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1.
Although computers prove useful in aiding human creativity, there is still shortage of adequate software for early-stage explorations in the design disciplines. One of such under-supported disciplines is architectural design. In response to this lack of proper software, architects adopted tools from other industries with a large level of success. However, despite the fact that several types of such tools have now been employed in conceptual architectural design, their application indicates that they are seldom used altogether.This paper presents a hybrid software platform, bringing these various CAD and CAE tools into one design toolkit. Each platform tool introduces a different possibility of designing, and supports computation-based activities, human intuitive ones, or a mixture of both. The platform user can freely switch between various working styles: algorithmic on the one hand, and fuzzy on the other. Moreover, the designer can perform tasks impossible to execute in traditional design, such as quick generation, exploration and evaluation of large design spaces, containing geometrically-complex solutions. The testing of the hybrid platform in a design experiment indicates its ability to support meaningful early-stage explorations and to yield a highly creative design.One of the aims of investigating a CAD/E platform based on the existing software is to lay the foundations for the development of a future CAD/E system for early-stage architectural design — a tool which is currently missing in the architectural practice. By revealing the potentials of the ready-made software, and by pointing out the technical challenges associated with its integration, we wish to suggest a possible direction for future studies, so that solutions developed by academia have higher chances of being noticed and more widely implemented in praxis.  相似文献   

2.
A major challenge, and thus opportunity, in the field of human-computer interaction and specifically usability engineering is designing effective user interfaces for emerging technologies that have no established design guidelines or interaction metaphors or introduce completely new ways for users to perceive and interact with technology and the world around them. Clearly, augmented reality is one such emerging technology. We propose a usability engineering approach that employs user-based studies to inform design, by iteratively inserting a series of user-based studies into a traditional usability engineering lifecycle to better inform initial user interface designs. We present an exemplar user-based study conducted to gain insight into how users perceive text in outdoor augmented reality settings and to derive implications for design in outdoor augmented reality. We also describe lessons learned from our experiences conducting user-based studies as part of the design process.  相似文献   

3.
In response to dramatic changes in the environment, and supported by advances in wireless networking, pervasive sensor networks have become a common tool for environmental monitoring. However, tools for on-site visualization and interactive exploration of environmental data are still inadequate for domain experts. Current solutions are generally limited to tabular data, basic 2D plots, or standard 2D GIS tools designed for the desktop and not adapted to mobile use. In this paper, we introduce a novel augmented reality platform for 3D mobile visualization of environmental data. Following a user-centered design approach, we analyze processes, tasks, and requirements of on-site visualization tools for environmental experts. We present our multilayer infrastructure and the mobile augmented reality platform that leverages visualization of georeferenced sensor measurement and simulation data in a seamless integrated view of the environment.  相似文献   

4.
增强现实技术将虚拟与现实有机结合,突破了虚拟世界和现实世界的界限。针对增强现实技术的特点,研究了一套实现增强现实系统的框架。首先对场景进行采集,使用3D Max对模型进行设计并建模;针对图像识别的问题,通过对比SIFT算法、SURF算法、ORB算法以及高通Vuforia的特征识别匹配的结果,选择高通Vuforia处理图像;3D渲染则使用专业渲染引擎Unity3D实现增强现实中交互软件的开发。基于此框架设计并实现一个以科技馆古代农具展示为主题的系统,能够带给参观者AR交互阅读的全新体验;可以再现我国古代农具在传统农业文化传承的重要史料,从而实现对古代农具文物的数字化保护和传播。  相似文献   

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6.
Immersive authoring refers to the style of programming or developing content from within the targetexecutable environment. Immersive authoring is important for fields such as augmented reality (AR) in which interaction usability and user perception of the target content must be checked first hand, in situ. In addition, the interaction efficiency and usability of the authoring tools itself is equally important forease of authoring. In this paper, we propose design principles and describe an implementation of animmersive authoring system for AR. More importantly, we present a formal user study demonstrating its benefits and weaknesses. In particular, our results demonstrate that, compared to using the traditional 2D desktop development method, immersive authoring gained significant efficiency in specifying spatial arrangements and behavior tasks, a major component of AR content authoring. However, it was not so successful for abstract tasks such as logical programming. Based on this result, we suggest that a comprehensive AR authoring tool should include such immersive authoring functionality to help, particularly non-technical media artists, create effective contents based on the characteristics of the underlying media and interaction style.  相似文献   

