1,741 research outputs found

    2D special effects on the Genigraphics 100 D+

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    Energy and Smart Growth: It's about How and Where We Build

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    By efficiently locating development, smarter growth land use policies and practices offer a viable way to reduce U.S. energy consumption. Moreover, by increasing attention on how we build, in addition to where we build, smart growth could become even more energy smart. The smart growth and energy efficiency movements thus are intrinsically linked, yet these two fields have mostly operated in separate worlds. Through greater use of energy efficient design, and renewable energy resources, the smart growth movement could better achieve its goals of environmental protection, economic security and prosperity, and community livability. In short, green building and smart growth should go hand in hand. Heightened concern about foreign oil dependence, climate change, and other ill effects of fossil fuel usage makes the energy-smart growth collaboration especially important. Strengthening this collaboration will involve overcoming some hurdles, however, and funders can play an important role in assisting these movements to gain strength from each other. This paper contends there is much to be gained by expanding the smart growth movement to include greater attention on energy. It provides a brief background on current energy trends and programs, relevant to smart growth. It then presents a framework for understanding the connections between energy and land use which focuses on two primary issues: how to build, which involves neighborhood and building design, and where to build, meaning that location matters. The final section offers suggestions to funders interesting in helping accelerate the merger of these fields

    Trends in office internal gains and the impact on space heating and cooling demands

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    Internal gains from occupants, equipment and lighting contribute a significant proportion of the heat gains in an office space. Looking at trends in Generation-Y, it appears there are two diverging paths for future ICT demand: one where energy demand is carefully regulated and the other where productivity enhancers such as multiple monitors and media walls causes an explosion of energy demand within the space. These internal gains scenarios were simulated on a variety of different building archetypes to test their influence on the space heating and cooling demand. It was demonstrated that in offices with a high quality facade, internal gains are the dominant factor. As a case study, it was shown that natural ventilation is only possible when the ICT demand is carefully regulated

    Development of Moire machine vision

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    Three dimensional perception is essential to the development of versatile robotics systems in order to handle complex manufacturing tasks in future factories and in providing high accuracy measurements needed in flexible manufacturing and quality control. A program is described which will develop the potential of Moire techniques to provide this capability in vision systems and automated measurements, and demonstrate artificial intelligence (AI) techniques to take advantage of the strengths of Moire sensing. Moire techniques provide a means of optically manipulating the complex visual data in a three dimensional scene into a form which can be easily and quickly analyzed by computers. This type of optical data manipulation provides high productivity through integrated automation, producing a high quality product while reducing computer and mechanical manipulation requirements and thereby the cost and time of production. This nondestructive evaluation is developed to be able to make full field range measurement and three dimensional scene analysis

    How to transform European housing into healthy and sustainable living spaces using a Belgian case study? – the RenovActive principles tackle climate and renovation challenges

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    The RenovActive renovation concept seeks to offer healthy, affordable, easy to reproduce, scalable solutions for the existing building stock of European housing. The concept was developed and tested in a prototype phase, where 7 principles have been applied to a semidetached house built in the 1920s, situated in a garden city in Brussels. The renovated prototype was occupied by a family and monitored for two years. The monitoring was performed, after renovation, both through data, sensors, and extensive interviews and questionnaires with the family. In general, the family living in the house is very satisfied with the indoor environment. The results show a general indoor CO2- concentration below 900 ppm, and an indoor temperature between 21°C and 26°C. The technical and sociological monitoring show indication for the additional potential to optimize and improve indoor comfort levels and perception. As an example, there are discrepancies between setpoints and programming we initiated, based on standards and scientific inputs, based on predicted behaviors. But user interactions, and preferences in real life situation when occupying the house, as well as situational perceptions and culture, modified user setpoints compared to our initial setpoints, that in some settings could have a negative impact on the indoor environment. This indicates that a technical system operating the indoor environment must be both flexible and robust to accommodate for multiple and varying preferences of building inhabitants.publishedVersio

    Divide and Conquer G-Buffer Ray Tracing

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    Mapping for the Masses: Accessing Web 2.0 through Crowdsourcing

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    The authors describe how we are harnessing the power of web 2.0 technologies to create new approaches to collecting, mapping, and sharing geocoded data. The authors begin with GMapCreator that lets users fashion new maps using Google Maps as a base. The authors then describe MapTube that enables users to archive maps and demonstrate how it can be used in a variety of contexts to share map information, to put existing maps into a form that can be shared, and to create new maps from the bottom-up using a combination of crowdcasting, crowdsourcing, and traditional broadcasting. The authors conclude by arguing that such tools are helping to define a neogeography that is essentially "mapping for the masses,'' while noting that there are many issues of quality, accuracy, copyright, and trust that will influence the impact of these tools on map-based communication

    Virtual Reality & Gamification for Pre-Occupancy Training

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    The objective of this research is to analyze and compare user behavior and learning retention via gamified and non-gamified virtual reality for use in pre-occupancy training. After completing trials for both gamified and non-gamified virtual reality we issued a standardized post-experience survey to collect data on what the participants learned, then compared and analyzed the results. The benefits of virtual reality and gamification have both been extensively studied and both suggest they are independently effective teaching tools. In our trials we have found that participants who went through the gamified virtual reality training were 50% more likely to come away with the desired learning objectives than participants who went through the non-gamified virtual reality. The benefits of virtual reality and gamification can be effectively combined and retain the benefits of that learning method in this situation. Based on our small sample and our literature review this technology can be used to train a more informed population regarding the effective operation of passive building systems.https://pdxscholar.library.pdx.edu/research_based_design/1085/thumbnail.jp

    Drawing in Space

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    This paper discusses the artwork for the thesis Drawing in Space. The title refers to the correlation between drawing on paper and fabricating in metal. For me these are highly similar processes. Contemporary artists are presented and referenced to convey inspiration and locate historical context. The paper discusses the importance of Street Art and video games in my decision making about color choices and linear qualities. Each sculpture will be analyzed individually and their connection to Street Art, video games and Contemporary art will be identified
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