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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

All excess, all spectacle: A material obsession

January 2019 (has links)
specialcollections@tulane.edu / 1 / Alyson Demskie
2

Performance driven design systems in practice

Joyce, Sam January 2016 (has links)
This thesis is concerned with the application of computation in the context of professional architectural practice and specifically towards defining complex buildings that are highly integrated with respect to design and engineering performance. The thesis represents applied research undertaken whilst in practice at Foster + Partners. It reviews the current state of the art of computational design techniques to quickly but flexibly model and analyse building options. The application of parametric design tools to active design projects is discussed with respect to real examples as well as methods to then link the geometric definitions to structural engineering analysis, to provide performance data in near real time. The practical interoperability between design software and engineering tools is also examined. The role of performance data in design decision making is analysed by comparing manual work-flows with methods assisted by computation. This extends to optimisation methods which by making use of design automation actively make design decisions to return optimised results. The challenges and drawbacks of using these methods effectively in real deign situations is discussed, especially the limitations of these methods with respect to incomplete problem definitions, and the design exploration resulting in modified performance requirements. To counter these issues a performance driven design work flow is proposed. This is a mixed initiative whereby designer centric understanding and decisions are computer assisted. Flexible meta-design descriptions that encapsulate the variability of the design space under consideration are explored and compared with existing optimisation approaches. Computation is used to produce and visualise the performance data from these large design spaces generated by parametric design descriptions and associated engineering analysis. Novel methods are introduced that define a design and performance space using cluster computing methods to speed up the generation of large numbers of options. The use of data visualisation is applied to design problems, showing how in real situations it can aid design orientation and decision making using the large amount of data produced. Strategies to enable these work-flows are discussed and implemented, focusing on re-appropriating existing web design paradigms using a modular approach concentrating on scalable data creation and information display.
3

Techniques and Applications of Urban Data Analysis

AlHalawani, Sawsan 26 May 2016 (has links)
Digitization and characterization of urban spaces are essential components as we move to an ever-growing ’always connected’ world. Accurate analysis of such digital urban spaces has become more important as we continue to get spatial and social context-aware feedback and recommendations in our daily activities. Modeling and reconstruction of urban environments have thus gained unprecedented importance in the last few years. Such analysis typically spans multiple disciplines, such as computer graphics, and computer vision as well as architecture, geoscience, and remote sensing. Reconstructing an urban environment usually requires an entire pipeline consisting of different tasks. In such a pipeline, data analysis plays a strong role in acquiring meaningful insights from the raw data. This dissertation primarily focuses on the analysis of various forms of urban data and proposes a set of techniques to extract useful information, which is then used for different applications. The first part of this dissertation presents a semi-automatic framework to analyze facade images to recover individual windows along with their functional configurations such as open or (partially) closed states. The main advantage of recovering both the repetition patterns of windows and their individual deformation parameters is to produce a factored facade representation. Such a factored representation enables a range of applications including interactive facade images, improved multi-view stereo reconstruction, facade-level change detection, and novel image editing possibilities. The second part of this dissertation demonstrates the importance of a layout configuration on its performance. As a specific application scenario, I investigate the interior layout of warehouses wherein the goal is to assign items to their storage locations while reducing flow congestion and enhancing the speed of order picking processes. The third part of the dissertation proposes a method to classify cities based on their functional behavior. Commonly used computational approaches concentrate on geometric descriptors, for both images and laser scans. Instead, I analyze street networks, both their topology (i.e., connectivity) and geometry (i.e., layout), in an attempt to understand the factors that play dominant roles in determining the characteristic of cities. A set of street network descriptors is proposed to capture the essence of city layouts and used, in a supervised setting, to classify and categorize various cities across the world. Each part of the dissertation shows the utility of the proposed methods through describing a variety of applications on different examples.
4

