983 resultados para Digital representation


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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 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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The paper presents the application of a CAD system for digital representation of traditional knitting. The CAD system is oriented to hand knitting. As a software application the system is developed by using C# programming language and .NET platform. The paper focuses on the applied side of the software and its usage as a means of representing and storing ethnographic exhibits.

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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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This paper examines three functions of music technology in the study of music. Firstly, as a tool, secondly, as an instrument and, lastly, as a medium for thinking. As our societies become increasingly embroiled in digital media for representation and communication, our philosophies of music education need to adapt to integrate these developments while maintaining the essence of music. The foundation of music technology in the 1990s is the digital representation of sound. It is this fundamental shift to a new medium with which to represent sound that carries with it the challenge to address digital technology and its multiple effects on music creation and presentation. In this paper I suggest that music institutions should take a broad and integrated approach to the place of music technology in their courses, based on the understanding of digital representation of sound and these three functions it can serve. Educators should reconsider digital technologies such as synthesizers and computers as music instruments and cognitive amplifiers, not simply as efficient tools.

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BIM (Building Information Modelling) is an approach that involves applying and maintaining an integral digital representation of all building information for different phases of the project lifecycle. This paper presents an analysis of the current state of BIM in the industry and a re-assessment of its role and potential contribution in the near future, given the apparent slow rate of adoption by the industry. The paper analyses the readiness of the building industry with respect to the product, processes and people to present an argument on where the expectations from BIM and its adoption may have been misplaced. This paper reports on the findings from: (1) a critical review of latest BIM literature and commercial applications, and (2) workshops with focus groups on changing work-practice, role of technology, current perceptions and expectations of BIM.

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The application of computer-aided design and manufacturing (CAD/CAM) techniques in the clinic is growing slowly but steadily. The ability to build patient-specific models based on medical imaging data offers major potential. In this work we report on the feasibility of employing laser scanning with CAD/CAM techniques to aid in breast reconstruction. A patient was imaged with laser scanning, an economical and facile method for creating an accurate digital representation of the breasts and surrounding tissues. The obtained model was used to fabricate a customized mould that was employed as an intra-operative aid for the surgeon performing autologous tissue reconstruction of the breast removed due to cancer. Furthermore, a solid breast model was derived from the imaged data and digitally processed for the fabrication of customized scaffolds for breast tissue engineering. To this end, a novel generic algorithm for creating porosity within a solid model was developed, using a finite element model as intermediate.

