65 resultados para Architecture design
em Universidad Politécnica de Madrid
Resumo:
The term "Logic Programming" refers to a variety of computer languages and execution models which are based on the traditional concept of Symbolic Logic. The expressive power of these languages offers promise to be of great assistance in facing the programming challenges of present and future symbolic processing applications in Artificial Intelligence, Knowledge-based systems, and many other areas of computing. The sequential execution speed of logic programs has been greatly improved since the advent of the first interpreters. However, higher inference speeds are still required in order to meet the demands of applications such as those contemplated for next generation computer systems. The execution of logic programs in parallel is currently considered a promising strategy for attaining such inference speeds. Logic Programming in turn appears as a suitable programming paradigm for parallel architectures because of the many opportunities for parallel execution present in the implementation of logic programs. This dissertation presents an efficient parallel execution model for logic programs. The model is described from the source language level down to an "Abstract Machine" level suitable for direct implementation on existing parallel systems or for the design of special purpose parallel architectures. Few assumptions are made at the source language level and therefore the techniques developed and the general Abstract Machine design are applicable to a variety of logic (and also functional) languages. These techniques offer efficient solutions to several areas of parallel Logic Programming implementation previously considered problematic or a source of considerable overhead, such as the detection and handling of variable binding conflicts in AND-Parallelism, the specification of control and management of the execution tree, the treatment of distributed backtracking, and goal scheduling and memory management issues, etc. A parallel Abstract Machine design is offered, specifying data areas, operation, and a suitable instruction set. This design is based on extending to a parallel environment the techniques introduced by the Warren Abstract Machine, which have already made very fast and space efficient sequential systems a reality. Therefore, the model herein presented is capable of retaining sequential execution speed similar to that of high performance sequential systems, while extracting additional gains in speed by efficiently implementing parallel execution. These claims are supported by simulations of the Abstract Machine on sample programs.
Resumo:
Emergency management is one of the key aspects within the day-to-day operation procedures in a highway. Efficiency in the overall response in case of an incident is paramount in reducing the consequences of any incident. However, the approach of highway operators to the issue of incident management is still usually far from a systematic, standardized way. This paper attempts to address the issue and provide several hints on why this happens, and a proposal on how the situation could be overcome. An introduction to a performance based approach to a general system specification will be described, and then applied to a particular road emergency management task. A real testbed has been implemented to show the validity of the proposed approach. Ad-hoc sensors (one camera and one laser scanner) were efficiently deployed to acquire data, and advanced fusion techniques applied at the processing stage to reach the specific user requirements in terms of functionality, flexibility and accuracy.
Resumo:
The presented work aims to contribute towards the standardization and the interoperability off the Future Internet through an open and scalable architecture design. We present S³OiA as a syntactic/semantic Service-Oriented Architecture that allows the integration of any type of object or device, not mattering their nature, on the Internet of Things. Moreover, the architecture makes possible the use of underlying heterogeneous resources as a substrate for the automatic composition of complex applications through a semantic Triple Space paradigm. Created applications are dynamic and adaptive since they are able to evolve depending on the context where they are executed. The validation scenario of this architecture encompasses areas which are prone to involve human beings in order to promote personal autonomy, such as home-care automation environments and Ambient Assisted Living.
Resumo:
People in industrial societies carry more and more portable electronic devices (e.g., smartphone or console) with some kind of wireles connectivity support. Interaction with auto-discovered target devices present in the environment (e.g., the air conditioning of a hotel) is not so easy since devices may provide inaccessible user interfaces (e.g., in a foreign language that the user cannot understand). Scalability for multiple concurrent users and response times are still problems in this domain. In this paper, we assess an interoperable architecture, which enables interaction between people with some kind of special need and their environment. The assessment, based on performance patterns and antipatterns, tries to detect performance issues and also tries to enhance the architecture design for improving system performance. As a result of the assessment, the initial design changed substantially. We refactorized the design according to the Fast Path pattern and The Ramp antipattern. Moreover, resources were correctly allocated. Finally, the required response time was fulfilled in all system scenarios. For a specific scenario, response time was reduced from 60 seconds to less than 6 seconds.
