The document presents Jeannette Subero's domain map, which lists areas of interest related to her work in areas like installations, public space aesthetics, interventions, sustainability, drawing, and digital fabrication. It then shows how her understanding of these areas has developed over time through starting points, things learned, skills developed, and goals for continued learning.
3D modeling is used across many industries such as education, engineering, architecture, video games, and more. In gaming, 3D models are used to create virtual worlds and characters. The engineering field also relies heavily on 3D modeling to design vehicles, structures, and other objects. Other industries like education, architecture, and product design also incorporate 3D modeling into their workflows.
The document introduces two tools for interacting with digital information in 3D space:
1. Beyond allows users to directly manipulate 3D digital objects using physically retractable tools that project into the digital space beyond the screen. This breaks down barriers between physical and digital worlds.
2. SpaceTop extends the desktop interface by adding a transparent display above the keyboard, allowing users to reach hands into this 3D digital workspace to directly grab and manipulate floating windows and files as if they were physical objects. This seamlessly integrates 2D and 3D interactions.
2011-7-17 by Roy Lin
活動錄影:
http://www.youtube.com/user/MacRoy74918?feature=mhee#p/u/26/Dgu7oxaUy_c
FB社團專頁:
https://www.facebook.com/interXdesign
設計X跨界 (Inter X Design) 是一個不同領域設計人交流的平台,將不定期舉辦設計跨界交流活動。
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
This excerpt from an Autodesk Maya introduction discusses 3D computer animation and its evolution from experimental short films to full integration into media projects. Maya is a 3D animation system that addresses the needs of digital content creators by providing tools and techniques developed with artists in mind, while also offering command-based scripting to build customized tools. The use of 3D graphics is now an important part of television, film, and multimedia projects due to its ability to realistically simulate objects, surfaces, lighting, and perspectives.
This document outlines a series of classes related to visual communications, design, 3D modeling, animation, game development and physics. The classes progress from introductions and fundamentals to advanced topics, projects and capstone experiences, covering areas such as broadcast graphics, digital design, 3D animation, game design, interface design and managing development teams.
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.
Therefore, only some elements of real world depth perception are utilized when viewing 3D CGI. Depth Cue Theory is the
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.
Human Photogrammetry: Foundational Techniques for Creative Practitionersijcga
Photogrammetry has emerged as a leading approach for photorealistic digital replication and 3D scanning of real-world objects, particularly in areas of cinematic visual effects and interactive entertainment. While the technique generally relies on simple photography methods, the foundational practices for the field of human photogrammetry remain relatively undocumented.Human subjects are significantly more complex than still life, both in terms of photogrammetric capture, and in digital reproduction. Without the documentation of foundational practices for human subjects, there is a significant knowledge barrier for new creative practitioners to operate in the field, stifling innovation and adoption of the technique.Researchers and commercial practitioners currently working in this field continually distribute learnings and research outcomes. These learnings tend to centralise more on advanced practices such as capturing micro-geometry (skin pores), reflectance and skin distortion. However, the standard principles for building capture systems, considerations for human subjects, processing considerations and technology requirements remain elusive. The purpose of this research is to establish foundational practices for human photogrammetry systems. These practices encapsulate the underlying architectures of capture systems, through to necessary data processing for the 3D reconstruction of human subjects.Design-led research was used to construct a scale 21-camera system, designed for high-quality data capture of the human head. Due to its incredible level of surface complexity, the face was used to experiment with a variety of capture techniques and system arrangements, using several human subjects. The methods used were a result of the analysis of existing practitioners and research, refined through numerous iterations of system design.A distinct set of findings were synthesised to form a foundational architecture and blueprint for a scale, human photogrammetry multi-camera system. It covers the necessary knowledge and principles required to construct a production-ready photogrammetry system capable of consistent, high-quality capture that meets the needs of visual effects and interactive entertainment production.
3D modeling is used across many industries such as education, engineering, architecture, video games, and more. In gaming, 3D models are used to create virtual worlds and characters. The engineering field also relies heavily on 3D modeling to design vehicles, structures, and other objects. Other industries like education, architecture, and product design also incorporate 3D modeling into their workflows.