7.
Software architects consider capturing and sharing architectural decisions increasingly important; many tacit dependencies exist in this architectural knowledge. Architectural decision modeling makes these dependencies explicit and serves as a foundation for knowledge management tools. In practice, however, text templates and informal rich pictures rather than models are used to capture the knowledge; a formal definition of model entities and their relations is missing in the current state of the art. In this paper, we propose such a formal definition of architectural decision models as directed acyclic graphs with several types of nodes and edges. In our models, architectural decision topic groups, issues, alternatives, and outcomes form trees of nodes connected by edges expressing containment and refinement, decomposition, and triggers dependencies, as well as logical relations such as (in)compatibility of alternatives. The formalization can be used to verify integrity constraints and to organize the decision making process; production rules and dependency patterns can be defined. A reusable architectural decision model supporting service-oriented architecture design demonstrates how we use these concepts. We also present tool support and give a quantitative evaluation.  相似文献   

8.
While task modeling and task-based design are entering into current practice in the design of interactive software applications, there is still a lack of tools supporting the development and analysis of task models. Such tools should provide developers with ways to represent tasks, including their attributes and objects and their temporal and semantic relationships, to easily create, analyze, and modify such representations and to simulate their dynamic behavior. In this paper, we present a tool, CTTE, that provides thorough support for developing and analyzing task models of cooperative applications, which can then be used to improve the design and evaluation of interactive software applications. We discuss how we have designed this environment and report on trials of its use.  相似文献   

9.
Are architectural reconstructions in computer graphics a helpful research tool, or just pretty pictures to allow undergraduates a chance to get the look and feel of a forgotten place? The paper discusses the application of CAD tools, virtual reality and the Internet to architectural reconstructions such as the Athenian Acropolis and Stonehenge  相似文献   

10.
The increasing need to check Web site accessibility has stimulated interest in tools to aid the various activities involved. While some tools for this purpose already exist, we believe that there is a demand for making their support more flexible. In particular, there is often a need for validation of multiple sets of guidelines, repairing Web pages and providing better reports for the evaluators. In this paper, we discuss such issues and how we have addressed them in the design of MAGENTA, our new tool for supporting inspection-based evaluation of accessibility and usability guidelines.  相似文献   

11.
ABSTRACT

Nowadays, the different computer tools available enable designers to create complex industrial prototypes. The use of these tools is constrained by the limitations imposed by common devices, such as screens and displays. Recently emerged virtual and augmented reality techniques have started being used as supports in many learning and industrial environments. Beyond the new possibilities that these tools offer for designing industrial objects, the underlying question is whether these new technologies could improve the creativity of designers to enable them to get a better understanding of the designing process itself. This paper presents a methodological proposal for the deployment of an industrial design engineering course aimed not only at learning different design techniques, but also at assessing the creativity skills of students. The practical contents include the use of virtual reality devices, to help the designer overcome the limitations of prototype visualisation and make better designing decisions. Moreover, a creativity test will be performed at the beginning and at the end of the course to assess the changes in creativity skills taking place within the experiment group versus the changes in a traditional learning (control) group.  相似文献   

12.
In this article we describe the importance of reusing software artifacts resulting from the earliest stages of the development life-;cycle, i.e., software conception, requirements analysis, feasibility study, requirements specification, architectural and detailed design. Although reuse of early artifacts is deemed beneficial to software development projects, there are no readily available software tools that could facilitate their effective reuse. Hence, we identified nearly one hundred early artifact types. We analyzed, compared and contrasted them. We clustered similar artifact types into distinct artifact affinity groups. We then proposed several methods and techniques useful in the processing of these artifacts to support their reuse. We believe that the proposed methods could be utilized by tool builders to construct software development environments capable of assisting analysts, designers, architects and programmers to effectively reuse the results of early life-;cycle activities.  相似文献   

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In this work we integrate augmented reality technology in a product development process using real technical drawings as a tangible interface for design review. We present an original collaborative framework for Augmented Design Review Over Network (ADRON). It provides the following features: augmented technical drawings, interactive FEM simulation, multimodal annotation and chat tools, web content integration and collaborative client/server architecture. Our framework is intended to use common hardware instead of expensive and complex virtual or augmented facilities. We designed the interface specifically for users with little or no augmented reality expertise proposing tangible interfaces for data review and visual editing for all the functions and configurations. Two case studies are presented and discussed: a real-time “touch and see” stress/strain simulation and a collaborative distributed design review session of an industrial component.  相似文献   

