research project focused on how virtual reality could create an immersive environment and improve in designing a chemical plant. The main problem is the difficulties in designing chemical plant since 2D plant layout cannot provide the real walking-through. The aim of this project is to develop and design 3D Chemical Plant which allows users to explore the virtual plant environment freely. The objectives of this project are to design and develop 3D Chemical Plant in the virtual environment; to enable user to walkthrough the chemical plant; and at the same time evaluate the effectiveness of the implementation of 3D Chemical Plant. In completion the project, the framework used is based on the waterfall modeling theory. This study also examines the structure and existing use of VRML (International standard for 3D modelling on the internet) in constmction and architectural practice as a means of investigating its role and potential for extensible construction information visualization in chemical plant. The phases involved in the framework used for project development is the initiation phase, design specification, project development, integration and testing and lastly project implementation. Developments tools have been used in the project are VRML and 3D Max 6. As a result from the evaluation conducted, the mean of 3.5 from level of satisfaction ranking shows that mostly the evaluators are satisfied with the project and feel that the realism of 3D chemical plant and suitability of color and textures will improve the designing of chemical plant in virtual environment. As conclusion, the research project show that VR!VE are very useful and give a good impact for the chemical Engineer in designing a chemical plant

    Modes of Interaction in Computational Architecture

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    This thesis is an enquiry into the importance and influence of interaction in architecture, the importance of which is observed through different modes of interaction occurring in various aspects of architectural discourse and practice. Interaction is primarily observed through the different use of software within architectural practice and in the construction of buildings, façades and systems. In turn, the kind of influences software has on architecture is one of the underlying questions of this thesis. Four qualities: Concept, Materiality, Digitization and Interactivity, are proposed as a theoretical base for the analysis and assessment of different aspects of computational architecture. These four qualities permeate and connect the diverse areas of research discussed, including architecture, cybernetics, computer science, interaction design and new media studies, which in combination provide the theoretical background. The modalities of computational architecture analysed here are, digital interior spaces, digitized design processes and communicational exterior environments. The analysis is conducted through case studies: The Fun Palace, Generator Project, Water Pavilion, Tower of Winds, Institute du Monde Arabe, The KPN building, Aegis Hyposurface, BIX Façade, Galleria Department Store, Dexia Tower, and also E:cue, Microstation, Auto-Cad, Rhino, Top Solid and GenerativeComponents software. These are important for discussion because they present different architectural concepts and thoughts about interactivity within architecture. The analytical processes used in the research distinguished and refined, eight modes of interaction: (1) interaction as a participatory process; (2) cybernetic mutualism; (3) thematic interaction; (4) human-computer interaction during architectural design production; (5) interaction during digital fabrication; (6) parametric interaction; (7) kinetic interaction with dynamic architectural forms; and (8) interaction with façades. Out of these, cybernetic mutualism is the mode of interaction proposed by this thesis

    CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap

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    After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in multimedia search engines, we have identified and analyzed gaps within European research effort during our second year. In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio- economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal challenges

    Bringing ideas back to the evolution of design

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    This thesis is an exploration into the evolution of design. It attempts to develop an awareness of the effectiveness of what we do as designers and users to improve design. To achieve this purpose, it elaborates on some of the implications of paradigms which have emerged in design evolution. It presents some of the evolutionary theories and their analogies. These theories and analogies develop a view of design evolution - a conception of design as a process which moves from a lower to a higher state. With this conception, concern is directed at the identification of past and current design processes. An attempt is made to elaborate prescriptive and descriptive theories of design studies. For the identification of the higher state of design the characteristics of an ideal design are elucidated. The broader aim, to which the author hopes this thesis will contribute, is to design a process (the order of actions) which helps achieve the ideals of design. This study brings in ideas on how to achieve the ideals of design. The purpose is to inquire into the essence of the ideals behind the process which plays out the ultimate freedom in design inquiry through design education, practice and theory

    Proceedings of the 9th Arab Society for Computer Aided Architectural Design (ASCAAD) international conference 2021 (ASCAAD 2021): architecture in the age of disruptive technologies: transformation and challenges.

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    The ASCAAD 2021 conference theme is Architecture in the age of disruptive technologies: transformation and challenges. The theme addresses the gradual shift in computational design from prototypical morphogenetic-centered associations in the architectural discourse. This imminent shift of focus is increasingly stirring a debate in the architectural community and is provoking a much needed critical questioning of the role of computation in architecture as a sole embodiment and enactment of technical dimensions, into one that rather deliberately pursues and embraces the humanities as an ultimate aspiration

    Parametric Architectural Design for a New City Identity: Materials, Environments and New Applications