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This thesis develops a detailed conceptual design method and a system software architecture defined with a parametric and generative evolutionary design system to support an integrated interdisciplinary building design approach. The research recognises the need to shift design efforts toward the earliest phases of the design process to support crucial design decisions that have a substantial cost implication on the overall project budget. The overall motivation of the research is to improve the quality of designs produced at the author's employer, the General Directorate of Major Works (GDMW) of the Saudi Arabian Armed Forces. GDMW produces many buildings that have standard requirements, across a wide range of environmental and social circumstances. A rapid means of customising designs for local circumstances would have significant benefits. The research considers the use of evolutionary genetic algorithms in the design process and the ability to generate and assess a wider range of potential design solutions than a human could manage. This wider ranging assessment, during the early stages of the design process, means that the generated solutions will be more appropriate for the defined design problem. The research work proposes a design method and system that promotes a collaborative relationship between human creativity and the computer capability. The tectonic design approach is adopted as a process oriented design that values the process of design as much as the product. The aim is to connect the evolutionary systems to performance assessment applications, which are used as prioritised fitness functions. This will produce design solutions that respond to their environmental and function requirements. This integrated, interdisciplinary approach to design will produce solutions through a design process that considers and balances the requirements of all aspects of the design. Since this thesis covers a wide area of research material, 'methodological pluralism' approach was used, incorporating both prescriptive and descriptive research methods. Multiple models of research were combined and the overall research was undertaken following three main stages, conceptualisation, developmental and evaluation. The first two stages lay the foundations for the specification of the proposed system where key aspects of the system that have not previously been proven in the literature, were implemented to test the feasibility of the system. As a result of combining the existing knowledge in the area with the newlyverified key aspects of the proposed system, this research can form the base for a future software development project. The evaluation stage, which includes building the prototype system to test and evaluate the system performance based on the criteria defined in the earlier stage, is not within the scope this thesis. The research results in a conceptual design method and a proposed system software architecture. The proposed system is called the 'Hierarchical Evolutionary Algorithmic Design (HEAD) System'. The HEAD system has shown to be feasible through the initial illustrative paper-based simulation. The HEAD system consists of the two main components - 'Design Schema' and the 'Synthesis Algorithms'. The HEAD system reflects the major research contribution in the way it is conceptualised, while secondary contributions are achieved within the system components. The design schema provides constraints on the generation of designs, thus enabling the designer to create a wide range of potential designs that can then be analysed for desirable characteristics. The design schema supports the digital representation of the human creativity of designers into a dynamic design framework that can be encoded and then executed through the use of evolutionary genetic algorithms. The design schema incorporates 2D and 3D geometry and graph theory for space layout planning and building formation using the Lowest Common Design Denominator (LCDD) of a parameterised 2D module and a 3D structural module. This provides a bridge between the standard adjacency requirements and the evolutionary system. The use of graphs as an input to the evolutionary algorithm supports the introduction of constraints in a way that is not supported by standard evolutionary techniques. The process of design synthesis is guided as a higher level description of the building that supports geometrical constraints. The Synthesis Algorithms component analyses designs at four levels, 'Room', 'Layout', 'Building' and 'Optimisation'. At each level multiple fitness functions are embedded into the genetic algorithm to target the specific requirements of the relevant decomposed part of the design problem. Decomposing the design problem to allow for the design requirements of each level to be dealt with separately and then reassembling them in a bottom up approach reduces the generation of non-viable solutions through constraining the options available at the next higher level. The iterative approach, in exploring the range of design solutions through modification of the design schema as the understanding of the design problem improves, assists in identifying conflicts in the design requirements. Additionally, the hierarchical set-up allows the embedding of multiple fitness functions into the genetic algorithm, each relevant to a specific level. This supports an integrated multi-level, multi-disciplinary approach. The HEAD system promotes a collaborative relationship between human creativity and the computer capability. The design schema component, as the input to the procedural algorithms, enables the encoding of certain aspects of the designer's subjective creativity. By focusing on finding solutions for the relevant sub-problems at the appropriate levels of detail, the hierarchical nature of the system assist in the design decision-making process.

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Annually, several million tonnes of waste are produced from reworks, demolition, and use of substandard materials. Building Information Modelling (BIM), a digital representation of facilities and their constituent data, is a viable means of addressing some concerns about the impacts of these processes. BIM functionalities can be extended and combined with rich building information from specifications and product libraries, for efficient, streamlined design and construction. This paper conceptualises a framework for BIM-knowledge transfer from advanced economies for adaptation and use in urban development works in developing nations using the Sydney Down Under and Lagos Eko Atlantic projects as reference points. We present a scenario that highlights BIM-based lifecycle planning/specifications as agents of sustainable construction (in terms of cost and time) crucial to the quality of as-built data from early on in city development. We show how, through the use of BIM, city planners in developing nations can avoid high, retrospective (and sometimes wasteful) maintenance costs and leapfrog infrastructure management standards of advanced economies. Finally, this paper illustrates how BIM can address concerns about economic sustainability during city development in developing countries by enriching model objects with specification information sourced from a product library.

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This paper introduces research in progress that examines how queer women perform sexual identity across social media platforms. Applying a lens of queer theory and Actor Network Theory, it discusses women’s embodied self-representations as taking on forms that both conform to and elaborate upon the selfie genre of digital representation. Acknowledging similarities and differences across platforms, specifically between Instagram and Vine, a novel walkthrough method is introduced to identify platform characteristics that shape identity performances. This method provides insights into the role of platforms in identity performances, which can be combined with analysis of user-generated content and interviews to better understand digital media’s constraints and affordances for queer representation.