Digital Design and Fabrication within Technical and Economical Limitations

Juknevicius, Vilius January 2016 (has links)
Today, designing in digital environment is far less limiting than the physical reality that the product will end up in - stresses and forces, physical material properties, manufacturing possibilities, economic considerations and etc. are to a large extent not present in digital design tools. With many of these being directly computable it would make sense to introduce these restrictions from the physical world to the digital design environment. By doing this with we could take account of the inevitable restrictions from the very initial design phases and considerations, hopefully enabling us to make better informed decisions and designs. / Idag, designar i digitala miljön är betydligt mindre begränsande än den fysiska verkligheten att produkten kommer att hamna i - spänningar och krafter, fysikaliska materialegenskaper, tillverkningsmöjligheter, ekonomiska överväganden och etc. är i stor utsträckning inte finns i digitala designverktyg. Med många av dessa är direkt beräkningsbar det skulle vara meningsfullt att införa dessa restriktioner från den fysiska världen till den digitala designmiljö. Genom att göra detta med vi kunde ta hänsyn till de oundvikliga begränsningar från mycket ursprungliga utformning och överväganden, förhoppningsvis gör det möjligt för oss att fatta bättre underbyggda beslut och designer.
5

Hemplime and Free-Form Hybrids: Sustainable Design through Computational Innovation

Wahl, Ethan 25 May 2023 (has links)
No description available.
6

Dynamic Inevitability in Computational Design

Boldrin, Niccolo 03 June 2014 (has links)
No description available.
7

Möjligheter och svårigheter vid implementering av Generativ Design som en processmetodik i designprocessen / Opportunities and difficulties in implementation of Generative Design as a process methodology in the design process

Jansson Carling, Johanna, Allbäck, Elin January 2020 (has links)
Purpose: The purpose of the study is to identify needs in the AEC industry of Generative Design as a process methodology in design processes in the initial stage, since the design process has not developed in line with digitalization. The aim is to compare Generative design as a process methodology in design processes with established methodology to investigate the need for a changed design process as well as its challenges in the AEC industry. Method: The study is executed as a field study and is based on a method triangulation between literature search, document study and qualitative interviews with five individuals semi-structured form. The informants have good experience in the subject area. Findings: The findings are of different ambiguity in individual perspectives, but if seen in combination a clearer result is shown. The study achieves following findings; A need for change in the AEC industry's design process exists and a multidisciplinary approach is sought. Implementation of needs begins with a parallel process between current methodology and GD, one need not exclude the other. An increased programming knowledge of architects and engineers is required. A clear strategy for valuing requirements and design alternatives is required. Today's (2020) established process tends to move towards projects of high complexity being sub optimized which gives generic consequences for design, but GD have the potential to break the trend. Implications: The authors believe that the study’s set goals answer the questions of concern with high reliability and validity based on the study's coordination. Potential for further and in-depth studies are considered and that the collected empiricism to a wider extent than initially desired. Limitations: The subject area studied is predominantly of a contextual nature, which is partly reflected in the results. Because the result is based on a small selection of informants, it cannot be assumed that the same results had been obtained from the perspective of other professional groups. The results can be perceived as subjective due statements are based on personal opinions and preconceived opinions. The collected empiricism can provide a basis for a deeper analysis but the study’s scope of 15 hp was limiting. / Syfte: Syftet med arbetet är att kartlägga behovet i AEC-branschen av Generativ Designsom processmetodik i designprocessens initiala skeden eftersom designprocessen idaginte följt den digitala utveckling som snabbt går framåt. Målet är att utreda behovet aven förändrad designprocess samt dess utmaningar i AEC-branschen genom att jämföraGenerativ design som processmetodik i designprocessen med vedertagen metodik. Metod: En fallstudie av kvalitativ ansats med metodtriangulering mellanlitteratursökning, dokumentstudie och intervjuer med fem individer av semistruktureradform. Informanterna har god erfarenhet av ämnesområdet. Resultat: Resultaten är av varierande entydighet i enskilt perspektiv men ses resultateni kombination ges en tydligare resultatbild. Studien kommer fram till följande; Ettbehov av förändring i AEC-branschens designprocess existerar och etttvärfunktionellt arbetssätt eftertraktas. En implementering behöver inledas med enparallell process mellan nuvarande metodik och GD, det ena behöver inte utesluta denandra. En ökad programmeringskunskap hos arkitekter och ingenjörer krävs. En tydligstrategi för värdering av kravställningar och designalternativ krävs. Dagens (2020) vedertagna process tenderar att gå mot att projekt av högre komplexitetsgradsuboptimeras vilket ger generiska konsekvenser för utformandet men att GD harpotential att bryta denna trend. Konsekvenser: Författarna anser att studien besvarar uppsatt mål och frågeställningarmed hög reliabilitet och validitet utifrån studiens omfattning. Potential till vidare ochdjupgående studier anses finnas och att insamlad empiri är av högre omfattning än vadsom initialt planerades. Begränsningar: Ämnesområdet som studeras är till övervägande del av kontextuellkaraktär vilket delvis avspeglas på resultatet. Eftersom resultatet är baserat på ettmindre urval av informanter kan det inte utgås från att samma resultat hade erhållitsutifrån andra yrkesgruppers perspektiv. Resultaten kan uppfattas subjektiva eftersominformanternas uttalanden är baserade på personliga åsikter och förutfattade meningar.Den insamlade empirin kan utgöra en grund för en djupare och grundligare analys menarbetets omfattning på 15hp var begränsande.
8

