MA Thesis Presentation;
DIGITAL DIMENSIONS : An Analysis of Objects of Transformative Escapism (2015-2016)
The aim of this thesis is to discover the outcomes of the adaptation of computation on architecture and to find out how computational geometry can alter people's visual narratives to provide visually pleasant spatial experiences.
Throughout the paper, various issues in digitization of architecture will be elaborated, such as ; development of computational geometry and complex curve surfaces, designers' attitude towards technological advancements, perspective and visual processes of vision, digital fabrication and Computer Aided Design. A series of 1:1 physical model experiments and Virtual Reality simulations used as a method to observe people's visual experiences within a spatial composition consisting of curves and organic geometric forms.
Visualization designers usually start with good common-sense ideas about human perception, attention and cognition. Often these are now formalized into predictive theories and even computational models. As technology advances speed up, it is easy to assume that we know all about how end users work, forgetting everyday variations in age, expertise level, real-world knowledge and task goals. This talk will consider the adaptability of human visual processing to such factors, and some practical implications for work with geospatial visualizations.
Case Study: Mastering digital disruption in retailScopernia
Retail companies have quite some challenges with the way the world is (rapidly) changing due to digitization. That’s why Belgian retailer Torfs & Duval Union Consulting have worked together to set up a strategy to master the digital transformation of Torfs.
In the following case study, we discuss the current market situation and disruptive trends in retail based on our seven Drivers of Transformation.
It’s fundamental to understand what is going on at the moment in the retail industry, where it is going and identify critical threats when constructing a digital strategy towards the future.
Need help with your transformation?
Do contact us: through a series of workshops, we help you to understand digital disruption and offer you a model to shape your own future.
Visualization designers usually start with good common-sense ideas about human perception, attention and cognition. Often these are now formalized into predictive theories and even computational models. As technology advances speed up, it is easy to assume that we know all about how end users work, forgetting everyday variations in age, expertise level, real-world knowledge and task goals. This talk will consider the adaptability of human visual processing to such factors, and some practical implications for work with geospatial visualizations.
Case Study: Mastering digital disruption in retailScopernia
Retail companies have quite some challenges with the way the world is (rapidly) changing due to digitization. That’s why Belgian retailer Torfs & Duval Union Consulting have worked together to set up a strategy to master the digital transformation of Torfs.
In the following case study, we discuss the current market situation and disruptive trends in retail based on our seven Drivers of Transformation.
It’s fundamental to understand what is going on at the moment in the retail industry, where it is going and identify critical threats when constructing a digital strategy towards the future.
Need help with your transformation?
Do contact us: through a series of workshops, we help you to understand digital disruption and offer you a model to shape your own future.
Semester vi bt9403-virtual reality-de (2)smumbahelp
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Abstract:
In the fourth ICT Work Programme under FP7; Objective 1 of Challenge 8: ICT for Creativity and Learning defines the research priorities and the expected impact as “a better understanding of the potential of technology in human creative processes” and “fostering the synergy between understanding and enhancing human creativity, and new technologies”
This lecture and workshop will focus on how we can bring some powerful creative design processes together with available analogue and digital technologies to explore the 'possibility space’ of our research practises.
One of the fundamental methods of employing creativity across research practice is to find methods and tools that review the construction, deconstruction, and reconstruction of the individual research landscape itself. Some of the other interdisciplinary techniques and methodologies for employing creativity across research practices will include:
1) Performing analogue and digital context engineering.
2) Re-navigating using macroscopic visualisation.
3) Exploring the content-form relationship involved in research writing.
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In order to enable a computer to construct and display a three-dimensional array, solid objects from a single two-dimensional photograph, the rules and assumptions of depth perception have been carefully analyzed and mechanized. It is assumed that a photograph is a perspective projection of a set of objects which can be constructed from transformations of known three-dimensional models, and that the objects are supported by other visible objects or by a ground plane. These assumptions enable a computer to obtain a reasonable, three-dimensional description from the edge information in a photograph by means of a topological, mathematical process. A computer program has been written which can process a photograph into a line drawing .transform the line drawing into a three-dimensional representation and, finally, display the three-dimensional structure with all the hidden lines removed, from any point of view. The 2-D to 3-D construction and 3-D to 2-D display processes are sufficiently general to handle most collections of planar-surfaced objects and provide a valuable starting point for future investigation of computer-aided three-dimensional systems.
