Search results for: Designers
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 175

Search results for: Designers

175 Virtual Reality Design Platform to Easily Create Virtual Reality Experiences

Authors: J. Casteleiro- Pitrez

Abstract:

The interest in Virtual Reality (VR) keeps increasing among the community of designers. To develop this type of immersive experience, the understanding of new processes and methodologies is as fundamental as its complex implementation which usually implies hiring a specialized team. In this paper, we introduce a case study, a platform that allows designers to easily create complex VR experiences, present its features, and its development process. We conclude that this platform provides a complete solution for the design and development of VR experiences, no-code needed.

Keywords: Designers, virtual reality, virtual reality design platform, virtual reality system, no-coding.

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174 Principles of Editing and Story Telling in Relation to Editorial Graphic Design

Authors: Melike Taşcıoğlu

Abstract:

This paper aims to combine film-editing principles with basic design principles to explore what graphic designers do in terms of storytelling. The sequential aspect of film is designed and examined through the art of editing. Examining the rules, principles and formulas of film editing can be a used as a method by graphic designers to further practice the art of storytelling. There are many publications and extensive research on design basics; however, time, pace, dramatic structure and choreography are not very well defined in the area of graphic design. In this era of creative storytelling and interdisciplinary collaboration, not only film editors, but also graphic designers and students of art and design should understand the theory and practice of editing to be able to create a strong mise-en-scène and not only a mise-en-page.

Keywords: Design principles, editing principles, editorial design, film editing, graphic design, storytelling.

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173 A Study on Creation of Human-Based Co-Design Service Platform

Authors: Chiung-Hui Chen

Abstract:

With the approaching of digital era, various interactive service platforms and systems support human beings- needs in lives by different contents and measures. Design strategies have gradually turned from function-based to user-oriented, and are often customized. In other words, how designers include users- value reaction in creation becomes the goal. Creative design service of interior design requires positive interaction and communication to allow users to obtain full design information, recognize the style and process of personal needs, develop creative service design, lower communication time and cost and satisfy users- sense of achievement. Thus, by constructing a co-design method, based on the communication between interior designers and users, this study recognizes users- real needs and provides the measure of co-design for designers and users.

Keywords: Co-Design, Customized, Design Service, Interactive Genetic Algorithm, Interior Design.

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172 A Support System Applicable to Multiple APIs for Haptic VR Application Designers

Authors: Masaharu Isshiki, Kenji Murakami, Shun Ido

Abstract:

This paper describes a proposed support system which enables applications designers to effectively create VR applications using multiple haptic APIs. When the VR designers create applications, it is often difficult to handle and understand many parameters and functions that have to be set in the application program using documentation manuals only. This complication may disrupt creative imagination and result in inefficient coding. So, we proposed the support application which improved the efficiency of VR applications development and provided the interactive components of confirmation of operations with haptic sense previously. In this paper, we describe improvements of our former proposed support application, which was applicable to multiple APIs and haptic devices, and evaluate the new application by having participants complete VR program. Results from a preliminary experiment suggest that our application facilitates creation of VR applications.

Keywords: VR application, Support system, Haptic devices, Haptic APIs.

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171 Model Canvas and Process for Educational Game Design in Outcome-Based Education

Authors: Ratima Damkham, Natasha Dejdumrong, Priyakorn Pusawiro

Abstract:

This paper explored the solution in game design to help game designers in the educational game designing using digital educational game model canvas (DEGMC) and digital educational game form (DEGF) based on Outcome-based Education program. DEGMC and DEGF can help designers develop an overview of the game while designing and planning their own game. The way to clearly assess players’ ability from learning outcomes and support their game learning design is by using the tools. Designers can balance educational content and entertainment in designing a game by using the strategies of the Business Model Canvas and design the gameplay and players’ ability assessment from learning outcomes they need by referring to the Constructive Alignment. Furthermore, they can use their design plan in this research to write their Game Design Document (GDD). The success of the research was evaluated by four experts’ perspectives in the education and computer field. From the experiments, the canvas and form helped the game designers model their game according to the learning outcomes and analysis of their own game elements. This method can be a path to research an educational game design in the future.

Keywords: Constructive alignment, constructivist theory, educational game, outcome-based education.

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170 Challenges for Interface Designers in Designing Sensor Dashboards in the Context of Industry 4.0

Authors: Naveen Kumar, Shyambihari Prajapati

Abstract:

Industry 4.0 is the fourth industrial revolution that focuses on interconnectivity of machine to machine, human to machine and human to human via Internet of Things (IoT). Technologies of industry 4.0 facilitate communication between human and machine through IoT and forms Cyber-Physical Production System (CPPS). In CPPS, multiple shop floors sensor data are connected through IoT and displayed through sensor dashboard to the operator. These sensor dashboards have enormous amount of information to be presented which becomes complex for operators to perform monitoring, controlling and interpretation tasks. Designing handheld sensor dashboards for supervision task will become a challenge for the interface designers. This paper reports emerging technologies of industry 4.0, changing context of increasing information complexity in consecutive industrial revolutions and upcoming design challenges for interface designers in context of Industry 4.0. Authors conclude that information complexity of sensor dashboards design has increased with consecutive industrial revolutions and designs of sensor dashboard causes cognitive load on users. Designing such complex dashboards interfaces in Industry 4.0 context will become main challenges for the interface designers.

