9,908 research outputs found

    Representing Style by Feature Space Archetypes: Description and Emulation of Spatial Styles in an Architectural Context

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    Supporting reinterpretation in computer-aided conceptual design

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    This paper presents research that aims to inform the development of computational tools that better support design exploration and idea transformation - key objectives in conceptual design. Analyses of experimental data from two fields - product design and architecture - suggest that the interactions of designers with their sketches can be formalised according to a finite number of generalised shape rules defined within a shape grammar. Such rules can provide a basis for the generation of alternative design concepts and they have informed the development of a prototype shape synthesis system that supports dynamic reinterpretation of shapes in design activity. The notion of 'sub-shapes' is introduced and the significance of these to perception, recognition and the development of emergent structures is discussed. The paper concludes with some speculation on how such a system might find application in a range of design fields

    Exploiting lattice structures in shape grammar implementations

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    The ability to work with ambiguity and compute new designs based on both defined and emergent shapes are unique advantages of shape grammars. Realizing these benefits in design practice requires the implementation of general purpose shape grammar interpreters that support: (a) the detection of arbitrary subshapes in arbitrary shapes and (b) the application of shape rules that use these subshapes to create new shapes. The complexity of currently available interpreters results from their combination of shape computation (for subshape detection and the application of rules) with computational geometry (for the geometric operations need to generate new shapes). This paper proposes a shape grammar implementation method for three-dimensional circular arcs represented as rational quadratic BĂ©zier curves based on lattice theory that reduces this complexity by separating steps in a shape computation process from the geometrical operations associated with specific grammars and shapes. The method is demonstrated through application to two well-known shape grammars: Stiny's triangles grammar and Jowers and Earl's trefoil grammar. A prototype computer implementation of an interpreter kernel has been built and its application to both grammars is presented. The use of BĂ©zier curves in three dimensions opens the possibility to extend shape grammar implementations to cover the wider range of applications that are needed before practical implementations for use in real life product design and development processes become feasible

    Shape exploration in design : formalising and supporting a transformational process

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    The process of sketching can support the sort of transformational thinking that is seen as essential for the interpretation and reinterpretation of ideas in innovative design. Such transformational thinking, however, is not yet well supported by computer-aided design systems. In this paper, outcomes of experimental investigations into the mechanics of sketching are described, in particular those employed by practising architects and industrial designers as they responded to a series of conceptual design tasks,. Analyses of the experimental data suggest that the interactions of designers with their sketches can be formalised according to a finite number of generalised shape rules. A set of shape rules, formalising the reinterpretation and transformations of shapes, e.g. through deformation or restructuring, are presented. These rules are suggestive of the manipulations that need to be afforded in computational tools intended to support designers in design exploration. Accordingly, the results of the experimental investigations informed the development of a prototype shape synthesis system, and a discussion is presented in which the future requirements of such systems are explored

    Supporting design exploration

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    The aim of this research was to investigate strategies for the support of design exploration, in particular, how computer based technology could contribute to this activity during the early phase of design. The research comprised of the design and development of three software prototypes, the later versions of which enabled discussions with design professionals concerning the underpinning approach of the work. Three case studies of design practice were undertaken. These focused on the interdependencies between freehand drawing, physical modelling and CAD. Based on the research it was concluded that computer based support for exploration during the early phase of design was viable and that the generation of alternative solutions played a key role in the process. Furthermore, the approach offered by shape grammars provided a generative mechanism that was both grounded in the discipline of design and amenable to representation in a computer based system. Finally, it was concluded that the introduction of a 'controlled irregularity' into the resulting design alternatives increased their likelihood of encouraging design exploration

