13 research outputs found
Circular-Planned Diagrid Systems and an Interrelated Technique Using Planar Elements
This paper presents the development of circular-planned diagrid systems in architecture and varying approaches in patents in relation to these developments, together with a technique introduced for producing diagrid implementations using planar elements. A circular plan creates a curved surface at its periphery that leads to the diagrid system on a curved surface, resulting in unique geometric configurations. Patents based on these geometric configurations and their details, registered between 1896 and 2016, are documented. A technique is devised by the authors as a reinterpretation of the diagrid system via planar components with its own parameters and principles. This technique may be utilized by design offices or by the students of architecture for prototyping or modelling a circular-planned diagrid structure in a precise, fast and economical manner by means of conventional CNC manufacturing techniques. © 2017 Kim Williams Books, Turi
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PhD Dissertation
This study is an investigation of the role of sound in the making of a sense of place. The topic is explored both theoretically and practically within the scopes of real, virtual and augmented environments. It is argued that new media can be utilized to generate multi- sensory experiences that can engender a sense of place. By doing so, new media applications can provide valuable insight into the ways in which environmental perception function and make it possible to investigate how multiple senses interact with each other to generate place experience.In the first part of the study, the concept of place is traced from its philosophical origins along its evolution through different traditions of western thought. This is followed by the analysis of four mainstream descriptions of sense of place from architecture and social theory. A phenomenological framework is proposed suggesting that place experience is founded on multi-sensory social and environmental interactions followed 1by the introduction of the concept of soundscape, as the auditory dimension of place experience.Two case-studies are presented in the second part of the study, both of which utilize new media to investigate the generation of digital soundscapes. In the first case study, the theoretical framework established on place and soundscapes in the preceding chapters is utilized in the modeling and evaluating a virtual soundscape environment for a cultural heritage reconstruction project. The second case study is an empirical investigation that uses mobile audio-augmented reality to test and evaluate the influence of sound on the sense of place.
Recommended from our members
PhD Dissertation
This study is an investigation of the role of sound in the making of a sense of place. The topic is explored both theoretically and practically within the scopes of real, virtual and augmented environments. It is argued that new media can be utilized to generate multi- sensory experiences that can engender a sense of place. By doing so, new media applications can provide valuable insight into the ways in which environmental perception function and make it possible to investigate how multiple senses interact with each other to generate place experience.In the first part of the study, the concept of place is traced from its philosophical origins along its evolution through different traditions of western thought. This is followed by the analysis of four mainstream descriptions of sense of place from architecture and social theory. A phenomenological framework is proposed suggesting that place experience is founded on multi-sensory social and environmental interactions followed 1by the introduction of the concept of soundscape, as the auditory dimension of place experience.Two case-studies are presented in the second part of the study, both of which utilize new media to investigate the generation of digital soundscapes. In the first case study, the theoretical framework established on place and soundscapes in the preceding chapters is utilized in the modeling and evaluating a virtual soundscape environment for a cultural heritage reconstruction project. The second case study is an empirical investigation that uses mobile audio-augmented reality to test and evaluate the influence of sound on the sense of place.
Towards a New Representational Ecosystem for the Design Studio
The collection of visual and physical simulation tools available to a design team constitutes what can be termed the Representational Ecosystem of the design studio. Current digital paradigm does not effectively support design discussions because it is limited to the pictorial-frame and scaled representations. We analyzed for the first time the link between the Interconnected Hybrid Ideation Space (HIS) and the representational ecosystem of a design studio as a case study. The Hybrid Representational Ecosystem is proposed to better achieve a comprehensive and closer view of the design solution because it is fully hybrid (analog/digital), it supports multiple kinds of representations, scales, and co-design. The epistemology and principles of the new paradigm are described
Spatio-Temporally Navigable Representation and Communication of Urban Cultural Heritage
Virtual environments are effective tools for the representation and communication of cultural heritage. We suggest that an interactive, immersive and dynamic navigation of the virtual representation of the urban environment will not only convey the essence of the culture and the changes it underwent in a more comprehensible manner, but will engender a 'sense of place'—genius loci— in the visitors. This cognitive mode will help them learn about much more than the geometry and materiality of the city: it will make them 'feel' part of the event itself. By presenting a socially shareable experience, we aim to introduce the medium the character of a genuine place, and make it a social venue for active exploration, discussion and interaction
Design Flow 2.0, assessing experience during ideation with increased granularity: A proposed method
International audienceThis paper presents a new method to measure designers' experience during ideation, by using the technique of self-observation instrumented with a device and an original software. Based on the previous concept of Design Flow and the experience fluctuation model, the proposed procedure asks participants to rate their perceived challenge and skills at each moment of their ideation session while watching the video recording. The method aims at increasing granularity of Design Flow and reducing time of interviews, while retaining the ability to analyse the ideation activity as a whole, not just selected excerpts. After performing a validation test confirming its effectiveness, we conclude that this method is a fast and practical way to obtain continuous quantitative data about designers' experience that can be analysed and triangulated with other sources of data (e.g. verbal analysis)
Analyse de référents de l'activité de co-design dans un contexte de Réalité Mixte »
International audienc
Design Flow 2.0, assessingcexperience during ideation with increased granularity: A proposed method
International audienc