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A DIFFUSION AND CLUSTERING-BASED APPROACH FOR FINDING COHERENT MOTIONS AND UN...Nexgen Technology
TO GET THIS PROJECT COMPLETE SOURCE ON SUPPORT WITH EXECUTION PLEASE CALL BELOW CONTACT DETAILS
MOBILE: 9791938249, 0413-2211159, WEB: WWW.NEXGENPROJECT.COM,WWW.FINALYEAR-IEEEPROJECTS.COM, EMAIL:Praveen@nexgenproject.com
NEXGEN TECHNOLOGY provides total software solutions to its customers. Apsys works closely with the customers to identify their business processes for computerization and help them implement state-of-the-art solutions. By identifying and enhancing their processes through information technology solutions. NEXGEN TECHNOLOGY help it customers optimally use their resources.
Virtual viewpoint three dimensional panoramaijcseit
Conventional panoramic images are known to provide for an enhanced field of view in which the scene
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Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Semester vi bt9403-virtual reality-de (2)smumbahelp
Dear students get fully solved assignments
Send your semester & Specialization name to our mail id :
help.mbaassignments@gmail.com
or
call us at : 08263069601
Interdisciplinary techniques and methodologies for employing creativity across research practise.
Keywords: Post Digital Design; Context Engineering; Macroscopic Visualisation; Spacification
Abstract:
In the fourth ICT Work Programme under FP7; Objective 1 of Challenge 8: ICT for Creativity and Learning defines the research priorities and the expected impact as “a better understanding of the potential of technology in human creative processes” and “fostering the synergy between understanding and enhancing human creativity, and new technologies”
This lecture and workshop will focus on how we can bring some powerful creative design processes together with available analogue and digital technologies to explore the 'possibility space’ of our research practises.
One of the fundamental methods of employing creativity across research practice is to find methods and tools that review the construction, deconstruction, and reconstruction of the individual research landscape itself. Some of the other interdisciplinary techniques and methodologies for employing creativity across research practices will include:
1) Performing analogue and digital context engineering.
2) Re-navigating using macroscopic visualisation.
3) Exploring the content-form relationship involved in research writing.
Enhancing the Design pattern Framework of Robots Object Selection Mechanism -...INFOGAIN PUBLICATION
In order to enable a computer to construct and display a three-dimensional array, solid objects from a single two-dimensional photograph, the rules and assumptions of depth perception have been carefully analyzed and mechanized. It is assumed that a photograph is a perspective projection of a set of objects which can be constructed from transformations of known three-dimensional models, and that the objects are supported by other visible objects or by a ground plane. These assumptions enable a computer to obtain a reasonable, three-dimensional description from the edge information in a photograph by means of a topological, mathematical process. A computer program has been written which can process a photograph into a line drawing .transform the line drawing into a three-dimensional representation and, finally, display the three-dimensional structure with all the hidden lines removed, from any point of view. The 2-D to 3-D construction and 3-D to 2-D display processes are sufficiently general to handle most collections of planar-surfaced objects and provide a valuable starting point for future investigation of computer-aided three-dimensional systems.
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The geometric shapes of the outside world objects hide an undisclosed emotional, psychological, artistic, aesthetic and shape-generating potential; they may attract or cause fear as well as a variety of other emotions. This suggests that living beings with vision perceive geometric objects within an information-handling process. However, not many studies have been performed for a better understanding of visual perception from the view of information theory and mathematical modelling, but the evidence first found by Attneave (1954) suggests that the concepts and techniques of information theory may shed light on a better and deeper understanding of visual perception. The quantity of information function can theoretically explain the concentration of information on the visual contours, and, based on this, we first propose the concept of the quantity of information continuous splines for visualization of shapes from a given set of discrete data without adding any in-between points with curvature extreme. Additionally, we first discover planar curve with a constant quantity of information function and demonstrate one of the conditions when a monotonic curvature curve has a constant quantity of information function.