Design gráfico computacional: computação aplicada no projeto e na produção de imagens dinâmicas e interativas / Computational graphic design: computing applied to design and production of dynamics and interactive images

Omine, Eduardo Hiroshi 11 June 2014 (has links)
Esta pesquisa objetiva investigar o design computacional, explorando a aplicação de ferramentas conceituais da computação no projeto e na produção de imagens dinâmicas e interativas. A realização desta pesquisa foi motivada por observações feitas pelo autor ao longo de sua experiência profissional, projetando e desenvolvendo interfaces digitais. Constatou-se que muitos profissionais, intitulados \"designers\", possuem pouco ou nenhum conhecimento das tecnologias envolvidas na implementação das interfaces que projetam. Por outro lado, esses mesmos profissionais se limitam a usar alguns poucos softwares comerciais (como por exemplo o Adobe Photoshop) enquanto ferramentas computacionais. Se o designer não conhece as tecnologias envolvidas no projeto (com suas possibilidades e suas limitações), pode acabar propondo soluções tecnicamente inviáveis ou inadequadas. E se o designer limita seu repertório de ferramentas, suas soluções podem ser concebidas mais em função dos recursos disponíveis nas ferramentas do que em função dos requisitos do projeto. Considerando que as ferramentas computacionais ocupam atualmente um papel central na produção, distribuição, e recepção de conteúdo, torna-se importante desenvolver uma postura crítica a respeito do uso da computação em design. E para tanto, faz-se necessário pesquisar as relações entre computação e design. Consultando autores das áreas de comunicação, cibernética, computação, artes, e design, buscou-se identificar os efeitos da computação na sociedade e no pensamento, sua aplicabilidade em outras áreas do conhecimento, e precedentes da arte e do design para uma abordagem computacional do design. Também foram consultados textos (em forma de depoimentos) de designers que trabalham com computação, nos quais relatam seus próprios processos de design. Além disso, foram realizadas entrevistas com 3 designers brasileiros, que ofereceram contribuições valiosas para aqueles que buscam compreender o design computacional de uma perspectiva brasileira. Esta dissertação pretende contribuir para uma maior compreensão das possibilidades e limitações da computação no design. / This research aims to study computational design, exploring the application of computing\'s conceptual tools in the design and the production of dynamic and interactive images. This research was motivated by reflections made by the author throughout his professional experience, designing and developing digital interfaces. It was found that many professionals, entitled \"designers\", have little or no knowledge of the technologies involved in the implementation of the interfaces they design. On the other hand, these same professionals limit themselves to use a few commercial softwares (for example, Adobe Photoshop) as computational tools. If the designer doesn\'t know the technologies involved in the design (with its possibilities and its limitations), he may end up proposing technically unfeasible or inappropriate solutions. If the designer limits his own tool set, his solutions may be conceived more as a function of the features available in the tools than the project\'s requirements. Considering that computational tools currently occupy a fundamental role in production, distribution, and reception of content, it becomes important to develop a critical stance regarding the use of computing in design. Therefore, it becomes necessary to study the relationships between computing and design. Consulting authors in the fields of communication, cybernetics, computing, arts, and design, we sought to identify the effects of computing in society and thinking, its applicability in other fields, and precedents from art and from design for a computational approach to design. Statements and articles from designers who work with computing, describing their own design processes, were also consulted. In addition, 3 interviews with Brazilian designers were conducted; the interviewees offered rich contributions for those who seek to understand computational design from a Brazilian standpoint. This dissertation aims to contribute to a larger comprehension of the possibilities and limitations of computing in design.
9

