4,262 research outputs found

    Redesigning architecture through photography

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    Abstract – This paper focuses on the possibility of (re)designing architecture virtually with the help of one of the most important representation tools: Photography. Various digital processes like stitching multiple photos together and mirroring images in image editing software like Photoshop, allow this virtual architecture to take place in virtual environments. Photography can be utilized in the process of ‘constructing’ a new space --that we can call ‘narrative space’-- from an existing spatial body. This narrative space can also be defined as a ‘manufactured metaspace’ which is a space beyond reality and representation: A constructed reality that exists solely in digital realms like Second Life

    Structure from motion systems for architectural heritage. A survey of the internal loggia courtyard of Palazzo dei Capitani, Ascoli Piceno, Italy

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    We present the results of a point-cloud-based survey deriving from the use of image-based techniques, in particular with multi-image monoscopic digital photogrammetry systems and software, the so-called “structure-from-motion” technique. The aim is to evaluate the advantages and limitations of such procedures in architectural surveying, particularly in conditions that are “at the limit”. A particular case study was chosen: the courtyard of Palazzo dei Capitani del Popolo in Ascoli Piceno, Italy, which can be considered the ideal example due to its notable vertical, rather than horizontal, layout. In this context, by comparing and evaluating the different results, we present experimentation regarding this single case study with the aim of identifying the best workflow to realise a complex, articulated set of representations—using 3D modelling and 2D processing—necessary to correctly document the particular characteristics of such an architectural object

    mLearning Journeys: Redesigning Teaching for mLearning

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    Abstract: The excitement surrounding the potential of web2.0 tools within education has continued to grow. While almost everyone has now heard of PODCasting and YouTube, there are many more examples of social networking and content sharing tools that can be harnessed for education. Recently Twitter (microblogging) has been popularised by the media, with a reported explosive growth rate (uptake by new users) of 1500% during early 2009. While this illustrates that there is undoubtedly phenomenal interest in web2.0, there are still few concrete examples illustrating how to integrate these tools using an explicitly social constructivist pedagogical model within contemporary tertiary education environments. This paper describes the purposeful integration of web2.0 and mobile web2.0 tools within a first year Bachelor of Product Design programme, based upon an under-pinning social constructivist pedagogy. Examples of the use of several web2.0 tools that support the development of collaborative student-centred learning environments are given. Initial feedback from lecturers and students are also reported

    A place for us

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    “A place for us” explores constructions of the home in relation to the LGBT+ experience through reappropriated and recontextualized found images sourced from articles of print culture such as newspapers, advertisements, publications such as Better Homes and Gardens, National Geographic, Time and others printed from the 1960’s onward. As of 2020, there are no federal laws that provide universal protections against housing or employment discrimination faced by LGBT+ people in the United States. LGBT+ youth and elders struggle with securing housing and this is compounded for LGBT+ people of color. Homelessness increases exposure to trauma, drug abuse, developmental and mental health problems, sexual assault, and other problems. The desire for a home remains a political and contentious ordeal for LGBT+ people at all ages

    Incorporating characteristics of human creativity into an evolutionary art algorithm

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    A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically

