794 research outputs found
Supporting reinterpretation in computer-aided conceptual design
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
NetPanorama: A Declarative Grammar for Network Construction, Transformation, and Visualization
This paper introduces NetPanorama, a domain-specific language and declarative
grammar for interactive network visualizations. Exploring complex networks with
multivariate, geographical, or temporal information often require bespoke
visualization designs, such as adjacency matrices, arc-diagrams, small
multiples, timelines, or geographic map visualizations. However, creating these
requires implementing data loading, data transformations, visualization, and
interactivity, which is time-consuming and slows down the iterative exploration
of this huge design space. With NetPanorama, a developer specifies a network
visualization design as a pipeline of parameterizable steps. Our specification
and reference implementation aims to facilitate visualization development and
reuse; allow for easy design exploration and iteration; and make data
transformation and visual mapping decisions transparent. Documentation, source
code, examples, and an interactive online editor can be found online:
https://netpanorama.netlify.app
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Shape interpretation with design computing
How information is interpreted has significant impact on how it can be used. This is particularly important in design where information from a wide variety of sources is used in a wide variety of contexts and in a wide variety of ways. This paper is concerned with the information that is created, modified and analysed during design processes, specifically with the information that is represented in shapes. It investigates how design computing seeks to support these processes, and the difficulties that arise when it is necessary to consider alternative interpretations of shape. The aim is to establish the problem of shape interpretation as a general challenge for research in design computing, rather than a difficulty that is to be overcome within specific processes. Shape interpretations are common characteristics of several areas of enquiry in design computing. This paper reviews these, brings an integrated perspective and draws conclusions about how this underlying process can be supported
Intelligent Generation of Graphical Game Assets: A Conceptual Framework and Systematic Review of the State of the Art
Procedural content generation (PCG) can be applied to a wide variety of tasks
in games, from narratives, levels and sounds, to trees and weapons. A large
amount of game content is comprised of graphical assets, such as clouds,
buildings or vegetation, that do not require gameplay function considerations.
There is also a breadth of literature examining the procedural generation of
such elements for purposes outside of games. The body of research, focused on
specific methods for generating specific assets, provides a narrow view of the
available possibilities. Hence, it is difficult to have a clear picture of all
approaches and possibilities, with no guide for interested parties to discover
possible methods and approaches for their needs, and no facility to guide them
through each technique or approach to map out the process of using them.
Therefore, a systematic literature review has been conducted, yielding 200
accepted papers. This paper explores state-of-the-art approaches to graphical
asset generation, examining research from a wide range of applications, inside
and outside of games. Informed by the literature, a conceptual framework has
been derived to address the aforementioned gaps
CItyMaker:
Due to its complexity, the evolution of cities is something that is difficult to predict and planning new developments for cities is therefore a difficult task. This complexity can be identified on two levels: on a micro level, it emerges from the multiple relations between the many components and actors in cities, whereas on a macro level it stems from the geographical, social and economic relations between cities. However, many of these relations can be measured.
The design of plans for cities can only be improved if designers are able to address measurements of some of the relationships between the components of cities during the design process. These measurements are called urban indicators. By calculating such measurements, designers can grasp the meaning of the changes being proposed, not just as simple alternative layouts, but also in terms of the changes in indicators adding a qualitative perception.
This thesis presents a method and a set of tools to generate alternative solutions for an urban context. The method proposes the use of a combined set of design patterns encoding typical design moves used by urban designers. The combination of patterns generates different layouts which can be adjusted by manipulating several parameters in relation to updated urban indicators. The patterns were developed from observation of typical urban design procedures, first encoded as discursive grammars and later translated into parametric design patterns. The CItyMaker method and tools allows the designer to compose a design solution from a set of programmatic premises and fine-tune it by pulling parameters whilst checking the changes in urban indicators. These tools improve the designer’s awareness of the consequences of their design moves
CItyMaker
Due to its complexity, the evolution of cities is something that is difficult to predict and planning new developments for cities is therefore a difficult task. This complexity can be identified on two levels: on a micro level, it emerges from the multiple relations between the many components and actors in cities, whereas on a macro level it stems from the geographical, social and economic relations between cities. However, many of these relations can be measured.
The design of plans for cities can only be improved if designers are able to address measurements of some of the relationships between the components of cities during the design process. These measurements are called urban indicators. By calculating such measurements, designers can grasp the meaning of the changes being proposed, not just as simple alternative layouts, but also in terms of the changes in indicators adding a qualitative perception.
This thesis presents a method and a set of tools to generate alternative solutions for an urban context. The method proposes the use of a combined set of design patterns encoding typical design moves used by urban designers. The combination of patterns generates different layouts which can be adjusted by manipulating several parameters in relation to updated urban indicators. The patterns were developed from observation of typical urban design procedures, first encoded as discursive grammars and later translated into parametric design patterns. The CItyMaker method and tools allows the designer to compose a design solution from a set of programmatic premises and fine-tune it by pulling parameters whilst checking the changes in urban indicators. These tools improve the designer’s awareness of the consequences of their design moves
Supporting design exploration
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
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