The document introduces two tools for interacting with digital information in 3D space:
1. Beyond allows users to directly manipulate 3D digital objects using physically retractable tools that project into the digital space beyond the screen. This breaks down barriers between physical and digital worlds.
2. SpaceTop extends the desktop interface by adding a transparent display above the keyboard, allowing users to reach hands into this 3D digital workspace to directly grab and manipulate floating windows and files as if they were physical objects. This seamlessly integrates 2D and 3D interactions.
2011-7-17 by Roy Lin
活動錄影:
http://www.youtube.com/user/MacRoy74918?feature=mhee#p/u/26/Dgu7oxaUy_c
FB社團專頁:
https://www.facebook.com/interXdesign
設計X跨界 (Inter X Design) 是一個不同領域設計人交流的平台,將不定期舉辦設計跨界交流活動。
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
This excerpt from an Autodesk Maya introduction discusses 3D computer animation and its evolution from experimental short films to full integration into media projects. Maya is a 3D animation system that addresses the needs of digital content creators by providing tools and techniques developed with artists in mind, while also offering command-based scripting to build customized tools. The use of 3D graphics is now an important part of television, film, and multimedia projects due to its ability to realistically simulate objects, surfaces, lighting, and perspectives.
This document outlines a series of classes related to visual communications, design, 3D modeling, animation, game development and physics. The classes progress from introductions and fundamentals to advanced topics, projects and capstone experiences, covering areas such as broadcast graphics, digital design, 3D animation, game design, interface design and managing development teams.
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.
Therefore, only some elements of real world depth perception are utilized when viewing 3D CGI. Depth Cue Theory is the
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.
Human Photogrammetry: Foundational Techniques for Creative Practitionersijcga
Photogrammetry has emerged as a leading approach for photorealistic digital replication and 3D scanning of real-world objects, particularly in areas of cinematic visual effects and interactive entertainment. While the technique generally relies on simple photography methods, the foundational practices for the field of human photogrammetry remain relatively undocumented.Human subjects are significantly more complex than still life, both in terms of photogrammetric capture, and in digital reproduction. Without the documentation of foundational practices for human subjects, there is a significant knowledge barrier for new creative practitioners to operate in the field, stifling innovation and adoption of the technique.Researchers and commercial practitioners currently working in this field continually distribute learnings and research outcomes. These learnings tend to centralise more on advanced practices such as capturing micro-geometry (skin pores), reflectance and skin distortion. However, the standard principles for building capture systems, considerations for human subjects, processing considerations and technology requirements remain elusive. The purpose of this research is to establish foundational practices for human photogrammetry systems. These practices encapsulate the underlying architectures of capture systems, through to necessary data processing for the 3D reconstruction of human subjects.Design-led research was used to construct a scale 21-camera system, designed for high-quality data capture of the human head. Due to its incredible level of surface complexity, the face was used to experiment with a variety of capture techniques and system arrangements, using several human subjects. The methods used were a result of the analysis of existing practitioners and research, refined through numerous iterations of system design.A distinct set of findings were synthesised to form a foundational architecture and blueprint for a scale, human photogrammetry multi-camera system. It covers the necessary knowledge and principles required to construct a production-ready photogrammetry system capable of consistent, high-quality capture that meets the needs of visual effects and interactive entertainment production.
Digital design uses computer skills and creativity to design visuals for electronic technology. It includes fields like web design, digital imaging, and 3D modeling. Digital design creates graphics and designs for the web, TV, print, and portable devices using computers, graphics tablets, and other electronic tools. It is an evolving industry that explores new technologies. Digital design has many applications including web design, 3D modeling for movies, architectural planning, and product design. 3D modeling involves creating mathematical representations of objects, placing them in virtual scenes, and rendering them into images. Popular 3D modeling programs include 3Ds Max, Maya, SketchUp, Rhino, CATIA, and SolidWorks.
3D modeling programs are used widely in various professions. In medicine, they are used by doctors to teach anatomy by creating accurate models of the human body. In architecture and design fields, 3D modeling allows for innovative designs of buildings and objects. 3D modeling is also essential in video game development, as it allows for the creation of characters and virtual worlds. The basic principles of 3D modeling involve using tools to create geometric shapes and connect vertices to form polygons that can then be rendered into 2D images.