The role of visual complexity and prototypicality regarding first impression ...rishadsukhia
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we introduce the perceptual issues relevant to seeing three dimensions in digital imagery. Technological constraints
like limited field-of-view and spatial resolution prevent the display of images that match the real world in all respects.
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main theory of depth perception. It states that different sources of information, or depth cues, combine to give a viewer the 3D
layout of a scene. Alternatively, the Ecological Theory takes a generalized approach to depth perception. It states that the HVS
relies on more than the image on the retina; it requires an examination of the entire state of the viewer and their surroundings
(i.e., the context of viewing). In this paper, we rely on Depth Cue Theory, although we acknowledge the importance of visual
context where appropriate. As seen later, the type of visual environment and the viewer’s task play a significant part in the
effectiveness of a 3D VDS. Both theories assert that there are some basic sources of information about 3D layout. These are
generally divided into three types: pictorial, coulometer and stereo depth cues. The perceptual process by which these cues
combine to form a sense of depth is a complicated and outdebated issue. Different approaches to measuring the ability to
perceive depth have also been posited. We discuss these issues with respect to CGI.
A DIFFUSION AND CLUSTERING-BASED APPROACH FOR FINDING COHERENT MOTIONS AND UN...Nexgen Technology
TO GET THIS PROJECT COMPLETE SOURCE ON SUPPORT WITH EXECUTION PLEASE CALL BELOW CONTACT DETAILS
MOBILE: 9791938249, 0413-2211159, WEB: WWW.NEXGENPROJECT.COM,WWW.FINALYEAR-IEEEPROJECTS.COM, EMAIL:Praveen@nexgenproject.com
NEXGEN TECHNOLOGY provides total software solutions to its customers. Apsys works closely with the customers to identify their business processes for computerization and help them implement state-of-the-art solutions. By identifying and enhancing their processes through information technology solutions. NEXGEN TECHNOLOGY help it customers optimally use their resources.
Virtual viewpoint three dimensional panoramaijcseit
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viewpoint creation to generate different panoramic images of the same scene with three-dimensional
component. Three-dimensional effect in a resultant panorama is realized by superimposing a stereo-pair of
panoramic images.
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Digital Dimensions by Emrecan Gulay
1. DIGITAL DIMENSIONS
AN ANALYSIS OF OBJECTS OF TRANSFORMATIVE ESCAPISM
EMRECAN GULAY
UNIVERSITY FOR THE CREATIVE ARTS
MA ARCHITECTURE THESIS
2. Development of non-Euclidian geometry
A formal definition to computationalA formal definition to computational
geometry was given by computergeometry was given by computer
science professor Robin Forrest in 1971science professor Robin Forrest in 1971
as ; 'computer-based representation,as ; 'computer-based representation,
analysis, synthesis (design) andanalysis, synthesis (design) and
computer-controlled manufacture of twocomputer-controlled manufacture of two
and three dimensional shapes.and three dimensional shapes.
3. AIM OF THE THESISAIM OF THE THESIS
The aim of this thesis is toThe aim of this thesis is to
discover the outcomes of thediscover the outcomes of the
adaptation of computation onadaptation of computation on
architecture and to find out howarchitecture and to find out how
computational geometry cancomputational geometry can
alter people's visual narratives toalter people's visual narratives to
provide visually pleasant spatialprovide visually pleasant spatial
experiences.experiences.
4. TABLE OF CONTENTSTABLE OF CONTENTS
1.1.INTRODUCTIONINTRODUCTION..................................................................................................................................................
....................................................................
2.2. INFLUENCES OF GEOMETRICAL DESIGN DECISIONSINFLUENCES OF GEOMETRICAL DESIGN DECISIONS
…................................…................................
2.1 Development of curved and complex geometry2.1 Development of curved and complex geometry
2.2 Influences of Computational Geometry2.2 Influences of Computational Geometry
3.3. PERSPECTIVE ANDPERSPECTIVE AND
PERCEPTIONPERCEPTION......................................................................................................................................................
