54 resultados para Digital design


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This paper explores the engagement of architectural students with music in a second year design studio, through a Game and two design projects. A ‘Game’, in the context of this research, is a low-risk learning activity derived from the model established in the CUTSD ‘Reflective Making’ project. The Game required students to complete one of three tasks; to compose and record a piece of electronic music; to research the works of a composer within a digital presentation or to design a prototype musical instrument. This was used as a generative device to inform the design of a Music Room: a space for the contemplation and composition of music. A third stage of the project involved the actual construction of 8 Music Rooms, a high-risk, high-reward activity that requires physical resolution of an established relationship between music and architecture.

This paper will focus on the engagement of architecture students with the Game and related design projects. Student perceptions of the project are used to inform an evaluation of the project as an authentic learning experience and as a valuable component of their architectural education.

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This paper outlines a case study of media use within a second year design studio at Deakin University in Victoria. Australia. The case study involves an active cohort of students working on four design projects, each staged to address specific aspects of tectonics and conceptual design. The research is based on three questionnaires, a focus group discussion and analysis of assessment and digital folios to explore the way students use digital, analogue and hybrid media within their design projects. Relationships arc drawn between media use within projects and student perceptions of the benefits of using particular media within projects of a conceptual or tectonic nature.

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The development of data rich digital environments for the construction industry has been problematic despite the initial optimism when their application to design and construction was first considered. This paper reviews the current state of the art research into the application of information technology in design and construction and identifies the more critical issues in its adoption. In conclusion the paper then proposes a preliminary theoretical model being developed as a research tool for investigation into highly detailed information flows in a case study building renovation project. This investigation aims to track the detailed information flows and knowledge system used by the stakeholders in the building project.

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Programmatic form-finding and the visual analysis of creative works (architecture, sound, sculpture, painting, music or dance) can be combined to develop “alchemical” processes for the computational exploration of form. This paper reports two project-based form exploration experiments using such a process. The first experiment develops a process for capturing, manipulating and generating form based on a piece of dance choreography. The second experiment explores the decompression of space and architectural elements encoded within the Duchamp painting “Nude descending a staircase”. A discussion for incorporating programmatic strategies and for developing an innovative approach to conceptual form processing based on the language of geometry is presented.

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This paper proposes a theoretical process model and the associated detailed information structure which reflects the complexity of information, stakeholder interaction and intellectual property concerns which are currently seen in the construction industry. This is being developed and tested against a field study renovation project. The field study project identifies information flows and interactions between stakeholders such as designers, project managers, clients, contractors, subcontractors and suppliers. The process model which is being established shows very high levels of complexity in dependencies and interdependencies between implicit and explicit information within the project design and construction teams. Without an understanding of these detailed and complex process interactions, proposals for the application of ICT to the construction industry will not reflect the requirements of those for whom they are being developed.

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Information literacy is developing new meanings and importance in the online age of teaching and learning in higher education. Information literacy, as a highly prized graduate attribute, is related to the development of lifelong learning capacities. Its strong re-emergence in the form of digital literacy in the context of major online developments at Deakin University is considered through four cases. In each case the reader is asked to consider how the teaching staff members have conceived critical discipline-based information and digital literacies, how these conceptions are related to desired learning outcomes, the types of digital and online environments designed to support the development of these literacies, and how each one contributes to the development of lifelong learning capacities. Information and digital literacy is enlivened through being situated in broader understandings of new generations of learners, new forms of learning and new e-supported learning environments. Educational design, evaluation, research and technology implications of these new types of digital and online-based teaching and learning environments are finally examined.

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In their out-of-school lives, young people are immersed in rich and complex digital worlds, characterised by image and multimodality. Computer games in particular present young people with specific narrative genres and textual forms: contexts in which meaning is constructed interactively and drawing explicitly on a wide range of design elements including sound, image, gesture, symbol, colour and so on. As English curriculum seeks to address the changing nature of literacy, challenges are raised, particularly with respect to the ways in which multimodal texts might be incorporated alongside print based forms of literacy. Questions focus both on the ways in which such texts might be created, studied and assessed, and on the implications of the introduction of such texts for print based literacies. This paper explores intersections between writing and computer games within the English classroom, from a number of junior secondary examples. In particular it considers tensions that arise when young people use writing to recreate or respond to multimodal forms. It explores ways in which writing is stretched and challenged by enterprises such as these, ways in which students utilise and adapt print based modes to represent multimodal forms of narrative, and how teachers and curriculum might respond. Consideration is given to the challenges posed to teaching and assessment by bringing writing to bear as the medium of analysis of, and response to, multimodal texts.