Design computacional: comunicação do in-visível / Computational design: communication of in-visible

Nunes, João Fernando Igansi 04 May 2009 (has links)
Made available in DSpace on 2016-04-26T18:18:02Z (GMT). No. of bitstreams: 1 Joao Fernando Igansi Nunes.pdf: 4495360 bytes, checksum: ae12b6f0373416f173754c6846dfd880 (MD5) Previous issue date: 2009-05-04 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The language is a machine and the design that shapes it, it is another one, as well as the machine is the whole model (Techno Aristotelian) of discourses that conceptualize it: Computational Design in the rule is applying the rule(s). The study of Computational Design: communication of in-visible, presents the configuration of Cultural Interfaces, discourse machines derived from the fixed communication codes (paradigm of manufacturing) in the current state of the informational diagrammatic machines for executable codes (the programming paradigm). This thesis, in the context of the new communication technologies searches to detail the specifics of practice and rhetoric (critical and creative) of the executable codes, those belonging to the creative processes that brought the call of Computational Design: The design resulting from a procedural state generated in the programmed action of the algorithms in their code share operations. Thus, the investigation intersects language, machine and technique, interaction and respective aesthetic results coming from the "culture of software." The idea of building a systematic study on the state of computational design, as well as the quest for the understanding of the latest executable codes communication status, finds its main methodological references in the proposal of John B. Thompson (1995) for analysis of symbolic forms. Under specific circumstances, this proposal organizes the discussion about the nature of the syntax on the current design production on their respective fundaments. Computational Design, on and off line, it is the condition of any additional operation between human systems and machines, and as such it is perceived to sensations and perceptions of both. Within this sphere of the senses, the action of these intelligent languages, matrices that re-match in each logical dimension of events sharing and updates, produce identification and the mapping of the model (ruled by writing) that is perceived (ruled by reading). The "computational thinking" that generated the status of language is logic-processing and production of meta-signs, which is the relationship between the technical content and the technological content of communication that operates and that is based on the theories of post-structuralist authors such as Roland Barthes, Jacques Derrida, Félix Guattari, and the current criticism of Lev Manovich, Katherine Hayles, Florian Cramer, Jean-Pierre Balpe, Margot Lovejoy, Paul Fishwick and Matthew Fuller on the informational and computational media aesthetics. This "computational thinking" which is located in the structures of language algorithms evolves from modern diagrammatic state in the technical imaginary to a technological imaginary emerging from what was known from the twentieth century as Hypermodernism. The observations and analysis of that work were built under the theoretical and practical contributions of Martin Wattenberg, John Maeda, Golan Levin, Benjamin Fry, Markamerica, Mark Napier and Santiago Ortiz / A linguagem é uma máquina e o design que a modela é outra, assim como também máquina é todo o modelo (techne aristotélica) dos discursos que os conceituam: No Design Computacional a regra é aplicar regra(s). O estudo Design Computacional: comunicação do in-visível, problematiza a configuração das Interfaces Culturais, máquinas de discursos advindas da comunicação dos códigos fixos (paradigma da fabricação) no atual estado das máquinas diagramáticas informacionais dos códigos executáveis (paradigma da programação). A presente Tese, no contexto das novas tecnologias da comunicação busca particularizar as especificidades da prática e da retórica (crítica e criativa) dos códigos executáveis, aqueles pertencentes aos processos criativos do que se instaurou chamar de Design Computacional: o design resultante de um estado processual gerado na ação programada do código algorítmico em sua respectiva ação de funcionamento. Para tanto, a investigação intersecta linguagem, máquina e técnica, interação e respectivos resultados estéticos advindos da cultura do software . A idéia de se construir um estudo sistemático sobre o estado do design computacional, bem como a busca da compreensão do mais novo estatuto da comunicação dos códigos executáveis, encontra suas principais referências metodológicas na proposta de John B. Thompson (1995) para análise das formas simbólicas. Em circunstâncias específicas, a presente proposta organiza a discussão sobre a natureza da sintaxe sígnifica da produção atual desse design em seus respectivos fundamentos. Design Computacional, on e off line, faz-se existir pela condição de operação complementar entre sistemas humanos e maquínicos e, como tal, faz-se perceptível às sensações e percepções de ambos. Dentro desta esfera dos sentidos, a ação dessas linguagens inteligentes, matrizes que se re-combinam em cada dimensão lógica de compartilhamento de eventos e atualizações, produzem a identificação e o mapeamento do modelo (pela regra escrita) que é percebido (pela regra lida). O pensamento computacional gerado nesse estatuto de linguagem é lógica de processamento e produção de meta-signos, constitui-se nas relações entre o conteúdo técnico e o seu respectivo conteúdo tecnológico da comunicação que opera e tem como base as teorias pós-estruturalistas de autores como: Roland Barthes, Jacques Derrida, Felix Guattari, bem como as atuais críticas de Lev Manovich, Katherine Hayles, Florian Cramer, Jean-Pierre Balpe, Margot Lovejoy, Paul Fishwick e Mattheu Fuller sobre o estado informacional e estético dos meios computacionais. Situado nas estruturas de linguagens algorítmicas, esse pensamento computacional evolui de um estado diagramático moderno residente no imaginário técnico para um imaginário tecnológico emergente daquilo que ficou conhecido a partir do século XX, como Hipermodernismo. As observações e análises desse trabalho construiram-se ainda sob o aporte teórico e prático de Martin Wattenberg, John Maeda, Golan Levin, Benjamin Fry, Markamerica, Mark Napier e Santiago Ortiz
10

