1,484 research outputs found

    The Birth of Pictoriality in Computer Media

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    The aim of the paper is to follow some milestones of the story of computer media as far as the notion of pictoriality is concerned. I am going to describe in the most general way how it happens that two quite separate technologies as computer machine and pictorial representation met and since then became almost inseparable

    The roots of 4IR in architecture: a military drawing machine used for space perception in architecture

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    This paper analyses how architecture became a pioneer discipline in digital interactivity research. It describes how that pioneer research derives from a lineage of researchers whose work spans more than two decades beginning in the early fifties. Military funds enabled the creation of the first computer graphic interfaces that evolved into a - drawing machine", the first interactive CAD, that made possible the role of architecture as a pioneering discipline in interactivity research. It is expected to demonstrate that the same architecture that nowadays uses mainly interactive digital design was one of first disciplines to research interactivity addressing a gap in the study of the link between architecture and interactivity.info:eu-repo/semantics/publishedVersio

    Architectural design digital change: interactivity policy

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    Several researches have been focused on digital architecture historical perspectives of the design throughout the sixties. This paper purposes a different view based on the influence of art, science and computation in architecture that contributed to the use of interactivity in architectural design. The aim is to describe the evolution of interactive CAD from MIT’s Project CAD and Ivan Sutherland’s Sketchpad to the early digital architectural design pioneers: Steven Coons, Gyorgy Kepes and Nicholas Negroponte.info:eu-repo/semantics/publishedVersio

    Material windows and working stations. The discourse networks behind skeuomorphic interface in Pathfinder: Kingmaker

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    The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Alberti’s windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment.The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Alberti’s windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment

    A man with a computer face (to the 80th anniversary of Ivan Edward Sutherland)

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    У статті наведено основні віхи науково-технологічної біографії Айвена Едварда Сазерленда. Показано вплив сім’ї та школи на розвиток його дослідницьких компетентностей, наведено маловідомі біографічні факти, що пояснюють еволюцію його наукових інтересів: від динамічних об’єктно-орієнтованих графічних систем через системи віртуальної реальності до асинхронної логіки.The article presents the main milestones of the science and technology biography of Ivan Edward Sutherland. The influence of the family and the school on the development of its research competencies is shown, and little-known biographical facts explaining the evolution of his scientific interests is presented: from dynamic object-oriented graphic systems through systems of virtual reality to asynchronous circuits

    Retrospectiva de los primeros sistemas de gráficos por ordenador

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    Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Biologically inspired digital fabrication

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    Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.Cataloged from PDF version of thesis.Includes bibliographical references (pages 37-40).Objects and systems in nature are models for the practice of sustainable design and fabrication. From trees to bones, natural systems are characterized by the constant interplay of creation, environmental response, and analysis of current structural constituents, as part of a larger dynamic system. In contrast, traditional methods of digital design and fabrication are characterized by a linear progression of three main stages: modeling (digital generation in the digital domain), analysis (digital mapping of the physical domain), and fabrication (physical generation of the digital domain). Moving towards a system process where modeling, analysis, and fabrication are integrated together for the development of a dynamic process will transform traditional fabrication technology and bring about the creation of sustainable and more efficient synthetic environments. Integration of modeling, analysis, and fabrication into one fluid process requires the development of a fabrication platform with capabilities for real time control. This thesis explores and investigates the creation of a framework for real time control of industrial robotic arms as part of a multipurpose fabrication platform.by Sarah Han.M. Eng

    Computer Graphics. Volume 2 - an Annotated Bibliography to the NASA-MSFC Digital Computer Graphics Program

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    Annotated bibliography on digital computer graphic
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