    Improving and Automating the Order-to-Cash Process of Small Photographic Studios

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    2000. aastate kestel loodi Eestis hulganisti vĂ€ikeseid fotostuudioid, et rahuldada suurenevat nĂ”udlust pildistamissessioonide jĂ€rele. Sama kĂŒmnendi lĂ”pus asutati Tartus vĂ€ike fotostuudio nimega Stuudio.com. Selle stuudio tegevuspraktika kohaselt ei mĂŒĂŒdud mitte ainult fotosessioone, vaid ka nende tulemust ning Stuudio hakkas ise tellimusi tĂ€itma ja paberkujul fotosid printima. Peagi sai selgeks, et tellimuste tĂ€itmine on aeganĂ”udev ning polnud kĂ”rghooajal ettevĂ”ttele vĂ”imetekohane. Sellises olukorras ei saanud rakendada ettevĂ”tte visioonikohast tulemipĂ”hist Ă€rimudelit, vastupidiselt traditsioonilisele lĂ€henemisele, mille pĂ”hjal mĂŒĂŒdi ainult vĂ€ikeses mahus fotosessioone. Kirjeldatud kontekstis uurib kĂ€esolev töö Stuudio.com nĂ€itel, kuidas kasutada Ă€riprotsesside juhtimise (Business Process Management, edaspidi BPM) elutsĂŒklit vĂ€ikese fotostuudio order-to-cash Ă€riprotsessi analĂŒĂŒsimiseks, ĂŒmberkujundamiseks ja rakendamiseks. BPM valiti ettevĂ”tte Ă€riprotsessi arendamise meetodiks, kuna eelnevad juhtumiuuringud on nĂ€idanud, et meetodil on palju kasutamata potentsiaali vĂ€ikeettevĂ”tete tegevuse optimeerimiseks. Magistritöös kasutatakse levinud protsesside tuvastamise meetodeid olemasolevate Ă€riprotsesside kirjeldamiseks. Autor jĂ€rgib vĂ€ljatöötatud protsesside tuvastamise praktikaid ning modelleerib toodete mĂŒĂŒgiprotsessi Ă€riprotsessi modelleerimise notatsiooni (Business Process Model and Notation) tööriistas ning kasutab saadud mudelit ĂŒksikasjaliku analĂŒĂŒsi koostamiseks. Protsessi osad jagatakse lisandvÀÀrtust loovateks ning vÀÀrtust mitte lisavateks; lisaks tuvastatakse protsessi potentsiaalne prĂŒgi. Registreeritakse kĂ”ige levinumad probleemid ning nende juurpĂ”hjuste vĂ€lja selgitamiseks kasutatakse Five Whys analĂŒĂŒsi. JĂ€rgmise sammuna kujundatakse toodete mĂŒĂŒgiprotsess ĂŒmber vastavalt analĂŒĂŒsitulemustele ning modelleeritakse tulevane protsess. LĂ”puks arendatakse ning juurutatakse Pildipoe kaubamĂ€rgi all vĂ€lja vastav tarkvarateenuse platvorm, mis realiseerib ja automatiseerib ĂŒmberkujundatud mĂŒĂŒgiprotsessi, eemaldades sealt inimtööjĂ”u rakendamise vajaduse. Töö nĂ€itab, et protsessikeskne mĂ”tlemine sobib vĂ€ikeettevĂ”tetele, nĂ€iteks fotostuudiotele. Lisaks lĂ”i autor magistritöö tulemusena tarkvarateenuse platvormi Pildipood.ee, mis toetab lisaks Stuudio.com protsessidele veel rohkem kui 50 vĂ€ikese fotostuudio mĂŒĂŒgiprotsessi ĂŒle Eesti.Throughout the 2000s, a significant number of small photographic studios were established in Estonia to satisfy the increasing demand for photo sessions. At the end of this decade, a small photo studio called Stuudio.com was founded in Tartu. This studio took the approach of not only selling photo sessions, but also the outputs of the sessions. The studio started to print paper pictures and fulfil orders. Soon, it became clear that the process of handling order fulfilment was time-consuming and not scalable during high season. This situation prevented the implementation of the envisaged output-driven business model as opposed to the traditional approach of selling photo sessions on a small scale. In this context, this thesis investigates how the Business Process Management (BPM) Life-cycle can be used to analyse, redesign and implement a small photo studio’s order-to-cash business process, using Stuudio.com as a case study. BPM was chosen as a business improvement method because previous case studies have indicated that there is a signifi-cant untapped potential in applying BPM for optimising operations in small businesses. In this thesis, process identification methods are used to find out the existing business processes. Following established process discovery practices, the order-to-cash process is modelled in the Business Process Model and Notation tool and the model is used to com-pile a detailed analysis. Process steps are classified as value-adding or not value-adding and possible waste is identified. Occurring issues are registered and the Five why analysis is employed to find the root causes of problems. As the next step, the order-to-cash proc-ess is redesigned according to analysis results, and the to-be process is modelled. Finally, a software-as-a-service platform is developed and deployed under the label of Pildipood. The platform automates the redesigned order-to-cash process, eliminating the dependence on human resources for scheduling and coordinating work. The thesis shows that process-oriented thinking is suitable for small businesses such as photo studios. Moreover, as an outcome the thesis, the author implemented a software ser-vice platform, Pildipood.ee, that supports more than 50 small photo studios in Estonia in addition to supporting the processes of Stuudio.com

    Walley School Community Arts Center Feasibility Study

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    The Walley School community arts center initiative began in the fall of 2011 as a joint project between the Town of Bristol and Roger Williams University’s School of Architecture. Shortly thereafter, the Gabelli School of Business was asked to development a business case for the project. Four students in the course “Management 439: Business Planning” took on the Walley School as their team project for the semester. The business case study was developed in conjunction with the Town of Bristol, the initiative’s steering committee, Roger Williams University’s Community Partnerships Center, the School of Architecture and the School of Construction Management. After a year of student work and public workshops, the conclusion has been made that it would be programmatically, architecturally and financially feasible to reopen the Walley School as a community arts and education facility for the Town of Bristol

    Skins+Fabrications: Addressing Fashion and Clothing Waste

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    Articles of clothing; they are the second organ, the Second Skin. Their functions are to protect the body from the harsh external elements and create a sense of design with Fashion—the same as exterior facades on a building. However, where architecture and Fashion differ is sustainability. The Global fashion industry contributes 10% of greenhouse emissions. From that 10%, about 13 million tonnes of clothing waste ends up in landfills or burned. Most of the waste comes from the Fast Fashion Industry, which sees cheap labor from underdeveloped countries to maximize profits. These companies will spend a good portion of their funding promoting sales with trends and new collections every two weeks. What happens is the loss of value allows consumers to purchase clothing cheap enough to through away without second thoughts. Compared to American homeownership, the value and appreciation for giving architecture allow for a system of upkeep and recycling. So why not the same be said about Fashion? The amount of natural resources used in creating new clothing causes a strain on the environment. So the narrative is developing a system in place in sustainable Fashion with architecture. Location plays a vital role in design; statistically, America, Europe, China, and India see the most clothing consumption. The thesis looks at redeveloping an existing site in a redeveloping neighborhood due to a Graduate thesis of the Atlanta Beltline. It sets a precedent for sustainability and challenges the use of interconnected Urban space. With the location, the program\u27s innovation utilizes the development of sustainable spaces with the placement of different fabrication rooms. Only when the clothing is fully decaying can the use of a tectonic facade occur. In doing so, the thesis must investigate Clothing material to find the conclusion to the thesis statement

    Architectural design principles for extra-terrestrial habitats

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