131,522 research outputs found

    Parametric Surfaces for Augmented Architecture representation

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    Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation

    A New Consumerism: The influence of social technologies on product design

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    Social media has enabled a new style of consumerism. Consumers are no longer passive recipients; instead they are assuming active and participatory roles in product design and production, facilitated by interaction and collaboration in virtual communities. This new participatory culture is blurring the boundaries between the specific roles of designer, consumer and producer, creating entrepreneurial opportunities for designers, and empowering consumers to influence product strategies. Evolving designer-consumer interactions are enabling an enhanced model of co-production, through a value-adding social exchange that is driving changes in consumer behaviour and influencing both product strategies and design practice. The consumer is now a knowledgeable participant, or prosumer, who can contribute to user–centered research through crowd sourcing, collaborate and co-create through open-source or open-innovation platforms, assist creative endeavors by pledging venture capital through crowd funding and advocate the product in blogs and forums. Social media- enabled product implementation strategies working in conjunction with digital production technologies (e.g. additive manufacture), enable consumer-directed adaptive customisation, product personalisation, and self-production, with once passive consumers becoming product produsers. Not only is social media driving unprecedented consumer engagement and significant behavioural change, it is emerging as a major enabler of design entrepreneurship, creating new collaborative opportunities. Innovative processes in design practice are emerging, such as the provision of digital artifacts and customisable product frameworks, rather than standardised manufactured solutions. This paper examines the influence of social media-enabled product strategies on the methodology of the next generation of product designers, and discusses the need for an educational response

    Learning the Designer's Preferences to Drive Evolution

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    This paper presents the Designer Preference Model, a data-driven solution that pursues to learn from user generated data in a Quality-Diversity Mixed-Initiative Co-Creativity (QD MI-CC) tool, with the aims of modelling the user's design style to better assess the tool's procedurally generated content with respect to that user's preferences. Through this approach, we aim for increasing the user's agency over the generated content in a way that neither stalls the user-tool reciprocal stimuli loop nor fatigues the user with periodical suggestion handpicking. We describe the details of this novel solution, as well as its implementation in the MI-CC tool the Evolutionary Dungeon Designer. We present and discuss our findings out of the initial tests carried out, spotting the open challenges for this combined line of research that integrates MI-CC with Procedural Content Generation through Machine Learning.Comment: 16 pages, Accepted and to appear in proceedings of the 23rd European Conference on the Applications of Evolutionary and bio-inspired Computation, EvoApplications 202

    Towards building information modelling for existing structures

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    The transformation of cities from the industrial age (unsustainable) to the knowledge age (sustainable) is essentially a ‘whole life cycle’ process consisting of; planning, development, operation, reuse and renewal. During this transformation, a multi-disciplinary knowledge base, created from studies and research about the built environment aspects is fundamental: historical, architectural, archeologically, environmental, social, economic, etc is critical. Although there are a growing number of applications of 3D VR modelling applications, some built environment applications such as disaster management, environmental simulations, computer aided architectural design and planning require more sophisticated models beyond 3D graphical visualization such as multifunctional, interoperable, intelligent, and multi-representational. Advanced digital mapping technologies such as 3D laser scanner technologies can be are enablers for effective e-planning, consultation and communication of users’ views during the planning, design, construction and lifecycle process of the built environment. For example, the 3D laser scanner enables digital documentation of buildings, sites and physical objects for reconstruction and restoration. It also facilitates the creation of educational resources within the built environment, as well as the reconstruction of the built environment. These technologies can be used to drive the productivity gains by promoting a free-flow of information between departments, divisions, offices, and sites; and between themselves, their contractors and partners when the data captured via those technologies are processed and modelled into BIM (Building Information Modelling). The use of these technologies is key enablers to the creation of new approaches to the ‘Whole Life Cycle’ process within the built and human environment for the 21st century. The paper describes the research towards Building Information Modelling for existing structures via the point cloud data captured by the 3D laser scanner technology. A case study building is elaborated to demonstrate how to produce 3D CAD models and BIM models of existing structures based on designated technique
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