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The literature contains many examples of digital procedures for the analytical treatment of electroencephalograms, but there is as yet no standard by which those techniques may be judged or compared. This paper proposes one method of generating an EEG, based on a computer program for Zetterberg's simulation. It is assumed that the statistical properties of an EEG may be represented by stationary processes having rational transfer functions and achieved by a system of software fillers and random number generators.The model represents neither the neurological mechanism response for generating the EEG, nor any particular type of EEG record; transient phenomena such as spikes, sharp waves and alpha bursts also are excluded. The basis of the program is a valid ‘partial’ statistical description of the EEG; that description is then used to produce a digital representation of a signal which if plotted sequentially, might or might not by chance resemble an EEG, that is unimportant. What is important is that the statistical properties of the series remain those of a real EEG; it is in this sense that the output is a simulation of the EEG. There is considerable flexibility in the form of the output, i.e. its alpha, beta and delta content, which may be selected by the user, the same selected parameters always producing the same statistical output. The filtered outputs from the random number sequences may be scaled to provide realistic power distributions in the accepted EEG frequency bands and then summed to create a digital output signal, the ‘stationary EEG’. It is suggested that the simulator might act as a test input to digital analytical techniques for the EEG, a simulator which would enable at least a substantial part of those techniques to be compared and assessed in an objective manner. The equations necessary to implement the model are given. The program has been run on a DEC1090 computer but is suitable for any microcomputer having more than 32 kBytes of memory; the execution time required to generate a 25 s simulated EEG is in the region of 15 s.

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W ciągu minionych trzech dekad świat radykalnie się zmienił. Jesteśmy świadkami transformacji od społeczeństwa przemysłowego do społeczeństwa informacyjnego. Jeśli chcielibyśmy określić tą zmianę jednym słowem byłoby nim: cyfryzacja. Początkiem było wynalezienie cyfrowego komputera, a później wszystkie stare analogowe formy medialne (tekst, dźwięk, obraz, film) reprezentowane poprzez ciągłe (analogowe) sygnały zostały zastąpione przez nowe postaci cyfrowe. Pojęcie cyfrowy oznacza, że dowolne informacje mogą być reprezentowana w formie ciągów liczb zapisanych w dwójkowym systemie liczbowym (jako ciąg znaków: 0 i 1). W artykule pokazujemy funkcjonalne ograniczenia mediów analogowych oraz rozważamy korzyści wynikające z cyfrowych reprezentacji różnych form informacji wskazując równocześnie zmiany jakie implikuje to dla procesu uczenia się i edukacji.

