136,205 research outputs found
Appropriateness’ of the use of tensile membrane structures in hot arid regions
Today, with the vast technological progress and the deep understanding of our environment, and the insisting need to reduce energy consumption to save our natural resources there have been a shift in thinking and the need for a sustainable environmentally friendly architecture has evolved. The need of new materials and structures that fulfil the occupant’s needs and comfort, has the architectural beauty and attraction and be environmentally friendly has become a necessity.
Although, tensile membrane structures (TMS) are relatively new as a structural material, they have been widely used in many architectural projects that were mainly considered as architectural statements and landmarks. Form finding and structure analysis of such structures has become an established discipline, however, their environmental understanding and behaviour are still in its infancy. This paper considers the appropriateness of the use of TMS in hot arid regions through a review of some of the built environment successful built examples
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A Static Verification Framework for Secure Peer-to-Peer Applications
In this paper we present a static verification framework to support the design and verification of secure peer-to-peer applications. The framework supports the specification, modeling, and analysis of security aspects together with the general characteristics of the system, during early stages of the development life-cycle. The approach avoids security issues to be taken into consideration as a separate layer that is added to the system as an afterthought by the use of security protocols. The main functionality supported by the framework are concerned with the modeling of the system together with its security aspects by using an extension of UML, modeling of abuse cases to represent scenarios of attackers and assist with the identification of properties to be verified, specification of properties to be verified in a graphical template language, verification of the models against the properties, and visualization of the results of the verification process
Usability Evaluation in Virtual Environments: Classification and Comparison of Methods
Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. We present an overview of VE usability evaluation. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. To illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. We conclude by presenting novel ways to effectively link these two approaches to VE usability evaluation
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Human-Centered Approaches in Geovisualization Design: Investigating Multiple Methods Through a Long-Term Case Study
Working with three domain specialists we investigate human-centered approaches to geovisualization following an
ISO13407 taxonomy covering context of use, requirements and early stages of design. Our case study, undertaken over three years, draws attention to repeating trends: that generic approaches fail to elicit adequate requirements for geovis application design; that the use of real data is key to understanding needs and possibilities; that trust and knowledge must be built and developed with collaborators. These processes take time but modified human-centred approaches can be effective. A scenario developed through contextual inquiry but supplemented with domain data and graphics is useful to geovis designers. Wireframe, paper and digital prototypes enable successful communication between specialist and geovis domains when incorporating real and interesting data, prompting exploratory behaviour and eliciting previously unconsidered requirements. Paper prototypes are particularly successful at eliciting suggestions, especially for novel visualization. Enabling specialists to explore their data freely with a digital prototype is as effective as using a structured task protocol and is easier to administer. Autoethnography has potential for framing the design process. We conclude that a common understanding of context of use, domain data and visualization possibilities are essential to successful geovis design and develop as this progresses. HC approaches can make a significant contribution here. However, modified approaches, applied with flexibility, are most promising. We advise early, collaborative engagement with data – through simple, transient visual artefacts supported by data sketches and existing designs – before moving to successively more sophisticated data wireframes and data prototypes
A systematic review of protocol studies on conceptual design cognition: design as search and exploration
This paper reports findings from the first systematic review of protocol studies focusing specifically on conceptual design cognition, aiming to answer the following research question: What is our current understanding of the cognitive processes involved in conceptual design tasks carried out by individual designers? We reviewed 47 studies on architectural design, engineering design and product design engineering. This paper reports 24 cognitive processes investigated in a subset of 33 studies aligning with two viewpoints on the nature of designing: (V1) design as search (10 processes, 41.7%); and (V2) design as exploration (14 processes, 58.3%). Studies on search focused on solution search and problem structuring, involving: long-term memory retrieval; working memory; operators and reasoning processes. Studies on exploration investigated: co-evolutionary design; visual reasoning; cognitive actions; and unexpected discovery and situated requirements invention. Overall, considerable conceptual and terminological differences were observed among the studies. Nonetheless, a common focus on memory, semantic, associative, visual perceptual and mental imagery processes was observed to an extent. We suggest three challenges for future research to advance the field: (i) developing general models/theories; (ii) testing protocol study findings using objective methods conducive to larger samples and (iii) developing a shared ontology of cognitive processes in design
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