Virtual environments in design educationShubh Cheema
Virtual reality allows users to experience simulated environments, either similar to the real world or imaginary worlds, through visual and other sensory feedback. The Cave Automatic Virtual Environment (CAVE) is an immersive virtual reality system where projectors display 3D images on multiple screens surrounding users. Second Life is an online virtual world where users interact through avatars, explore the virtual world, and create virtual objects and environments. Some real-world projects have been prototyped in collaborative virtual environments like Second Life to allow geographically separated groups to jointly design projects.
The document defines various UX/UI terminology including:
- The F-shaped pattern which shows how users' eyes scan webpages and screens in the shape of an F.
- Sketching which is quick freehand drawing to help brainstorm and note ideas visually.
- Wireframes which are blueprints of screen content and layout.
- Mockups which are static representations of products that cannot be interacted with.
- Prototypes which are preliminary models used for testing.
3D modeling is the process of creating mathematical representations of three-dimensional objects using specialized software. It is used widely in industries like architecture, engineering, medical, video games, and more. There are two main types of 3D models - solid models that represent an object's volume, and shell/boundary models that represent just the object's surface. Common modeling processes include using NURBS, polygons, primitives, and sculpting. Setting up an effective 3D scene also requires consideration. 3D modeling provides more flexibility and accurate photorealism compared to 2D modeling methods.
The document provides an itinerary for a talk on the psychology of technology, beginning with a brief history of computers evolving from tools to prosthetics to assistants and friends. It then outlines key developments like early computers, visual computing pioneered by Memex and Xerox Alto, and the "Mother of All Demos" introducing graphical user interfaces. The talk will discuss topics such as organizing information, intelligent assistants, persuasive design, interface design for the masses, and the optimal level of complexity in digital experiences.
my latest deck format...I'm big on single images on slides but recently added the "bing" search box as a way to add a message. it helps focus the audience mind but also means the slides still mean something when they're no presented by somebody
Similarities in Perfection Between Magic & Design
Ultimately, we want to provide a perfect experience -- one devoid of flaws and full of delight. This is where experience design and professional magic have much in common, as our desire for perfection is behind what's driving us.
What you may not realize, however, is professional magic has a hundred year jump on experience design. That field's drive for perfection started before the time of Houdini, in the late 1800s. The methods, philosophies, and culture behind their drive has gone through many years of refinement and maturation. There's a lot that today's experience designers can learn from how professional magicians approach their craft.
In this one-of-a-kind presentation, Jared Spool (who studies design) and Reed Spool (who studies and practices professional magic) will discuss the similarities of these two fields and their drive for perfection.
2011-7-17 by Roy Lin
活動錄影:
http://www.youtube.com/user/MacRoy74918?feature=mhee#p/u/26/Dgu7oxaUy_c
FB社團專頁:
https://www.facebook.com/interXdesign
設計X跨界 (Inter X Design) 是一個不同領域設計人交流的平台,將不定期舉辦設計跨界交流活動。
The document discusses the emergence of 3D digital cities as a convergence of building information modeling (BIM), computer-aided design (CAD), and geographic information systems (GIS). 3D digital cities combine mapping, building, civil, and utility data into accurate 3D models that can be visualized, analyzed, and shared. They are part of municipal sustainability initiatives and help analyze projects, visualize designs, and simulate city planning initiatives. The trend is moving towards more detailed real-time navigation and analysis of intelligent 3D city models.
Here are four pictures with a title to narrate a story about the site:
The Lonely Tree
[PICTURE 1]
A lone tree stands in an empty field under a cloudy sky.
[PICTURE 2]
Wind blows through the branches of the tree.
[PICTURE 3]
A bird lands on one of the tree's branches.
[PICTURE 4]
The sun peeks through the clouds, its rays shining down on the tree.
Innovating Humane Habitats in a Digital Era for a Sustainable Future.Digital Technology in Architectural Education and Profession .The significance of virtual Architecture is its emergence with the ability of computer-imaging technology to accurately simulate three-dimensional reality. The technique of simulating three-dimensional reality is known as virtual reality.
Parametric design:
Enables the exploration of alternative designs within a single representation using parameters and associative relationships to control geometric and constructive aspects of the design.
New developments in computational design as well as in digital fabrication are currently leading to a rethinking of architectural design, material science, engineering and fabrication.