15.
During the evolvement of architecture, the research on architectural form and structure as well as different ways to express and realize architectural thoughts is constantly the focus of many architects. This paper illustrates the mutual influence of the ways of expression and design of architecture to people's understanding of the meaning of architecture throughout the history of their efforts and exploration. The paper also discusses the extensive usage of virtual-reality approach through computer technology. It points out that the traditional architectural standpoint will undergo breakthrough by the emergence of new expression and design method. In this way, people's understanding of architecture will be more profound and lasting.  相似文献   

16.
Modeling tools typically have their own interaction methods for combining virtual objects. For realistic composition in 3D space, many researchers from the fields of virtual and augmented reality have been trying to develop intuitive interactive techniques using novel interfaces. However, many modeling applications require a long learning time for novice users because of unmanageable interfaces. In this paper, we propose two-handed tangible augmented reality interaction techniques that provide an easy-to-learn and natural combination method using simple augmented blocks. We have designed a novel interface called the cubical user interface, which has two tangible cubes that are tracked by marker tracking. Using the interface, we suggest two types of interactions based on familiar metaphors from real object assembly. The first, the screw-driving method, recognizes the user??s rotation gestures and allows them to screw virtual objects together. The second, the block-assembly method, adds objects based on their direction and position relative to predefined structures. We evaluate the proposed methods in detail with a user experiment that compares the different methods.  相似文献   

17.
A basic premise of Model Driven Development (MDD) is to capture all important design information in a set of formal or semi-formal models which are then automatically kept consistent by tools. The concept however is still relatively immature and there is little by way of empirically validated guidelines. In this paper we report on the use of MDD on a significant real-world project over several years. Our research found the MDD approach to be deficient in terms of modelling architectural design rules. Furthermore, the current body of literature does not offer a satisfactory solution as to how architectural design rules should be modelled. As a result developers have to rely on time-consuming and error-prone manual practices to keep a system consistent with its architecture. To realise the full benefits of MDD it is important to find ways of formalizing architectural design rules which then allow automatic enforcement of the architecture on the system model. Without this, architectural enforcement will remain a bottleneck in large MDD projects.  相似文献   

18.
Traditionally, building floor plans are designed by architects with their usability, functionality and architectural aesthetics in mind; however, the structural properties of the distribution of load‐bearing walls and columns are usually not taken into account at this stage. In this paper, we propose a novel approach for the design of architectural floor plans by integrating structural layout analysis directly into the planning process. In order to achieve this, we introduce a planning tool which interactively enforces checks for structural stability of the current design, and which on demand proposes how to stabilize it if necessary. Technically, our solution contains an interactive architectural modelling framework as well as a constrained optimization module where both are based on respective architectural rules. Using our tool, an architect can predict already in a very early planning stage whose designs are structurally sound such that later changes due to stability reasons can be prevented. We compare manually computed solutions with optimal results of our proposed automated design process in order to show how much our proposed system can help architects to improve the process of laying out structural models optimally.  相似文献   

19.
In recent years, augmented reality technologies have been a subject of great interest among the scientific community. However, most studies have focused on hardware and software development without particular emphasis on the authoring phase. As a consequence, the authoring process of augmented reality applications is accomplished today through hard-coding of a specific application. This approach, however, requires operators. In the education applications, the hard-coding methods tend to be retained, despite remarkable technological developments in the industrial area. Textbooks are mainly used in educational systems and many educators are very passive about applying new materials. In this paper, we present an immersive authoring tool for education using augmented reality, where applications authorized by our tool interact with the user in order to increase the learner’s interest and reflect various desires of dynamic environment. Our authoring tool consists of a composing tool that can be used to create educational contents, a viewer that plays the content, and an engine to power the tool and viewer.  相似文献   

20.
The MagicBook - moving seamlessly between reality and virtuality   总被引:2,自引:0,他引:2  
The MagicBook project is an early attempt to explore how we can use a physical object to smoothly transport users between reality and virtuality. Young children often fantasize about flying into the pages of a fairy tale and becoming part of the story. The MagicBook project makes this fantasy a reality using a normal book as the main interface object. People can turn the pages of the book, look at the pictures, and read the text without any additional technology. However, if a person looks at the pages through an augmented reality display, they see 3D virtual models appearing out of the pages. The models appear attached to the real page so users can see the augmented reality scene from any perspective by moving themselves or the book. The virtual content can be any size and is animated, so the augmented reality view is an enhanced version of a traditional 3D pop-up book.  相似文献   

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