794 research outputs found

    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

    NetPanorama: A Declarative Grammar for Network Construction, Transformation, and Visualization

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    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

    [Subject benchmark statement]: computing

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    Intelligent Generation of Graphical Game Assets: A Conceptual Framework and Systematic Review of the State of the Art

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    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:

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    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

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    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

    The 2nd Conference of PhD Students in Computer Science

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    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
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