340,550 research outputs found

    Interactive constraint-based space layout planning

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    Layout planning is the primordial design activity that determines the characteristics and performance of a building throughout its lifecycle. Due to its iterative nature, there is a growing interest in the automation of space layout planning to enhance the search for optimum design solutions. The approaches for automation range from constraint/heuristics-based to the application of numerical optimisation algorithms. Among these, the use of design constraints to guide the search of the solution space is well regarded due to its ability to model design problems of an applied nature with multiple objectives. Constraint-based approaches also allow interactivity between the designer and layout planning process, which simulates the iterative nature of creative design and can be integrated well with the existing design process. Interactivity also enhances the management of design knowledge through improved processing and visualisation of information. This paper presents a theoretical framework for interactive constraint-based layout optimisation with an implemented prototype for a hospital patient room interior layout. The theoretical framework was developed by analysing existing layout automation methods and interactive approaches through a review of relevant literature. Object-oriented computer programming was used to develop the prototype to demonstrate the proposed approach of interactive layout planning system. The framework augments the iterative design process by facilitating the active participation and sharing of the designer’s knowledge during the aggregation. With regard to the implementation of the framework in large problems, fast evaluation of design solution was found to be necessary to interact with the system in real time. Interactive constraint-based layout optimisation has, therefore, the ability to enhance the search process of optimum design solutions by augmenting the iterative nature of the creative design process

    Interactive sensor planning

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    This paper describes an interactive sensor planning system, that can be used to select viewpoints subject to camera visibility, field of view and task constraints. Application areas for this method include surveillance planning, safety monitoring, architectural site design planning, and automated site modeling. Given a description, of the sensor's characteristics, the objects in the 3-D scene, and the targets to be viewed, our algorithms compute the set of admissible view points that satisfy the constraints. The system first builds topologically correct solid models of the scene from a variety of data sources. Viewing targets are then selected, and visibility volumes and field of view cones are computed and intersected to create viewing volumes where cameras can be placed. The user can interactively manipulate the scene and select multiple target features to be viewed by a camera. The user can also select candidate viewpoints within this volume to synthesize views and verify the correctness of the planning system. We present experimental results for the planning system on an actual complex city model

    Interactive constraint-based space layout planning

    Get PDF
    Layout planning is the primordial design activity that determines the characteristics and performance of a building throughout its lifecycle. Due to its iterative nature, there is a growing interest in the automation of space layout planning to enhance the search for optimum design solutions. The approaches for automation range from constraint/heuristics-based to the application of numerical optimisation algorithms. Among these, the use of design constraints to guide the search of the solution space is well regarded due to its ability to model design problems of an applied nature with multiple objectives. Constraint-based approaches also allow interactivity between the designer and layout planning process, which simulates the iterative nature of creative design and can be integrated well with the existing design process. Interactivity also enhances the management of design knowledge through improved processing and visualisation of information. This paper presents a theoretical framework for interactive constraint-based layout optimisation with an implemented prototype for a hospital patient room interior layout. The theoretical framework was developed by analysing existing layout automation methods and interactive approaches through a review of relevant literature. Object-oriented computer programming was used to develop the prototype to demonstrate the proposed approach of interactive layout planning system. The framework augments the iterative design process by facilitating the active participation and sharing of the designer’s knowledge during the aggregation. With regard to the implementation of the framework in large problems, fast evaluation of design solution was found to be necessary to interact with the system in real time. Interactive constraint-based layout optimisation has, therefore, the ability to enhance the search process of optimum design solutions by augmenting the iterative nature of the creative design process