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The purpose of this paper is to present and analyse a case example of the development and implementation of a digital learnmg object in context with academic literature in the field. The paper's content describes the creation of a multimedia learning object from conception in 2004 to completion m 2006. Provided is the rationale and outcome of a strategically funded University project aimed at illuminating an industrial case study of good management and communication practices for use in classrooms throughout the entire university. This paper is intended to act as a guide for others. Our experience as academics in successful dialogue With educational technologists will inspire and inform those embarking on similar projects, and aspects of it will generalise to development and implementation Issues for other kinds of learning objects.

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This thesis describes the exploration and the development of computational means to investigate the behaviour of design objects before they are available for investigation in the physical world. The motivation is to inform the design process about the design object's performance in order to achieve better--more performance-oriented--design outcomes in the sense of energy efficiency and comfort performance than can be achieved by conventional design techniques.

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This paper addresses some aspects of the digital divide affecting teachers and learners in higher education. These relate to divisions arising from variable rates of technology adoption by teachers, which may be especially problematic when students’ uptake of technology is much more rapid than those who teach them, and also to divisions within the student body which teachers need to accommodate when they plan the design of learning. To address these divisions, we designed a pilot online workshop to prepare a small group of teaching staff at two Australian universities for using wikis in teaching and assessment. Participants were immersed in the experience of collaborating on a project in a wiki as learners, and then asked to reflect on this experience as teachers. We used a participatory action research approach with a view to developing a community of enquiry to investigate this experience for improving future offerings, and informing the participants’ teaching practice. This paper reports on the professional development effort, reflecting on the successes and limitations of the work, and lessons learned in relation to bridging the above aspects of the digital divide. We then comment on the potential for further development in the context of the evolution of learning technology as a research discipline.

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This paper examines adolescent girls' multimodal design that challenges/resists patriarchy. Acts of uploading and multimodal design are discussed in terms of Bulter's theorisation of discursive performativity. The author suggests the girls employ a form of 'linguistic agency' or 'discursive agency' that allows them to make use of a wide range of multimodal design practices often unavailable in print dominated middle years classrooms. The girls in the study were involved in a set of relationships over time, both inside and outside of school in virtual and real time communities of practice. As a result, they engaged with particular areas of curricular knowledge differently than boys. The findings suggest that within online communities of practice, new contexts emerge where adolescent girls can contest the discourses of patriarchal power.

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People with cognitive disorders, such as autism or Asperger’s syndrome, face many barriers when being involved in the co-design of information and communications technologies (ICT). Cognitive disorders may require that co-design techniques be modified to fit with individual abilities. Up until recently, with technology design, purpose and use being in the hands of ‘experts’ there was little opportunity for customisation. However, ICT bring together various threads that make open many new possibilities. Not only are technologies cheaper, more powerful and more available than ever, but now parents, support agencies and people with autism spectrum disorders expect information technologies to be part of their worlds, and they have the capacity to participate in co-design for customisation. However, co-design techniques have not evolved to the extent that they capture this potential democratisation of the ICT. This paper reports on an investigation of the potential to develop a set of guidelines for co-design techniques to enable people with autism spectrum disorders to participate in ICT design.

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The aim of this research was to investigate the design of a digital museum for the Espai Gaudi, Barcelona, Spain. Acting as a repository of information, it provides an experience and understanding to the general public of the use of geometry within the Sagrada Familia Church by architect Antoni Gaudi.

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Parametric modelling, commonly used in the automotive and aerospace industries, has recently been adopted in the architecture and construction fields. The ability to design small repeatable components and apply them to a larger governing surface geometry is one area of parametric modelling that has great design potential. This two level modelling control, of component and overall surface, can allow designers to explore new types of form generation subject to parametric constraints. This paper reports on the design to fabrication process using repeatable components over a governing or carrier surface. The paper reports on our study of the requirements and possible solutions for successfully controlling a repeatable element, known as a Representative Volumetric Element (RVE), using geometric parameters of a larger governing surface geometry and material properties. This modelling process, coupled with Rapid
Manufacturing (RM) and Computer Numerically Controlled (CNC) machines has the potential to significantly reduce the interface between design and fabrication.

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Systems characterised by general graphs are very flexible because of a given application they offer a great number of degrees of freedom and consequently a great possibility of choice to the designer. This can become a drawback in practice when myriads of cases have to be examined analytically and most of them rejected for a variety of heterogeneous reasons. For such design problems, it appears that logic programming languages are ideally suited because they can implement the heterogeneous rules which describe the desired system in a natural way. An application of the Prolog language to the design of active RC biquad circuits investigated by Mouly in his doctoral thesis illustrates the advantages of such a rule-based approach.