54 resultados para Digital design

em Deakin Research Online - Australia


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This paper reports on three approaches to the translation of Gaussian surface models into scaled physical prototype models. Using the geometry of Eladio Dieste's Gaussian Vaults, the paper reports on the aspects encountered in the process of digital to physical prototype fabrication. The primary focus of the paper is on exploring the design geometry, investigating methods for preparing the geometry for fabrication and constructing physical prototypes. Three different approaches in the translation from digital to physical models are investigated: rapid prototyping, two dimensional surface models in paper and structural component models using Computer Numerical Controlled (CNC) fabrication. The three approaches identify a body of knowledge in the design and prototyping of Gaussian vaults. Finally the paper discusses the digital to. fabrication translation processes with regards to the characteristics, benefits and limitations of the three approaches of prototyping the ruled surface geometry of Gaussian Vaults.

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Information in construction industry is delivered and interpreted in a language specific to the industry in which large complex objects are only partially described and with much information being implicit in the language used. Successful communication therefore relies on participants in the industry leaming how to interpret the language through many years of education, training and experience. With the introduction of computer technology, and in particular the detailed digital building information model (DB 1M), the accepted language currently in use is no longer a valid method of describing the building. At all stages in the paper based design and documentation process it is generally readily apparent which parts of the design require further completion and which are fully resolved. This is able to be achieved through the complex graphical language currently in use. In the DBIM, all information appears at the same level of resolution making difficult the interpretation of implicit information embedded in the model. This compromises the collaborative design environment which is being described as a fundamental characteristic of the future construction industry. This paper focuses on two areas. The first analyses design resolution and the role uncertain information plays in the design process. It then discusses the manner in which designers and the industry in general deal with incomplete or unresolved information. The second describes a theoretical model in which a design resolution (DR) environment incorporates the level of design resolution as an operable element in a collaborative DBIM. The development and implementation of this model will allow designers to better share, understand and interpret design knowledge from the shared information during the various stages of digital design and before full resolution is achieved.

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This paper presents the concept and a test implementation of a digital representation of the physical world designed to assess comfort quality in
future environments. An integrated set of physical phenomena is modeled three-dimensionally to investigate the dynamic behavior of design objects
holistically.

The formulation supports the integration of computational simulation in the performance-based design process. It employs the principles of
geometrical and physical selfcontainedness to avoid that complex geometrical and physical circumstances have to be specified at design time. The concepts of congeneric cells and congeneric conjunctions are
introduced to simulate various physical phenomena simultaneously with a uniformly structured set of equations.

The concept, the prototype implementation and selected test cases are presented. Although it was not possible to implement all features and model parts completely, the research and the discussion of its achievements make valuable contributions towards more effective integration of computational simulation in the performance-based design process.

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This paper reports the second part of a study on the digital design and fabrication of scaled architectural prototypes. The first paper reported techniques in the realization of a double curved vault surface, the Gaussian Vault. The aims of the research here further extend this body of knowledge to a better understanding of constructible components. It addresses the problem of fabricating complex curved forms through the integration of the basic building elements, skin and structure, to achieve a scaled physical prototype. The focus of the experimentation is to investigate the process from which a digital surface form is conceived, to its preparation for fabrication and eventual construction in the fashion of a scaled model or workable prototype.

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This paper addresses the current void between social agendas, environmental criteria and design methodology in urban planning through the implementation of new computational systems. It considers the application of digital design tools such as GIS and parametric systems towards more efficient and effective design solutions. The digital design methods have been developed and tested within Grimshaw Architects Design Technology Group on both Australian and international urban development projects. A methodology for the use of parametric design for urban design development is suggested for defining, simplifying and categorising planning and design strategies. The following tools are a means of generating urban design concepts as digital forms in order to better inform the designer during the design process.

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Growing popularity in parametric urbanism has prompted investigation into the effects digital parametric systems have had on the way we design. This research proposes a new method of Problem Centric System Design, encouraging working methods that are led by both the designer’s aspirations and the requirements of the design problem.

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The parameters of the orthographic plan drawing largely compel the observer to view the plan image from a single vantage point and in a single instant. the plan drawing places the viewer at a fixed distance—looking from above—at an abstract flattening of a curved surface area of the earth. Landscape architects, who often deal with expansive scales, appreciate how the view from above enables survey and understanding of space of large (or small) tracts of the landscape. The view enabled by the plan, in this case, of a landscape design, allows inscribing and printing on to 2D flat surfaces (computer screens and paper). This process facilitates the sizing and scaling of elements. Plans allow for measurement without distortion of scale afforded by cartographic and drawing techniques that skew space and perspective. Thus the strength of the plan drawing is enabling construction. Its merit as an imaginative, exploratory medium, however, is less convincing.

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CmyView is a research project that investigates how mobile technologies have the potential to facilitate new ways to share, experience and understand the connections that people have with places. The aim of the project is to theorise and develop a tool and a methodology that addresses the reception of architecture and the built environment using mobile digital technologies that harness ubiquitous everyday practices, such as photography and walking. While CmyView is primarily focused on evidencing the reception of places, this chapter argues that these activities can also make a contribution to the core pedagogy of architectural education, the design studio. This chapter presents findings of an initial pilot study with four students at an Australian university that demonstrates how CmyView offers a valuable contribution to the educational experience in the design studio.

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When integrated within a holistic literacy program, phonics applications can be used in classrooms to facilitate students’ self-directed learning of letter-sound knowledge; but are they designed to allow for such a purpose? With most phonics software applications making heavy use of image cues, this project has more specifically investigated whether the design of the images used in such applications may impact on the effectiveness of their self-directed use in classrooms. Using a quasi-experimental study, we compared two types of pictorial mnemonics used in tablet applications, along with teacher-led activity in three first-year classrooms from the one school. The difference between teacher-led activity and integrated picture cues was significant, with teacher-led activity proving more effective. The difference between teacher-led activity and form-taking picture cues, however, was not statistically significant. Given that the outcomes of this small-scale study suggest that image design may be a significant design feature contributing to the educational value of using phonics applications in the classroom, we recommend that the design features of phonics software applications attract further research.

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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.