Resumo:
This paper introduces a theoretical model for developing integrated degree programmes through e-learning systems as stipulated by a collaboration agreement signed by two universities. We have analysed several collaboration agreements between universities at the national, European, and transatlantic level as well as various e-learning frameworks. A conceptual model, a business model, and the architecture design are presented as part of the theoretical model. The paper presents a way of implementing e-learning systems as a tool to support inter-institutional degree collaborations, from the signing of the collaborative agreement to the implementation of the necessary services. In order to show how the theory can be tested one sample scenario is presented.
Resumo:
Hoy en día, el desarrollo tecnológico en el campo de los sistemas inteligentes de transporte (ITS por sus siglas en inglés) ha permitido dotar a los vehículos con diversos sistemas de ayuda a la conducción (ADAS, del inglés advanced driver assistance system), mejorando la experiencia y seguridad de los pasajeros, en especial del conductor. La mayor parte de estos sistemas están pensados para advertir al conductor sobre ciertas situaciones de riesgo, como la salida involuntaria del carril o la proximidad de obstáculos en el camino. No obstante, también podemos encontrar sistemas que van un paso más allá y son capaces de cooperar con el conductor en el control del vehículo o incluso relegarlos de algunas tareas tediosas. Es en este último grupo donde se encuentran los sistemas de control electrónico de estabilidad (ESP - Electronic Stability Program), el antibloqueo de frenos (ABS - Anti-lock Braking System), el control de crucero (CC - Cruise Control) y los más recientes sistemas de aparcamiento asistido. Continuando con esta línea de desarrollo, el paso siguiente consiste en la supresión del conductor humano, desarrollando sistemas que sean capaces de conducir un vehículo de forma autónoma y con un rendimiento superior al del conductor. En este trabajo se presenta, en primer lugar, una arquitectura de control para la automatización de vehículos. Esta se compone de distintos componentes de hardware y software, agrupados de acuerdo a su función principal. El diseño de la arquitectura parte del trabajo previo desarrollado por el Programa AUTOPIA, aunque introduce notables aportaciones en cuanto a la eficiencia, robustez y escalabilidad del sistema. Ahondando un poco más en detalle, debemos resaltar el desarrollo de un algoritmo de localización basado en enjambres de partículas. Este está planteado como un método de filtrado y fusión de la información obtenida a partir de los distintos sensores embarcados en el vehículo, entre los que encontramos un receptor GPS (Global Positioning System), unidades de medición inercial (IMU – Inertial Measurement Unit) e información tomada directamente de los sensores embarcados por el fabricante, como la velocidad de las ruedas y posición del volante. Gracias a este método se ha conseguido resolver el problema de la localización, indispensable para el desarrollo de sistemas de conducción autónoma. Continuando con el trabajo de investigación, se ha estudiado la viabilidad de la aplicación de técnicas de aprendizaje y adaptación al diseño de controladores para el vehículo. Como punto de partida se emplea el método de Q-learning para la generación de un controlador borroso lateral sin ningún tipo de conocimiento previo. Posteriormente se presenta un método de ajuste on-line para la adaptación del control longitudinal ante perturbaciones impredecibles del entorno, como lo son los cambios en la inclinación del camino, fricción de las ruedas o peso de los ocupantes. Para finalizar, se presentan los resultados obtenidos durante un experimento de conducción autónoma en carreteras reales, el cual se llevó a cabo en el mes de Junio de 2012 desde la población de San Lorenzo de El Escorial hasta las instalaciones del Centro de Automática y Robótica (CAR) en Arganda del Rey. El principal objetivo tras esta demostración fue validar el funcionamiento, robustez y capacidad de la arquitectura propuesta para afrontar el problema de la conducción autónoma, bajo condiciones mucho más reales a las que se pueden alcanzar en las instalaciones de prueba. ABSTRACT Nowadays, the technological advances in the Intelligent Transportation Systems (ITS) field have led the development of several driving assistance systems (ADAS). These solutions are designed to improve the experience and security of all the passengers, especially the driver. For most of these systems, the main goal is to warn drivers about unexpected circumstances leading to risk situations such as involuntary lane departure or proximity to other vehicles. However, other ADAS go a step further, being able to cooperate with the driver in the control of the vehicle, or even overriding it on some tasks. Examples of this kind of systems are the anti-lock braking system (ABS), cruise control (CC) and the recently commercialised assisted parking systems. Within this research line, the next step is the development of systems able to replace the human drivers, improving the control and therefore, the safety and reliability of the vehicles. First of all, this dissertation presents a control architecture design for autonomous driving. It is made up of several hardware and software components, grouped according to their main function. The design of this architecture