    Modeling a Longitudinal Relational Research Data System

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    A study was conducted to propose a research-based model for a longitudinal data research system that addressed recommendations from a synthesis of literature related to: (1) needs reported by the U.S. Department of Education, (2) the twelve mandatory elements that define federally approved state longitudinal data systems (SLDS), (3) the constraints experienced by seven Midwestern states toward providing access to essential educational and employment data, and (4) constraints reported by experts in data warehousing systems. The review of literature investigated U.S. government legislation related to SLDS and protection of personally identifiable information, SLDS design and complexity, repurposing business data warehouse systems for educational outcomes research, and the use of longitudinal research systems for education and employment outcomes. The results were integrated with practitioner experience to derive design objectives and design elements for a model system optimized for longitudinal research. The resulting model incorporated a design-build engineering approach to achieve a cost effective, obsolescence-resistant, and scalable design. The software application has robust security features, is compatible with Macintosh and PC computers, and is capable of two-way live connections with industry standard database hardware and software. Design features included: (1) An inverted formal planning process to connect decision makers and data users to the sources of data through development of local interactive research planning tools, (2) a data processing module that replaced personally identifiable information with a system-generated code to support the use of de-identified disaggregate raw data across tables and agencies in all phases of data storage, retrieval, analysis, visualization, and reporting in compliance with restrictions on disclosure of personally identifiable information, (3) functionality to support complex statistical analysis across data tables using knowledge discovery in databases and data mining techniques, and (4) integrated training for users. The longitudinal research database model demonstrates the result of a top down-bottom up design process which starts with defining strategic and operational planning goals and the data that must be collected and analyzed to support them. The process continues with analyzing and reporting data in a mathematically programmed, fully functional system operated by multiple level users that could be more effective and less costly than repurposed business data warehouse systems

    Re-Envisioning Talent Management for the 4th Industrial Revolution: A Systems and Design Thinking Intervention

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    This dissertation examines the application of interactive planning as an intervention for the purpose of exploring its effectiveness with diverse, cross-organizational stakeholders when considering an issue that transcends individual organizations. The case study offers a practitioner method and approach using systems and design thinking to re-envision talent management in the 4th Industrial Revolution. The first two phases of a three-phase model, entitled Consider, Research, Explore, Associate, Theorize, and Empathize, (C.R.E.A.T.E.) contains aspects of systems and design thinking, and are addressed in this study. Data were gathered from direct observation and facilitation of two stakeholder sessions. The first, in Blue Bell, Pennsylvania, included participants employed in a variety of roles from across industries and companies in the Greater Philadelphia area. The second, in Austin, Texas, included external human capital consultants across the United States and Canada who were all partner-members of Career Partners International (CPI). Results indicated that stakeholders representing different organizations, roles and boundaries can enter into generative space regarding a common issue. Results also show designs with emergent themes that have the potential to influence the creation of an effective talent management system, and the C.R.E.A.T.E. model can be applied to accelerate the pace of innovation and creative solution seeking with regard to issues of complexity. Reflections on the facilitation process and a timeline practitioners can use with internal and external clients are provided along with suggestions for future research into this highly collaborative and interactive process

    Implementing drama management for improved player agency in interactive storytelling

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    With increases in complexity of graphics in video games, there exists a need to increase the complexity of game world narratives so that players feel they are an active part of an unfolding story, influenced by their actions and behaviours. Drama Management (DM) systems offer an attempt to facilitate this but are an area in need of further exploration for application in real-time narrative games. The aim of the project is to develop a prototype DM system for a real-time game that improves player agency and to analyse the effectiveness of the chosen techniques. An application was developed consisting of a 3D interactive environment, a possibility space of narrative plot points, and an Intelligent Agent that branches the story based on a Player Model, using Heuristic Search Planning. It was determined that the possibility space design has a major role in the application's effectiveness to invoke agency within players. The sense of agency can also be improved by combining the developed framework with additional extensions. This project determined that Drama Management systems are a viable method of improving the complexity of a narrative's discourse to promote player agency, but also require careful design alongside suitable algorithmic techniques to be fully effective

    Designing an Android-based Nursing Theory Reminder of Educational Game Application (GEMPITA)

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    Nursing theory is an important thing to learn for nursing students. Nursing theory can be studied by students in philosophy and nursing theory courses. It can be seen from the results of the final evaluation that students obtained sufficient scores of 49%. This has an impact on the student achievement index and student professionalism in carrying out nursing practice, both in clinical practice and later when they have worked in nursing services. The learning method used by lecturers is to form groups and give assignments to students in the form of papers and presentation in the form of powerpoints in front of the class. Therefore, researchers try to make a learning innovation in the form of an android-based educational game. This educational game is called the nursing theory reminder education game (GEmPITA). This study aimed to design an android-based GEmPITA as an innovation for students’ learning media in philosophy and nursing theory courses. Mobile application development lifecycle model (MADLC) with 7 stages including the rapid application development method, with 3 stages, namely requirement planning, design system, and implementation. The results of this study are in the form of a prototype of an android-based game application that will be used by nursing students. By making the GEmPITA, an interactive educational game, students can learn nursing knowledge in a more fun way and make learning nursing science easier. Keywords: gaming apps, education, android, nursing theor

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design
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