Unleashing the Potentials of Immersive Augmented Reality for Software Enginee...Leonel Merino
The document discusses the potential benefits of immersive augmented reality (AR) for software engineering. It outlines how AR could help with software evolution, comprehension, and performance awareness by overcoming issues of 3D visualization on screens. The document presents preliminary frameworks for collaboration/communication, embodiment/mediated reality, mobility/multi-device usage, and pervasiveness/privacy in AR. It suggests AR may benefit requirements engineering, software design, implementation, DevOps, testing, and maintenance by leveraging aspects like collaboration, mobility, and pervasiveness.
Maria Jose Fabregat
Work with Scott Hao-Ting Sun, Yoshihisa Shinagawa
My role : Concept
Interaction design
Prototyping
Kitchen Budapest is a non-profit organization that supports creative professionals and
provides a platform for cultural exchange. During my 3 months residency, I worked on
several projects:
1. "The Memory Box"
An interactive installation that collects people's memories and stories through photos,
videos and voice recordings. The collected data is visualized and shared anonymously to
inspire others.
2. "The Storytelling Chair"
An interactive chair that tells stories to the audience based on their body gestures, like
le
This document discusses augmented reality (AR) interfaces for visual analytics. It provides an overview of AR, including its key characteristics of combining real and virtual images in an interactive and registered 3D space. Examples are given of medical imaging applications and trials of AR interfaces. Design principles for AR user interfaces are outlined, including using physical objects, appropriate interaction metaphors, and principles from tangible interfaces. Case studies demonstrate AR lenses and collaborative AR interfaces. The document concludes with a discussion of future directions such as mobile phone AR, collaborative AR, and ubiquitous VR (UbiVR).
UX Conceptual design - sketches, wireframes, mockups, prototypesDr. V Vorvoreanu
The document outlines the process of designing a product from initial user research through prototyping. It involves researching users through personas and scenarios, brainstorming design ideas through probes and workshops, sketching concepts, creating storyboards to explore interaction flows, wireframing screens with layout and functionality, adding graphic design elements to mockups, and developing interactive prototypes to test the product before coding. User involvement through co-design is recommended when possible. The process moves from loose sketches to explore ideas through increasingly refined representations to prototypes that can be tested.
This document provides an overview of computational design and generative design. It discusses visual programming languages and tools like Processing, Grasshopper, and Dynamo. Generative design uses algorithms and parameters to generate design outcomes. It allows for exploring many more design possibilities compared to traditional design. Visual programming languages make computational design more accessible by allowing programming through a visual interface of connecting nodes and components. Tools like Dynamo and Grasshopper integrate computational design capabilities into CAD programs like Revit and Rhino. Overall, the document outlines the basic concepts, techniques, and software related to computational design and generative design through visual programming.
Edge Artificial Intelligence (Edge AI) is the future of Artificial Intelligence. What it simply means is in Edge AI, the AI algorithms are processed at the local level i.e., Edge AI takes and processed the data to the nearest point of user interaction whether it be a computer or an Edge server, or any other device.
Spatial computing is the digitization of physical world to form a digitally represented real world in which human can interaction with machines, people, objects, and the environments. Thus, the spatial computing is the next step in the ongoing convergence of the physical and digital worlds.
Metaverse is a new digital revolution that combines physical and digital space to form an immersive and augmented metaverse space. Metaverse has the potential to become a multi trillion-dollar part of the world economy.
We will explore potential synergetic integration of Edge AI, spatial computing, and metaverse in this event.
Subject matter experts will discuss:
What are the drivers of edge computing and edge AI?
How edge AI can be integrated with IoT, blockchain, and 5G?
Which is the best Industry-wide edge AI use case?
What is the spatial computing?
How spatial computing can be integrated with extended reality?
How edge AI is related to the spatial computing?
How edge AI based spatial computing can support metaverse applications?
02 computational design and digital fabrication visual programingAyele Bedada
This document discusses computational design and generative design processes. It begins by defining computational design as algorithmic, procedural, generative, or rule-based approaches to design that focus on developing interactive design processes rather than static designs. Generative design is then discussed in more detail, including definitions, techniques like parametric and combinatorial methods, and properties of generative systems. Visual programming languages and tools for computational design are also introduced, such as Processing, Dynamo, and Grasshopper. The document provides an overview of key concepts and techniques in computational and generative design.