is based on the previous works carried out by the AUTOPIA Program, although notable improvements have been made regarding the efficiency, robustness and scalability of the system. It is also remarkable the work made on the development of a location algorithm for vehicles. The proposal is based on the emulation of the behaviour of biological swarms and its performance is similar to the well-known particle filters. The developed method combines information obtained from different sensors, including GPS, inertial measurement unit (IMU), and data from the original vehicle’s sensors on-board. Through this filtering algorithm the localization problem is properly managed, which is critical for the development of autonomous driving systems. The work deals also with the fuzzy control tuning system, a very time consuming task when done manually. An analysis of learning and adaptation techniques for the development of different controllers has been made. First, the Q-learning –a reinforcement learning method– has been applied to the generation of a lateral fuzzy controller from scratch. Subsequently, the development of an adaptation method for longitudinal control is presented. With this proposal, a final cruise control controller is able to deal with unpredictable environment disturbances, such as road slope, wheel’s friction or even occupants’ weight. As a testbed for the system, an autonomous driving experiment on real roads is presented. This experiment was carried out on June 2012, driving from San Lorenzo de El Escorial up to the Center for Automation and Robotics (CAR) facilities in Arganda del Rey. The main goal of the demonstration was validating the performance, robustness and viability of the proposed architecture to deal with the problem of autonomous driving under more demanding conditions than those achieved on closed test tracks.
Resumo:
The ability to generate entangled photon pairs over a broad wavelength range opens the door to the simultaneous distribution of entanglement to multiple users in a network by using centralized sources and flexible wavelength-division multiplexing schemes. Here, we show the design of a metropolitan optical network consisting of tree-type access networks, whereby entangled photon pairs are distributed to any pair of users, independent of their location. The network is constructed employing commercial off-the-shelf components and uses the existing infrastructure, which allows for moderate deployment costs. We further develop a channel plan and a network-architecture design to provide a direct optical path between any pair of users; thus, allowing classical and one-way quantum communication, as well as entanglement distribution. This allows the simultaneous operation of multiple quantum information technologies. Finally, we present a more flexible backbone architecture that pushes away the load limitations of the original network design by extending its reach, number of users and capabilities.
Resumo:
La usabilidad es un atributo de calidad de un sistema software que llega a ser crítico en sistemas altamente interactivos. Desde el campo de la Interacción Persona-Ordenador se proponen recomendaciones que permiten alcanzar un nivel adecuado de usabilidad en un sistema. En la disciplina de la Ingeniería de Software se ha establecido que algunas de estas recomendaciones afectan a la funcionalidad principal de los sistemas y no solo a la interfaz de usuario. Este tipo de recomendaciones de usabilidad se deben tener en cuenta desde las primeras actividades y durante todo el proceso de desarrollo, así como se hace con atributos tales como la seguridad, la facilidad de mantenimiento o el rendimiento. Desde la Ingeniería de Software se han hecho estudios y propuestas para abordar la usabilidad en las primeras actividades del desarrollo. En particular en la educción de requisitos y diseño de la arquitectura. Estas propuestas son de un alto nivel de abstracción. En esta investigación se aborda la usabilidad en actividades avanzadas del proceso de desarrollo: el diseño detallado y la programación. El objetivo de este trabajo es obtener, formalizar y validar soluciones reutilizables para la usabilidad en estas actividades. En este estudio se seleccionan tres funcionalidades de usabilidad identificadas como de alto impacto en el diseño: Abortar Operación, Retroalimentación de Progreso y Preferencias. Para la obtención de elementos reutilizables se utiliza un método inductivo. Se parte de la construcción de aplicaciones web particulares y se induce una solución general. Durante la construcción de las aplicaciones se mantiene la trazabilidad de los elementos relacionados con cada funcionalidad de usabilidad. Al finalizar se realiza un análisis de elementos comunes, y los hallazgos se formalizan como patrones de diseño orientados a la implementación y patrones de programación en cada uno de los lenguajes utilizados: PHP, VB .NET y Java. Las soluciones formalizadas como patrones se validan usando la metodología de estudio de casos. Desarrolladores independientes utilizan los patrones para la inclusión de las tres funcionalidades de usabilidad en dos nuevas aplicaciones web. Como resultado, los desarrolladores pueden usar con éxito las soluciones propuestas para dos de las funcionalidades: Abortar Operación y Preferencias. La funcionalidad Retroalimentación de Progreso no puede ser implementada completamente. Se concluye que es posible obtener elementos reutilizables