4.4. ADAPTATION OF COMPUTER TECHNOLOGYADAPTATION OF COMPUTER TECHNOLOGY
…..................................................…..................................................
5.5. DIGITIZATION OF ARCHITECTURE AND DIGITALDIGITIZATION OF ARCHITECTURE AND DIGITAL
FABRICATIONFABRICATION................................
6.6. DESIGNERS' ATTITUDE TOWARDS TECHNOLOGYDESIGNERS' ATTITUDE TOWARDS TECHNOLOGY
USAGEUSAGE …........................…........................
7.7. CREATING EXCITEMENT AND DRAMATIC EFFECTS ONCREATING EXCITEMENT AND DRAMATIC EFFECTS ON
PEOPLE’SPEOPLE’S
NARRATIVESNARRATIVES
…....................................................................................................…....................................................................................................
................
8.1 Achieving Visually Pleasant Experiences8.1 Achieving Visually Pleasant Experiences
8.2.Virtual Reality Experiment8.2.Virtual Reality Experiment
8.8.
CONCLUSIONCONCLUSION..............................................................................................................................................................
5. Intersection of a curved surface with a linear surface
Linear displacement of a curved formation may disconnect the convex and
concave continuity and create a visual control within a geometrical
combination. The geometrical control that is generated by two different
geometrical components may also create three dimensional volumes that
are visually controlled and enabling a spatial flow for the observers'
narratives
““ Curve surfaces with linear displacements are interesting, because the straight linesCurve surfaces with linear displacements are interesting, because the straight lines
easily connect to adjacent flat or straight building parts. The straight lines offer a visual holdeasily connect to adjacent flat or straight building parts. The straight lines offer a visual hold
within the unusual, often complex geometry of the curved lines and surfaces “within the unusual, often complex geometry of the curved lines and surfaces “(Voller 2001:(Voller 2001:
110).110).
6. Geometric Psychology
Oakland University, Mathematics professor WilliamOakland University, Mathematics professor William
C. Hoffman states; “ Geometry is no less importantC. Hoffman states; “ Geometry is no less important
in psychology-in fact, that a ‘geometric psychology'in psychology-in fact, that a ‘geometric psychology'
is the key to an understanding of perceptual andis the key to an understanding of perceptual and
cognitive phenomena.”cognitive phenomena.”
Each geometrical solution within anEach geometrical solution within an
architectural space can dramatically alterarchitectural space can dramatically alter
cognitive experiences of people.cognitive experiences of people.
7. Perspective and Perception
““Perspective is nothing else than the seeingPerspective is nothing else than the seeing
of a plane behind a sheet of glass smoothof a plane behind a sheet of glass smooth
and quite transparent, on the surface ofand quite transparent, on the surface of
which all the things approach the point ofwhich all the things approach the point of
the eye in pyramids, and these pyramidsthe eye in pyramids, and these pyramids
are intersected on the glass plane.” :are intersected on the glass plane.” :
Leonardo Da VİnciLeonardo Da Vİnci
A particular three dimension
can be perceived in various
ways depending on the
observer's point of view.
8. Adaptation of the Computer Technologies
Widespread usage of new fabrication
technologies made designers
experiment with complex, non-standard
geometries and innovative materials.
Ongoing advancements on digital
fabrication made possible to construct
curvilinear surfaces.
Greg Lynn “The Embryol ogi cal Hous e”
““Greg Lynn has been pursuing non-standard computer-Greg Lynn has been pursuing non-standard computer-
generated architectural form since the mid 1990s. Thegenerated architectural form since the mid 1990s. The
most significant such investigation to date in themost significant such investigation to date in the
residential realm is his Embryological House , anresidential realm is his Embryological House , an
interactive system which a user would be able to invent ainteractive system which a user would be able to invent a
domestic space using an architect engineered softwaredomestic space using an architect engineered software
programprogram.”.” (Bergdoll, Christensen, 2008:174).(Bergdoll, Christensen, 2008:174).