Modern computer-aided design (CAD) systems and software tools have played a significant role in improving the efficiency of the overall product design process, ensuring geometric accuracy and the exchange of product model data. However, the impact of these technologies is largely restricted to the detailed modeling and engineering analysis that occur during the embodiment design phase. Conceptual design has not benefited from these sophisticated and highly precise software tools to the same degree because the creative activities associated with developing and communicating potential solutions with minimal details is far less formulaic in its implementation. At the early stages of product design the specifications and constraints have not been fully established. The industrial designers and engineers need the freedom to change and modify the product configuration and mechanical behavior to investigate a wide range of alternative solutions. Any CAD system that seeks to support and enhance conceptual design must, therefore, enable natural and haptic modes of human-computer interaction. Recent advancements in high-speed, multi-core computer hardware and virtual reality (VR) technology provide opportunities to link the more fluid processes of creative conceptual design with the rigidly defined tasks of product detailing and engineering analysis. This paper discusses the role that virtual reality can play for concept design module.
Digital design uses computer skills and creativity to design visuals for electronic technology. It includes fields like web design, digital imaging, and 3D modeling. Digital design creates graphics and designs for the web, TV, print, and portable devices using computers, graphics tablets, and other electronic tools. It is an evolving industry that explores new technologies. Digital design has many applications including web design, 3D modeling for movies, architectural planning, and product design. 3D modeling involves creating mathematical representations of objects, placing them in virtual scenes, and rendering them into images. Popular 3D modeling programs include 3Ds Max, Maya, SketchUp, Rhino, CATIA, and SolidWorks.
3D modeling programs are used widely in various professions. In medicine, they are used by doctors to teach anatomy by creating accurate models of the human body. In architecture and design fields, 3D modeling allows for innovative designs of buildings and objects. 3D modeling is also essential in video game development, as it allows for the creation of characters and virtual worlds. The basic principles of 3D modeling involve using tools to create geometric shapes and connect vertices to form polygons that can then be rendered into 2D images.
Virtual environments in design educationShubh Cheema
Virtual reality allows users to experience simulated environments, either similar to the real world or imaginary worlds, through visual and other sensory feedback. The Cave Automatic Virtual Environment (CAVE) is an immersive virtual reality system where projectors display 3D images on multiple screens surrounding users. Second Life is an online virtual world where users interact through avatars, explore the virtual world, and create virtual objects and environments. Some real-world projects have been prototyped in collaborative virtual environments like Second Life to allow geographically separated groups to jointly design projects.
The document defines various UX/UI terminology including:
- The F-shaped pattern which shows how users' eyes scan webpages and screens in the shape of an F.
- Sketching which is quick freehand drawing to help brainstorm and note ideas visually.
- Wireframes which are blueprints of screen content and layout.
- Mockups which are static representations of products that cannot be interacted with.
- Prototypes which are preliminary models used for testing.
3D modeling is the process of creating mathematical representations of three-dimensional objects using specialized software. It is used widely in industries like architecture, engineering, medical, video games, and more. There are two main types of 3D models - solid models that represent an object's volume, and shell/boundary models that represent just the object's surface. Common modeling processes include using NURBS, polygons, primitives, and sculpting. Setting up an effective 3D scene also requires consideration. 3D modeling provides more flexibility and accurate photorealism compared to 2D modeling methods.
The document provides an itinerary for a talk on the psychology of technology, beginning with a brief history of computers evolving from tools to prosthetics to assistants and friends. It then outlines key developments like early computers, visual computing pioneered by Memex and Xerox Alto, and the "Mother of All Demos" introducing graphical user interfaces. The talk will discuss topics such as organizing information, intelligent assistants, persuasive design, interface design for the masses, and the optimal level of complexity in digital experiences.
my latest deck format...I'm big on single images on slides but recently added the "bing" search box as a way to add a message. it helps focus the audience mind but also means the slides still mean something when they're no presented by somebody
Similarities in Perfection Between Magic & Design
Ultimately, we want to provide a perfect experience -- one devoid of flaws and full of delight. This is where experience design and professional magic have much in common, as our desire for perfection is behind what's driving us.