para la implementación de cada funcionalidad de usabilidad. Estos elementos incluyen: escenarios de aplicación, que son la combinación de casuísticas que generan las funcionalidades de usabilidad, responsabilidades comunes necesarias para cubrir los escenarios, componentes comunes para cumplir con las responsabilidades, elementos de diseño asociados a los componentes y el código que implementa el diseño. Formalizar las soluciones como patrones resulta útil para comunicar los hallazgos a otros desarrolladores y los patrones se mejoran a través de su utilización en nuevos desarrollos. La implementación de funcionalidades de usabilidad presenta características que condicionan su reutilización, en particular, el nivel de acoplamiento de la funcionalidad de usabilidad con las funcionalidades de la aplicación, y la complejidad interna de la solución. ABSTRACT Usability is a critical quality attribute of highly interactive software systems. The humancomputer interaction field proposes recommendations for achieving an acceptable system usability level. The discipline of software engineering has established that some of these recommendations affect not only the user interface but also the core system functionality. This type of usability recommendations must be taken into account as of the early activities and throughout the software development process as in the case of attributes like security, ease of maintenance or performance. Software engineering has conducted studies and put forward proposals for tackling usability in the early development activities, particularly requirements elicitation and architecture design. These proposals have a high level of abstraction. This research addresses usability in later activities of the development process: detailed design and programming. The goal of this research is to discover, specify and validate reusable usability solutions for detailed design and programming. Abort Operation, Feedback and Preferences, three usability functionalities identified as having a high impact on design, are selected for the study. An inductive method, whereby a general solution is induced from particular web applications built for the purpose, is used to discover reusable elements. During the construction of the applications, the traceability of the elements related to each usability functionality is maintained. At the end of the process, the common and possibly reusable elements are analysed. The findings are specified as implementation-oriented design patterns and programming patterns for each of the languages used: PHP, VB .NET and Java. The solutions specified as patterns are validated using the case study methodology. Independent developers use the patterns in order to build the three usability functionalities into two new web applications. As a result, the developers successfully use the proposed solutions for two of the functionalities: Abort Operation and Preferences. The Progress Feedback functionality cannot be fully implemented. We conclude that it is possible to discover reusable elements for implementing each usability functionality. These elements include: application scenarios, which are combinations of cases that generate usability functionalities, common responsibilities to cover the scenarios, common components to fulfil the responsibilities, design elements associated with the components and code implementing the design. It is useful to specify solutions as patterns in order to communicate findings to other developers, and patterns improve through further use in other development projects. Reusability depends on the features of usability functionality implementation, particularly the level of coupling of the usability functionality with the application functionalities and the internal complexity of the solution.
Resumo:
Entrevista
Resumo:
Centro per l'infanzia Ponzano Children. Ponzano Veneto (Treviso)
Resumo:
Uno de los temas más importantes dentro del debate contemporáneo, es el que se refiere a la sostenibilidad a largo plazo de la sociedad tal y como la entendemos hoy. El ser humano está recuperando la sensibilidad perdida que le concebía como una pieza más dentro del ciclo natural de la vida. Por fin hemos entendido que no podemos ser auto suficientes e independientes del entorno natural que nos rodea. Más allá del respeto y del cuidado, está abierta la puerta del conocimiento infinito que nos brinda la naturaleza a todos los niveles y a todas las escalas. Dentro de la disciplina arquitectónica han existido ejemplos como Antoni Gaudí o Frei Otto que han referenciado su obra en el mundo Natural, encontrando en él las estrategias y bases para el diseño arquitectónico. Sin embargo han sido una minoría dentro del enorme elenco de arquitectos defensores del ángulo recto. En las últimas décadas, la tendencia está cambiando. No nos referimos tanto a la sensibilidad creciente por conseguir una mayor eficiencia energética que ha llevado a una puesta en valor de la arquitectura vernácula, trasladando su sabiduría a las estrategias bioclimáticas. Nos referimos a un caso específico dentro del amplio abanico de formas arquitectónicas que han aparecido gracias a la incorporación de las herramientas computacionales en el diseño y la producción. Las arquitecturas que nos interesan son las que aprovechan estas técnicas para analizar e interpretar las estrategias complejas y altamente eficientes que encontramos en la naturaleza, y trasladarlas a la disciplina