1,994 research outputs found

    Using virtual worlds as collaborative environments for innovation and design: lessons learned and observations from case studies in architectural projects

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    In this paper we discuss observations and lessons learned in conducting architectural design projects in virtual worlds. By integrating a community of users in virtual worlds into a collaborative architectural design process, organisations can tap the community's creativity and intelligence through immersive technology. The paper provides an overview of the latest advances of information and communication technologies in immersive virtual environments and discusses some of the observations and lessons learned which should be taken into account in developing collaboration models for such activities. Here we propose four modes of collaboration, based on the choices for degree of openness and governance structure, which are illustrated by four case studies

    Gather round the wiki-tree : virtual worlds as an open platform for architectural collaboration

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    The growth of internet based communication has facilitated the development of open source, collaborative projects. Here we describe the results of three 'Wikitecture' experiments in collaborative, open source architectural design within the virtual world Second Life. We describe the in-world platform developed and its use for a design competition entry. Issues such as contribution assessment and the role of open source collaborative design in architecture and construction are discussed, concluding with a wish list for future enhancements

    A Tippee\u27s Duty to Disclose Under Rule 10B-5: Dirks v. S.E.C.

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    Strategic style change using grammar transformations

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    New styles can be created by modifying existing ones. In order to formalize style change using grammars, style has to be formally defined in the design language of a grammar. Previous studies in the use of grammars for style change do not give explicit rationale for transformation. How would designers decide which rules to modify in a grammar to generate necessary changes in style(s) of designs? This paper addresses the aforementioned issues by presenting a framework for strategic style change using goal-driven grammar transformations. The framework employs a style description scheme constructed by describing the aesthetic qualities of grammar elements using adjectival descriptors. We present techniques for the formal definition of style in the designs generated by grammars. The utility of the grammar transformation framework and the style description scheme is tested with an example of mobile phone design. Analyses reveal that constraining rules in grammars is a valid technique for generating designs with a dominance of desired adjectival descriptors, thus aiding in strategic style change

    Categorisation of designs according to preference values for shape rules

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    Shape grammars have been used to explore design spaces through design generation according to sets of shape rules with a recursive process. Although design space exploration is a persistent issue in computational design research, there have been few studies regarding the provision of more preferable and refined outcomes to designers. This paper presents an approach for the categorisation of design outcomes from shape grammar systems to support individual preferences via two customised viewpoints: (i) absolute preference values of shape rules and (ii) relative preference values of shape rules with shape rule classification levels with illustrative examples

    Cybergogy as a framework for teaching design students in virtual worlds

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    Notes from Mosier: Now on to Bridgeton

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