What you may not realize, however, is professional magic has a hundred year jump on experience design. That field's drive for perfection started before the time of Houdini, in the late 1800s. The methods, philosophies, and culture behind their drive has gone through many years of refinement and maturation. There's a lot that today's experience designers can learn from how professional magicians approach their craft.
In this one-of-a-kind presentation, Jared Spool (who studies design) and Reed Spool (who studies and practices professional magic) will discuss the similarities of these two fields and their drive for perfection.
2011-7-17 by Roy Lin
活動錄影:
http://www.youtube.com/user/MacRoy74918?feature=mhee#p/u/26/Dgu7oxaUy_c
FB社團專頁:
https://www.facebook.com/interXdesign
設計X跨界 (Inter X Design) 是一個不同領域設計人交流的平台,將不定期舉辦設計跨界交流活動。
The document discusses the emergence of 3D digital cities as a convergence of building information modeling (BIM), computer-aided design (CAD), and geographic information systems (GIS). 3D digital cities combine mapping, building, civil, and utility data into accurate 3D models that can be visualized, analyzed, and shared. They are part of municipal sustainability initiatives and help analyze projects, visualize designs, and simulate city planning initiatives. The trend is moving towards more detailed real-time navigation and analysis of intelligent 3D city models.
Here are four pictures with a title to narrate a story about the site:
The Lonely Tree
[PICTURE 1]
A lone tree stands in an empty field under a cloudy sky.
[PICTURE 2]
Wind blows through the branches of the tree.
[PICTURE 3]
A bird lands on one of the tree's branches.
[PICTURE 4]
The sun peeks through the clouds, its rays shining down on the tree.
Innovating Humane Habitats in a Digital Era for a Sustainable Future.Digital Technology in Architectural Education and Profession .The significance of virtual Architecture is its emergence with the ability of computer-imaging technology to accurately simulate three-dimensional reality. The technique of simulating three-dimensional reality is known as virtual reality.
Parametric design:
Enables the exploration of alternative designs within a single representation using parameters and associative relationships to control geometric and constructive aspects of the design.
New developments in computational design as well as in digital fabrication are currently leading to a rethinking of architectural design, material science, engineering and fabrication.
Unleashing the Potentials of Immersive Augmented Reality for Software Enginee...Leonel Merino
The document discusses the potential benefits of immersive augmented reality (AR) for software engineering. It outlines how AR could help with software evolution, comprehension, and performance awareness by overcoming issues of 3D visualization on screens. The document presents preliminary frameworks for collaboration/communication, embodiment/mediated reality, mobility/multi-device usage, and pervasiveness/privacy in AR. It suggests AR may benefit requirements engineering, software design, implementation, DevOps, testing, and maintenance by leveraging aspects like collaboration, mobility, and pervasiveness.
Maria Jose Fabregat
Work with Scott Hao-Ting Sun, Yoshihisa Shinagawa
My role : Concept
Interaction design
Prototyping
Kitchen Budapest is a non-profit organization that supports creative professionals and
provides a platform for cultural exchange. During my 3 months residency, I worked on
several projects:
1. "The Memory Box"
An interactive installation that collects people's memories and stories through photos,
videos and voice recordings. The collected data is visualized and shared anonymously to
inspire others.
2. "The Storytelling Chair"
An interactive chair that tells stories to the audience based on their body gestures, like
le
This document discusses augmented reality (AR) interfaces for visual analytics. It provides an overview of AR, including its key characteristics of combining real and virtual images in an interactive and registered 3D space. Examples are given of medical imaging applications and trials of AR interfaces. Design principles for AR user interfaces are outlined, including using physical objects, appropriate interaction metaphors, and principles from tangible interfaces. Case studies demonstrate AR lenses and collaborative AR interfaces. The document concludes with a discussion of future directions such as mobile phone AR, collaborative AR, and ubiquitous VR (UbiVR).
UX Conceptual design - sketches, wireframes, mockups, prototypesDr. V Vorvoreanu
The document outlines the process of designing a product from initial user research through prototyping. It involves researching users through personas and scenarios, brainstorming design ideas through probes and workshops, sketching concepts, creating storyboards to explore interaction flows, wireframing screens with layout and functionality, adding graphic design elements to mockups, and developing interactive prototypes to test the product before coding. User involvement through co-design is recommended when possible. The process moves from loose sketches to explore ideas through increasingly refined representations to prototypes that can be tested.