arquitectónica. Esta tendencia que se enmarca dentro de la Biomímesis o Biomimética es conocida con el nombre de Bioarquitectura. La presente tesis trata de morfología y sobre todo de morfogénesis. El término morfología se refiere al estudio de una forma concreta que nos permite entender un caso específico, nuestro foco de atención se centra sin embargo en la morfogénesis, es decir, en el estudio de los procesos de generación de esas formas, para poder reproducir patrones y generar abanicos de casos adaptables y reconfigurables. El hecho de estudiar la forma no quiere decir que ésta sea una tesis “formalista” con la connotación peyorativa y gestual que se le suele atribuir a este término. La investigación concibe el concepto de forma como lo hace el mundo natural: forma como síntesis de eficiencia. No hay ninguna forma natural gratuita, que no cumpla una función determinada y que no se desarrolle con el mínimo material y gaste la mínima energía posible. Este afán por encontrar la “forma eficaz” es lo que nos hace traspasar la frontera de la arquitectura formalista. El camino de investigación morfológica se traza, como el título de la tesis indica, siguiendo el hilo conductor concreto de los radiolarios. Estos microorganismos unicelulares poseen unos esqueletos tan complejos que para poder entender su morfología es necesario establecer un amplio recorrido que abarca más de 4.000 años de conocimiento humano. Desde el descubrimiento de los sólidos platónicos, poliedros que configuran muchas de las formas globales de estos esqueletos; hasta la aplicación de los algoritmos generativos, que permiten entender y reproducir los patrones de comportamiento que existen detrás de los sistemas de compactación y teselación irregular de los esqueletos radiolarios. La tesis no pretende plantear el problema desde un punto de vista biológico, ni paleontológico, aunque inevitablemente en el primer capítulo se realiza un análisis referenciado del estado del conocimiento científico actual. Sí se analizan en mayor profundidad cuestiones morfológicas y se tratan los diferentes posicionamientos desde los cuales estos microorganismos han servido de referencia en la disciplina arquitectónica. Además encontramos necesario analizar otros patrones naturales que comparten estrategias generativas con los esqueletos radiolarios. Como ya hemos apuntado, en el segundo capítulo se aborda un recorrido desde las geometrías más básicas a las más complejas, que tienen relación con las estrategias de generación de las formas detectadas en los microorganismos. A su vez, el análisis de estas geometrías se intercala con ejemplos de aplicaciones dentro de la arquitectura, el diseño y el arte. Finalizando con un cronograma que sintetiza y relaciona las tres vías de investigación abordadas: natural, geométrica y arquitectónica. Tras los dos capítulos centrales, el capítulo final recapitula las estrategias analizadas y aplica el conocimiento adquirido en la tesis, mediante la realización de diferentes prototipos que abarcan desde el dibujo analítico tradicional, a la fabricación digital y el diseño paramétrico, pasando por modelos analógicos de escayola, barras metálicas, resina, silicona, látex, etc. ABSTRACT One of the most important issues in the contemporary debate, is the one concerning the long-term sustainability of society as we understand it today. The human being is recovering the lost sensitivity that conceived us as part of the natural cycle of life. We have finally understood that we cannot be self-sufficient and independent of the natural environment which surrounds us. Beyond respect and care, we’ll find that the gateway to the infinite knowledge that nature provides us at all levels and at all scales is open. Within the architectural discipline, there have been remarkable examples such as Antoni Gaudí or Frei Otto who have inspired their work in the natural world. Both, found in nature the strategies and basis of their architectural designs. However, they have been a minority within the huge cast of architects defenders of the right angle. In recent decades, the trend is changing. We are not referring to the growing sensitivity in trying to achieve energy efficiency that has led to an enhancement of vernacular architecture, transferring its wisdom to bioclimatic strategies. We refer to a specific case within the wide range of architectural forms that have appeared thanks to the integration of computer tools in both design and production processes. We are interested in architectures that exploit these techniques to analyse and interpret the complex and highly efficient strategies found in nature, and shift them to the discipline of architecture. This trend, which is being implemented in the framework of the Biomimicry or biomimetics, is called Bioarchitecture. This thesis deals with morphology and more specifically with morphogenesis. Morphology is the study of a concrete form that allows us to understand a specific case. However, our focus is centered in morphogenesis or, in other words, the study of the processes of generation of these forms, in order to replicate patterns and generate a range of adaptable and reconfigurable cases. The fact of studying shapes does not mean that this is a “formalistic” thesis with the pejorative connotation that is often attributed to this term. This study conceives the concept of shape as Nature does: as a synthesis of efficiency. There is no meaningless form in nature. Furthermore, forms