937 research outputs found

    A Conceptual Model of Exploration Wayfinding: An Integrated Theoretical Framework and Computational Methodology

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    This thesis is an attempt to integrate contending cognitive approaches to modeling wayfinding behavior. The primary goal is to create a plausible model for exploration tasks within indoor environments. This conceptual model can be extended for practical applications in the design, planning, and Social sciences. Using empirical evidence a cognitive schema is designed that accounts for perceptual and behavioral preferences in pedestrian navigation. Using this created schema, as a guiding framework, the use of network analysis and space syntax act as a computational methods to simulate human exploration wayfinding in unfamiliar indoor environments. The conceptual model provided is then implemented in two ways. First of which is by updating an existing agent-based modeling software directly. The second means of deploying the model is using a spatial interaction model that distributed visual attraction and movement permeability across a graph-representation of building floor plans

    Smart citizen sentiment dashboard: A case study into media architectural interfaces

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    In this paper we introduce the notion of media architectural interfaces (MAIs), which describe the relation between users engaging with dynamic content on media façades through tangible artifacts on street level. Firstly, we outline existing research concerned with public displays, urban screens and media facades, secondly we summarize related works that explore mediated urban interactions in connection with MAIs. We report on the technical set up of a field study, in which we deployed a novel tangible user interface (TUI), called the Smart Citizen Sentiment Dashboard (SCSD). This device gives citizens the opportunity to express their mood about local urban challenges. The input from this TUI is then instantly displayed on a very large (3700 sqm) media façade. The installation ran for three weeks during a media arts festival in Sao Paulo, Brazil. During this deployment period, we were able to gather data to help us understand the relationship between passers-by, participants, the TUI and the media façade. As a result we identified emergent behavior in the immediate space around the TUI and the wider urban space. The contribution this paper makes is in highlighting challenges in the design and deployment of large-scale media architectural interfaces. Categories and Subject Descriptors H.5 [Information interfaces and presentation] General Terms Design, Human Factors

    The enactive approach to architectural experience: A neurophysiological perspective on embodiment, motivation, and affordances

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    From the enactivist perspective, the way people perceptually experience the world, including architectural spaces, is governed by the dynamic sensorimotor activity of the human organism as a whole and is thereby influenced by the particular conditions of man’s embodiment

    Felt_space infrastructure: Hyper vigilant spatiality to valence the visceral dimension

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    Felt_space infrastructure: Hypervigilant spatiality to valence the visceral dimension. This thesis evolves perception as a hypothesis to reframe architectural praxis negotiated through agent-situation interaction. The research questions the geometric principles of architectural ordination to originate the ‘felt_space infrastructure’, a relational system of measurement concerned with the role of perception in mediating sensory space and the cognised environment. The methodological model for this research fuses perception and environmental stimuli, into a consistent generative process that penetrates the inner essence of space, to reveal the visceral parameter. These concepts are applied to develop a ‘coefficient of affordance’ typology, ‘hypervigilant’ tool set, and ‘cognitive_tope’ design methodology. Thus, by extending the architectural platform to consider perception as a design parameter, the thesis interprets the ‘inference schema’ as an instructional model to coordinate the acquisition of spatial reality through tensional and counter-tensional feedback dynamics. Three site-responsive case studies are used to advance the thesis. The first case study is descriptive and develops a typology of situated cognition to extend the ‘granularity’ of perceptual sensitisation (i.e. a fine-grained means of perceiving space). The second project is relational and questions how mapping can coordinate perceptual, cognitive and associative attention, as a ‘multi-webbed vector field’ comprised of attractors and deformations within a viewer-centred gravitational space. The third case study is causal, and demonstrates how a transactional-biased schema can generate, amplify and attenuate perceptual misalignment, thus triggering a visceral niche. The significance of the research is that it progresses generative perception as an additional variable for spatial practice, and promotes transactional methodologies to gain enhanced modes of spatial acuity to extend the repertoire of architectural practice

    Physics Avoidance & Cooperative Semantics: Inferentialism and Mark Wilson’s Engagement with Naturalism Qua Applied Mathematics

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    Mark Wilson argues that the standard categorizations of "Theory T thinking"— logic-centered conceptions of scientific organization (canonized via logical empiricists in the mid-twentieth century)—dampens the understanding and appreciation of those strategic subtleties working within science. By "Theory T thinking," we mean to describe the simplistic methodology in which mathematical science allegedly supplies ‘processes’ that parallel nature's own in a tidily isomorphic fashion, wherein "Theory T’s" feigned rigor and methodological dogmas advance inadequate discrimination that fails to distinguish between explanatory structures that are architecturally distinct. One of Wilson's main goals is to reverse such premature exclusions and, thus, early on Wilson returns to John Locke's original physical concerns regarding material science and the congeries of descriptive concern insofar as capturing varied phenomena (i.e., cohesion, elasticity, fracture, and the transmission of coherent work) encountered amongst ordinary solids like wood and steel are concerned. Of course, Wilson methodologically updates such a purview by appealing to multiscalar techniques of modern computing, drawing from Robert Batterman's work on the greediness of scales and Jim Woodward's insights on causation

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
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