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    In contemporary architectural Design, we speak of a parametric structural design. A design that integrates new functionalities crossed with the spatial geometry of objects. It has been considered structured because it optimizes combinations that integrate a minimum of materials and data to respond to functions, uses, and needs more adapted to a society in perpetual evolution. Parametric modelling allows the usability of new materials and the integration of new structures in a variety of design environments. This transdisciplinary research explores aspects of parametric modelling, a design method that creates digital models using algorithms and parameters. By focusing on the material and immaterial plurality of the designed space, this method enables the generation of complex and innovative forms that would be difficult to realize with traditional methods. Then, from a position that redefines the city as both a "medium" city and an "object" city, we explore the fields of application and novelties that are investing in the fields of architectural construction. We examine how parametric modelling can be used to create more sustainable and environmentally efficient buildings, using parametric processes, and optimizing the use of space. In this sense, our research will lead us to identify two aspects of parametric modelling: the conceptual parametric design aspect and the constructive parametric design aspect. Finally, the results of our research enable us to identify a design process that demonstrates the feasibility of using parametric modelling to generate viable, sustainable, and versatile spaces

    A Mixed Reality Approach to 3D Interactive Prototyping for Participatory Design of Ambient Intelligence

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    Ambient Intelligence (AmI in short) is a multi-disciplinary approach aimed at enriching physical environments with a network of distributed devices in order to support humans in achieving their everyday goals. However, in current research and development, AmI is still largely considered within the engineering domain bearing undeveloped relationship with architecture. The fact that architecture design substantially aims to address the requirements of supporting people in carrying out their everyday life activities, tasks and practices with spatial strategies. These are common to the AmI’s objectives and purposes, and we aim at considering the possibilities or even necessities of investigating the potential design approach accessible to an architectural context. For end users, AmI is a new type of service. Designing and evaluating the AmI experience before resources are spent on designing the processes and technology needed to eventually run the service can save large amounts of time and money. Therefore, it is essential to create an environment in which designers can involve real people in trying out the service design proposals as early as possible in the design process. Existing cases related to stakeholder engaged design of AmI have primarily focused on engineering implementation and generally only present final outcome to stakeholders for user evaluation. Researchers have been able to build AmI prototypes for design communication. However, most of these prototypes are typically built without the involvement of stakeholders and architects in their conceptual design stage. Using concepts solely designed by engineers may not be user centric and even contain safety risks. The key research question of this thesis is: “How can Ambient Intelligence be designed through a participatory process that involves stakeholders and prospective users?" The thesis consists of the following five components: 1) Identification of a novel participatory design process for modelling AmI scenarios; 2) Identification of the requirements to support prototyping of AmI design, resulting in a conceptual framework that both "lowers the floor" (i.e. making it easier for designers to build the AmI prototypes) and "raises the ceiling" (i.e. increasing the ability of stakeholders and end users to participate in the design process deeply); i 3) Prototyping an experimental Mixed Reality Modelling (MRM in short) platform to facilitate the participatory design of AmI that supports the requirements, design process, and scenarios prototyping; 4) Case study of applying MRM platform to participatory design of a Smart Laser Cutting Workshop(LCW in short) which used to evaluate the proposed MRM based AmI design approach. The result of the research shows that the MRM based participatory design approach is able to support the design of AmI effectively

    Scenography and new media technologies: history, educational applications and visualization techniques

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    The endemic presence of digital technology is responsible for numerous changes in contemporary Western societies. This study examines the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. In the cross-disciplinary literature review, I investigate such primary elements of contemporary media as interactivity, immersion, integration and hyper-textuality, and explore their characteristics in the performing arts before and during the digital epoch. I also discuss various IT applications that transformed the way we experience, learn and co-create our cultural heritage. In order to illustrate how computer-generated environments could change the way we perceive and deliver cultural values, I explore a suite of rapidly-developing communication and computer-visualization techniques, which enable reciprocal exchange between viewers, theatre performances and artefacts. I analyze novel technology-mediated teaching techniques that attempt to provide a new media platform for visually-enhanced information transfer. My findings indicate that the recent changes towards the personalization of knowledge delivery and also towards student-centered study and e-learning necessitated the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience. The analysis of questionnaires and two case studies (the THEATRON and the VA projects) demonstrate the need for further development of digital-visualization techniques, especially for studying and researching scenographic artefacts. As a practical component of this thesis, I have designed and developed the Set-SPECTRUM educational project, which aims to strengthen the visual skills of the students, ultimately enabling them to use imagery as a creative tool, and as a means to analyze theatrical performances and artefacts. The 3D reconstruction of Norman Bel Geddes' set for The Divine Comedy, first of all, enables academic research of the artefact, exposing some hitherto unknown design-limitations in the original set-model, and revealing some construction inconsistencies; secondly, it contributes to educational and creative practices, offering an innovative way to learn about scenography. And, thirdly, it fills a gap in the history of the Western theatre design. This study attempts to show that when translated into digital language, scenographic artefacts become easily retrievable and highly accessible for learning and research purposes. Therefore, the development of such digital products should be encouraged, but care should also be taken to provide the necessary training for users, in order to realize the applications' full potential
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