and shapes in nature play a particular role and are developed with minimum energetic consumption. This quest to find the efficient shape is what makes us go beyond formalistic architecture. The road of morphological investigation is traced, as the title of the thesis suggests, following the thread of radiolaria. These single-cell microorganisms possess very complex skeletons, so to be able to understand their morphology we must establish a wide spectrum which spans throughout more than 4.000 years of human knowledge. From the discovery of the platonic solids, polyhedrons which configure a huge range of global shapes of these skeletons, through the application of generative algorithms which allow us to understand and recreate the behavioral patterns behind the systems of compression and irregular tessellation of the radiolarian skeletons. The thesis does not pretend to lay out the problem from a biological, paleontological standpoint, although inevitably the first chapter is developed through an analysis in reference to the current state of the science. A deeper analysis of morphological aspects and different positionings is taken into account where these microorganisms have served as reference in the architectonic discipline. In addition we find necessary to analyse other natural patterns which share generative strategies with radiolarian skeletons. Aforementioned, in the second chapter an itinerary of the most basic geometries to the more complex ones is addressed. These are related, in this chapter, to the generative strategies of the shapes found in microorganisms. At the same time, the analysis of these geometries is placed among examples of applications inside the fields of architecture, design and the arts. To come to an end, a time chart synthesizes and relates the three investigation paths addressed: natural, geometrical and architectonic. After the two central chapters, the final chapter summarises the strategies analysed and applies the knowledge acquired throughout the thesis. This final chapter is shaped by the realization of different prototypes which range from traditional analytical drawings, to digital fabrication and parametric design, going through plaster analogical models, metal bars, resin, silicone, latex, etc.
Resumo:
The Space Situational Awareness (SSA) program from the European Space Agency (ESA) protects Europe's citizens and their satellite-based services by detecting space hazards. ESA Ground Systems (GS) division is currently designing a phased array radar composed of thousands of radiating elements for future stages of the SSA program [1]. The radar shall guarantee the detection of most of the Low Earth Orbit (LEO) space debris, providing a general map of space junk. While range accuracy is mainly dictated by the radar waveform, the detection and tracking of small objects in LEO regimes is highly dependent on the angular accuracy achieved by the smart phased array antenna, demonstrating the important of the performance of this architecture.
Resumo:
The purpose of this paper is to expose the importance of observing cultural systems present in a territory as a reference for the design of urban infrastructures in the new cities and regions of rapid development. If we accept the idea that architecture is an instrument or cultural system developed by man to act as an intermediary to the environment, it is necessary to understand the elemental interaction between man and his environment to meet a satisfactory design. To illustrate this purpose, we present the case of the Eurasian Mediterranean region, where the architectural culture acts as a cultural system of adaptation to the environment and it is formed by an ancient process of selection. From simple observation of architectural types, construction systems and environmental mechanisms treasured in mediterranean historical heritage we can extract crucial information about this elemental interaction. Mediterranean architectural culture has environmental mechanisms responding to the needs of basics habitability, ethnics and passive conditioning. These mechanisms can be basis of an innovative design without compromising the diversity and lifestyles of human groups in the region. The main fundament of our investigation is the determination of the historical heritage of domestic architecture as holder of the formation process of these mechanisms. The result allows us to affirm that the successful introduction of new urban infrastructures in an area need a reliable reference and it must be a cultural system that entailing in essence the environmental conditioning of human existence. The urban infrastructures must be sustainable, understood and accepted by the inhabitants. The last condition is more important when the urban infrastructures are implemented in areas that are developing rapidly or when there is no architectural culture.
Resumo:
El "Anclaje y Ajuste", una herramienta de Marketing para analizar el poder de las referencias en el Arte, el Diseño y la Arquitectura = "Anchoring and Adjustment", a Marketing tool to analyse references in Art, Design and Architecture
Resumo:
In this article, I will research this topic from these aspects: the material, architectural forms, building technology and space experience, hoping to figure out the characteristic of traditional Chinese architecture and the use of low technology in it, explore a suitable path of the development of Chinese Vernacular Architecture.