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O reconhecimento da dimensão criativa, participativa e social da rede trouxe profundas alterações à forma como se percebem e compreendem as questões relacionadas com a identidade, a educação, a prática e o conhecimento. Num cenário caraterizado pela conectividade e pela facilidade de acesso a pessoas e conteúdos, a rede oferece aos indivíduos um espaço onde podem interagir, trabalhar na sua aprendizagem, trocar experiências e construir uma identidade e reputação acessíveis a toda a comunidade. Quando se torna praticamente impossível permanecer fora do mundo digital e, consequentemente, da produção de uma identidade online (Costa e Torres, 2011; Warburton, 2009), a presença construída pelo indivíduo na rede surge como um currículo vitae ativo e dinâmico, revelador não apenas das competências adquiridas e certificadas em contextos de aprendizagem formais como daquelas desenvolvidas pela interação com os pares, pela partilha e pela comunicação. Partindo da análise da utilização de uma plataforma suportada institucionalmente (i.e. SAPO Campus), o presente trabalho de investigação tem como principal objetivo a análise e caraterização da construção da identidade online de um grupo de alunos do Mestrado em Comunicação Multimédia da Universidade de Aveiro num espaço providenciado pela instituição de ensino que frequentam. Com recurso a inquéritos por questionário, entrevistas em profundidade (realizadas aos participantes no estudo e a profissionais da área da comunicação e gestão de carreiras) e observação direta (análise quantitativa e qualitativa dos conteúdos publicados pelos participantes no SAPO Campus e em duas redes informais), procurou-se ainda caraterizar e analisar a identidade construída em espaços formais e informais, e aferir a importância – para alunos, instituição e mercado – da identidade online enquanto espaço de manifestação e divulgação de competências. Ainda que circunscrita ao contexto específico do Mestrado em Comunicação Multimédia e mais especificamente aos alunos cuja identidade online foi objeto de estudo, análise dos dados permite avançar que, de facto, os alunos estão conscientes da sua própria identidade online bem como da relevância de construir uma identidade e reputação sólidas e autênticas, que reflitam as suas competências e capacidades enquanto aprendentes e profissionais. Assim, poder-se-á avançar que no SAPO Campus os alunos estão a construir uma identidade online mais formal e cuidada, editando e selecionando os conteúdos de acordo com o contexto. Neste espaço, a maioria das publicações está diretamente relacionada com os trabalhos de investigação dos participantes, que recorrem à sua partilha nas redes informais para aumentar a visibilidade e exposição dos conteúdos publicados. Os participantes no estudo revelaram ainda valorizar o sentimento de segurança providenciado pelas tecnologias institucionais, bem como a possibilidade de construir uma identidade numa plataforma associada à sua instituição de ensino. Do estudo efetuado resultou ainda uma proposta de um modelo para a análise da identidade online, que poderá ser utilizado na análise da presença dos indivíduos em ambientes online formais e informais. Apresentando a identidade online como uma realidade assente na representação digital, na gestão da privacidade e na reputação construída na rede, o modelo foi aplicado aos dados recolhidos pelo estudo, conduzindo ao desenho de duas grandes formas de estar na rede: identidade orientada pelo contexto, e identidade orientada pelo utilizador. Quando as caraterísticas dos mundos digitais alteram a forma de produção da identidade e num cenário onde a contextualização de dados e informação assume uma importância crescente, este estudo de caso poderá contribuir para o conhecimento dos processos de construção da identidade em espaços formais e informais, da forma como os indivíduos gerem e constroem a sua identidade online, e ainda sobre a importância e o impacto da construção de uma identidade online consciente e credível para a reputação dos indivíduos e das Instituições de Ensino Superior.

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Depuis longtemps déjà, les arts visuels se démarquent par leurs rapports proches quoique créatifs avec les développements technologiques des sociétés modernes. Pour les musées, Internet constitue une opportunité de rejoindre des publics qui s’avèrent de prime abord moins accessibles. Ce nouvel acteur dans le monde de l'art occupe une place croissante dans la présentation des oeuvres tout en jouant un rôle déterminant dans la diffusion et donc dans le retentissement qu'elles ont auprès de publics aux attentes changeantes. Alors que le musée diffusait autrefois ses collections et connaissances par les expositions et les catalogues, le cyberespace est aujourd’hui un nouveau lieu public qu’il lui convient d’investir. L’internaute est souvent isolé dans sa quête d’une « trouvaille » parmi la diversité de l’offre technologique. Nous proposons l’image alternative du flâneur comme métaphore opérationnelle afin d’analyser la relation entre l’internaute et l’exposition. Les oeuvres sont transposées dans le virtuel par le médium numérique, le même langage qui sous-tend l’exposition dans son ensemble, un transfert dont les implications sont nombreuses. La reproduction, par sa nature désacralisée, autorise la manipulation virtuelle. C’est une nouvelle forme de participation qui est exigée des spectateurs, non pas en termes d’acquisition rationnelle de connaissances, mais de manière ludoéducative, par cette même manipulation de l’image. Dans le but de souligner l’authenticité de l’oeuvre originale par la présentation de son équivalent numérique, l’exposition virtuelle est souvent médiatrice et documentaire avant tout, privilégiant l’observation technologique didactique.