9. VIRTUAL REALITY EXPERIMENT - OSMOSE
Certain geometrical forms, surfaces or colors
used in architectural design can alter the visual
narratives and change people's visual
interactions within a particular space. To
support this idea and to explore and test the
possible effects on human perception, the first
virtual reality experiment OSMOSE was
conducted by scientists..
Goggles specifically designed for this virtual experience,
which are simultaneously projecting stereoscopic images
on both eyes of the test subjects
10. Achieving Visually Pleasant Experiences
WWhen we cannot actually placehen we cannot actually place
ourselves in aourselves in a natural setting,natural setting, we arewe are
willing to make some effort to providewilling to make some effort to provide
ourselves with substitutes.ourselves with substitutes.
A research done by Roger Ulrich ,A research done by Roger Ulrich ,
professor of Architecture in Dartmouthprofessor of Architecture in Dartmouth
College, has shown that views of naturalCollege, has shown that views of natural
scenes bring about a reduction in stressscenes bring about a reduction in stress
among university students facing aamong university students facing a
challenging and that a view to a naturalchallenging and that a view to a natural
setting, or even a picture representing asetting, or even a picture representing a
natural setting,natural setting, significantly shortenssignificantly shortens
recovery time for surgical patients in therecovery time for surgical patients in the
hospital recovery rooms.hospital recovery rooms.
Geometrical references from nature inGeometrical references from nature in
an architectural space can be influentialan architectural space can be influential
on transforming people's visualon transforming people's visual
experiences into a pleasant visualexperiences into a pleasant visual
experience.experience.
11. FROM PHYSICAL MODEL TO DIGITAL MODEL
Throughout the design and simulation
phase, both physical model and digital
model may have some limitations in terms
of geometrical manipulation. Combining
physical model with digitized model can
increase the efficiency on three
dimensional experimentation with the
forms and geometries.
12. FROM PHYSICAL MODEL TO DIGITAL MODEL
PHYSICALPHYSICAL
PROTOTYPINGPROTOTYPING
PROCESSPROCESS
18. Laser Scanning Experiment
The result from the virtual reality experiments
revealed that small deformations of the mesh
doesn't create disturbance for the test subjects
during their visual experiences. However, when
the mesh quality decreases the test subjects utter
their complaints about their visual experiences.
Subsequent to the virtual reality experience to
increase the visual quality of the three
dimensional mesh a larger scale model was built.
The purpose on building a larger model is to
conduct tests with the laser scanner and produce
an accurate computer model.
19. FROM PHYSICAL MODEL TO DIGITAL
MODEL
Built object got 3D scanned and transformedBuilt object got 3D scanned and transformed
into a three dimensional virtual computerinto a three dimensional virtual computer
model. After the 3D scanning phase, as amodel. After the 3D scanning phase, as a
simulation software Unity Game Engine usedsimulation software Unity Game Engine used
to provide the virtual reality experience.to provide the virtual reality experience.
20. Virtual Reality Experiment
“Architects try increasingly to design space
directly with spatial means (the model, for
example) instead of taking the two-dimensional
detour of the drawing. To reach beyond the
limitations of ordinary computer aided design,
there are attempts to apply virtual reality as a
design tool for architectural design.” (Beckmann,
1998:183).
21. Virtual Reality Experiment
Test subjects were asked to wear
the OCULUS goggles on and to
have a walk-through of the virtual
scene. The virtual space is
designed with the 3D scanned non-
Euclidian component, by
duplicating, rescaling and
repositioning each individual piece
and creating a visual flow and a
walk-through circulation. With a
video game controller given, they
were able to navigate their
movements. There are 2 cameras in
the room which are playing a role
as a motion sensor to navigate the
head movements of the test
subjects.
22. Virtual Reality Experiment
The aims of the virtual reality experiment
are: to observe and document test subjects'
visual experience of the organic spatial
organization and to find out how visually
pleasant their experiences were during the
simulation.
23. Conclusion
Developments on architectural technologies, digitized fabrication andDevelopments on architectural technologies, digitized fabrication and
manufacturing techniques and explorations on the complexmanufacturing techniques and explorations on the complex
geometrical forms, can be able to transform visual narratives to ageometrical forms, can be able to transform visual narratives to a
new dimension.new dimension.