    Defining Rules for Kinematic Shapes with Variable Spatial Relations

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    Designing mechanisms can be a challenging problem, because the underlying kinematics involved are typically not intuitively incorporated into common techniques for design representation. Kinematic shapes and kinematic grammars build on the shape grammar and making grammar formalisms to enable a visually intuitive approach to model and explore mechanisms. With reference to the lower kinematic pairs this paper introduces kinematic shapes. These are connected shapes with parts which have variable spatial relations that account for the relative motion of the parts. The paper considers how such shapes can be defined, the role of elements shared by connected parts, and the motions that result. It also considers how kinematic shape rules can be employed to generate and explore the motion of mechanisms

    Interactive 3D Modeling with a Generative Adversarial Network

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    This paper proposes the idea of using a generative adversarial network (GAN) to assist a novice user in designing real-world shapes with a simple interface. The user edits a voxel grid with a painting interface (like Minecraft). Yet, at any time, he/she can execute a SNAP command, which projects the current voxel grid onto a latent shape manifold with a learned projection operator and then generates a similar, but more realistic, shape using a learned generator network. Then the user can edit the resulting shape and snap again until he/she is satisfied with the result. The main advantage of this approach is that the projection and generation operators assist novice users to create 3D models characteristic of a background distribution of object shapes, but without having to specify all the details. The core new research idea is to use a GAN to support this application. 3D GANs have previously been used for shape generation, interpolation, and completion, but never for interactive modeling. The new challenge for this application is to learn a projection operator that takes an arbitrary 3D voxel model and produces a latent vector on the shape manifold from which a similar and realistic shape can be generated. We develop algorithms for this and other steps of the SNAP processing pipeline and integrate them into a simple modeling tool. Experiments with these algorithms and tool suggest that GANs provide a promising approach to computer-assisted interactive modeling.Comment: Published at International Conference on 3D Vision 2017 (http://irc.cs.sdu.edu.cn/3dv/index.html

    More than one way to see it: Individual heuristics in avian visual computation

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    Comparative pattern learning experiments investigate how different species find regularities in sensory input, providing insights into cognitive processing in humans and other animals. Past research has focused either on one species’ ability to process pattern classes or different species’ performance in recognizing the same pattern, with little attention to individual and species-specific heuristics and decision strategies. We trained and tested two bird species, pigeons (Columba livia) and kea (Nestor notabilis, a parrot species), on visual patterns using touch-screen technology. Patterns were composed of several abstract elements and had varying degrees of structural complexity. We developed a model selection paradigm, based on regular expressions, that allowed us to reconstruct the specific decision strategies and cognitive heuristics adopted by a given individual in our task. Individual birds showed considerable differences in the number, type and heterogeneity of heuristic strategies adopted. Birds’ choices also exhibited consistent species-level differences. Kea adopted effective heuristic strategies, based on matching learned bigrams to stimulus edges. Individual pigeons, in contrast, adopted an idiosyncratic mix of strategies that included local transition probabilities and global string similarity. Although performance was above chance and quite high for kea, no individual of either species provided clear evidence of learning exactly the rule used to generate the training stimuli. Our results show that similar behavioral outcomes can be achieved using dramatically different strategies and highlight the dangers of combining multiple individuals in a group analysis. These findings, and our general approach, have implications for the design of future pattern learning experiments, and the interpretation of comparative cognition research more generally

    A shape grammar approach to climatically adaptable facade systems with real time performance evaluation.

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    New computational techniques have been introduced to assist the design of adaptable building facades and to help quantify relationships between the building envelope and the environment. Designers increasingly use generative design approach for form-generation of building envelopes, and the organisation of components over a predefined form. In this research an original shape grammar approach for façade systems generation is proposed, with a rule-based method for the creation and exploration of complex shape composites based upon a set of simple initial shapes and predefined rules of composition. This is in order to explore a form finding of set of different building façade configurations before merging generated data into a simulated process of real-time daylighting and heat gains performance evaluation. The developed models adapt via responding to the data-regulation protocols responsible for sensing and processing building performance data in real time. The research reports on the prototype system development and testing, allowing continuous evaluation of multiple solutions and presenting opportunity for further improvement via multi-objective optimisation, which would be very difficult to do, if not impossible, with conventional design methodsN/
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