Computational and Experimental Techniques to Analyze Antibody-Analyte Transport and Reaction in Microchannels

January 2013 (has links)
The goal of this research is to investigate computational and experimental techniques to effectively analyze microscale fluid dynamics, transport, and mixing of an analyte-antibody system. This work is applicable to the development of an in-plane, passive mixer component of a miniature antibody-based sensor suitable for environmental monitoring, food testing, and medical diagnostics. The computational methods allow the efficient evaluation of microchannel designs to enhance analyte-antibody binding, which may reduce the time and cost required for experimental trials. We describe a computational algorithm to solve the governing equations for microscale fluid flow and transport in complex 2-D domains created through a graphical user interface. We implement the particle strength exchange method to solve the convection-diffusion-reaction equations, coupled to the boundary element method to compute the velocity field from the steady state Stokes equations. We validate the numerical methods by comparison to analytical and finite element method solutions. Because the chosen methods require no internal mesh, our algorithm provides an efficient alternative to grid-based methods when solving transport in complex geometries with internal obstacles. We characterize two fluorescein-antibody clones through competitive ELISA experiments and demonstrate the quenching effect of the antibodies with a fluorescence spectrophotometer. We describe a microchannel flow system to image the quenching of fluorescence by the antibody when fluorescein and fluorescein-antibody solutions are injected into separate inlets of the microchannel. We correlate the fluorescence intensity of microscope images of fluorescein flowing through the microchannel to concentrations of fluorescein to establish a calibration curve. This system provides a method to visualize and quantitatively analyze the mixing and reaction in a microfluidic device. We test the numerical methods by comparing the experimentally determined fluorescein concentration to the outlet amount numerically predicted by the computational model under identical conditions and find good agreement between the two fluorescein concentration profiles. We complete the transport-reaction computation in a set of microchannels with cylindrical obstructions. We find that decreasing the channel width and increasing the fluid path length by placing the obstruction on the walls is more effective than placing free-standing obstructions within the channel to enhance the fluorescein and fluorescein-antibody reaction. / acase@tulane.edu

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