This document provides an overview of computational design and generative design. It discusses visual programming languages and tools like Processing, Grasshopper, and Dynamo. Generative design uses algorithms and parameters to generate design outcomes. It allows for exploring many more design possibilities compared to traditional design. Visual programming languages make computational design more accessible by allowing programming through a visual interface of connecting nodes and components. Tools like Dynamo and Grasshopper integrate computational design capabilities into CAD programs like Revit and Rhino. Overall, the document outlines the basic concepts, techniques, and software related to computational design and generative design through visual programming.
Edge Artificial Intelligence (Edge AI) is the future of Artificial Intelligence. What it simply means is in Edge AI, the AI algorithms are processed at the local level i.e., Edge AI takes and processed the data to the nearest point of user interaction whether it be a computer or an Edge server, or any other device.
Spatial computing is the digitization of physical world to form a digitally represented real world in which human can interaction with machines, people, objects, and the environments. Thus, the spatial computing is the next step in the ongoing convergence of the physical and digital worlds.
Metaverse is a new digital revolution that combines physical and digital space to form an immersive and augmented metaverse space. Metaverse has the potential to become a multi trillion-dollar part of the world economy.
We will explore potential synergetic integration of Edge AI, spatial computing, and metaverse in this event.
Subject matter experts will discuss:
What are the drivers of edge computing and edge AI?
How edge AI can be integrated with IoT, blockchain, and 5G?
Which is the best Industry-wide edge AI use case?
What is the spatial computing?
How spatial computing can be integrated with extended reality?
How edge AI is related to the spatial computing?
How edge AI based spatial computing can support metaverse applications?
02 computational design and digital fabrication visual programingAyele Bedada
This document discusses computational design and generative design processes. It begins by defining computational design as algorithmic, procedural, generative, or rule-based approaches to design that focus on developing interactive design processes rather than static designs. Generative design is then discussed in more detail, including definitions, techniques like parametric and combinatorial methods, and properties of generative systems. Visual programming languages and tools for computational design are also introduced, such as Processing, Dynamo, and Grasshopper. The document provides an overview of key concepts and techniques in computational and generative design.
Modern computer-aided design (CAD) systems and software tools have played a significant role in improving the efficiency of the overall product design process, ensuring geometric accuracy and the exchange of product model data. However, the impact of these technologies is largely restricted to the detailed modeling and engineering analysis that occur during the embodiment design phase. Conceptual design has not benefited from these sophisticated and highly precise software tools to the same degree because the creative activities associated with developing and communicating potential solutions with minimal details is far less formulaic in its implementation. At the early stages of product design the specifications and constraints have not been fully established. The industrial designers and engineers need the freedom to change and modify the product configuration and mechanical behavior to investigate a wide range of alternative solutions. Any CAD system that seeks to support and enhance conceptual design must, therefore, enable natural and haptic modes of human-computer interaction. Recent advancements in high-speed, multi-core computer hardware and virtual reality (VR) technology provide opportunities to link the more fluid processes of creative conceptual design with the rigidly defined tasks of product detailing and engineering analysis. This paper discusses the role that virtual reality can play for concept design module.
This document discusses the basics of spatial interaction design. It provides a historical overview of human-computer interaction, from early control panels to modern tangible and embedded interfaces. It also examines user interface approaches through case studies and discusses incorporating contextual observation into design. The document aims to outline fundamental concepts for interaction design through spatial, experiential, and sensory lenses.
Portfolio presentation that includes sections on overall UX design philosophy, 3D UI, Mobile UI, Search, Authoring, Art, and etc.
Converted from PowerPoint 2010
How can we overcome our fears, address necessary skepticism, and unlock the power of the next
generation technology ecosystem to enhance the profession of landscape architecture? This session will explore the
forefront of innovation, discussing how AI-driven solutions will optimize planning, visualization, detailing, and resource
management within the profession. These tools will play a pivotal role in how landscape architects shape a greener,
smarter, and more beautiful world.
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15. There
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list thanks