Keywords: Industry 4.0, sensor dashboard design, Cyber-physical production system, Interface designer.

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169 Method for Concept Labeling Based on Mapping between Ontology and Thesaurus

Authors: Kazuki Sonoda, Masahiro Hori

Abstract:

When designing information systems that deal with large amount of domain knowledge, system designers need to consider ambiguities of labeling termsin domain vocabulary for navigating users in the information space. The goal of this study is to develop a methodology for system designers to label navigation items, taking account of ambiguities stems from synonyms or polysemes of labeling terms. In this paper, we propose a method for concept labeling based on mappings between domain ontology andthesaurus, and report results of an empirical evaluation.

Keywords: Concept Labeling, Ontology, Thesaurus, VocabularyProblem

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168 Design Histories for Enhanced Concurrent Structural Design

Authors: Adam Sobey, James Blake, Ajit Shenoi

Abstract:

The leisure boatbuilding industry has tight profit margins that demand that boats are created to a high quality but with low cost. This requirement means reduced design times combined with increased use of design for production can lead to large benefits. The evolutionary nature of the boatbuilding industry can lead to a large usage of previous vessels in new designs. With the increase in automated tools for concurrent engineering within structural design it is important that these tools can reuse this information while subsequently feeding this to designers. The ability to accurately gather this materials and parts data is also a key component to these tools. This paper therefore aims to develop an architecture made up of neural networks and databases to feed information effectively to the designers based on previous design experience.

Keywords:

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167 Methodology of Personalizing Interior Spaces in Public Libraries

Authors: Baharak Mousapour

Abstract:

Creating public spaces which are tailored for the specific demands of the individuals is one of the challenges for the contemporary interior designers. Improving the general knowledge as well as providing a forum for all walks of life to exploit is one of the objectives of a public library. In this regard, interior design in consistent with the demands of the individuals is of paramount importance. Seemingly, study spaces, in particular, those in close relation to the personalized sector, have proven to be challenging, according to the literature. To address this challenge, attributes of individuals, namely, perception of people from public spaces and their interactions with the so-called spaces, should be analyzed to provide interior designers with something to work on. This paper follows the analytic-descriptive research methodology by outlining case study libraries which have personalized public libraries with the investigation of the type of personalization as its primary objective and (I) recognition of physical schedule and the know-how of the spatial connection in indoor design of a library and (II) analysis of each personalized space in relation to other spaces of the library as its secondary objectives. The significance of the current research lies in the concept of personalization as one of the most recent methods of attracting people to libraries. Previous research exists in this regard, but the lack of data concerning personalization makes this topic worth investigating. Hence, this study aims to put forward approaches through real-case studies for the designers to deal with this concept.

Keywords: interior design, library, library design, personalization

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166 Methodology of Estimating Assembly Cost by MODAPTS

Authors: Heung Jae Cho, Jae Il Park

Abstract:

This paper presents the development of an MODAPTS based cost estimating system to help designers in estimating the manufacturing cost of a assembly products which is belonged from the workers in working fields. Competitiveness of manufacturing cost is getting harder because of the development of Information and telecommunication, but also globalization. Therefore, the accuracy of the assembly cost estimation is getting important. DFA and MODAPTS is useful method for measuring the working hour. But these two methods are used just as a timetable. Therefore, in this paper, we suggest the process of measuring the working hours by MODAPTS which includes the working field-s accurate information. In addition, we adduce the estimation method of accuracy assembly cost with the real information. This research could be useful for designers that can estimate the assembly cost more accurately, and also effective for the companies that which are concerned to reduce the product cost.

Keywords: Cost estimation, DFA, MODAPTS, Assembly cost

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165 An Efficient VLSI Design Approach to Reduce Static Power using Variable Body Biasing

Authors: Md. Asif Jahangir Chowdhury, Md. Shahriar Rizwan, M. S. Islam

Abstract:

In CMOS integrated circuit design there is a trade-off between static power consumption and technology scaling. Recently, the power density has increased due to combination of higher clock speeds, greater functional integration, and smaller process geometries. As a result static power consumption is becoming more dominant. This is a challenge for the circuit designers. However, the designers do have a few methods which they can use to reduce this static power consumption. But all of these methods have some drawbacks. In order to achieve lower static power consumption, one has to sacrifice design area and circuit performance. In this paper, we propose a new method to reduce static power in the CMOS VLSI circuit using Variable Body Biasing technique without being penalized in area requirement and circuit performance.

Keywords: variable body biasing, state saving technique, stack effect, dual V-th, static power reduction.

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164 Modernism’s Influence on Architect-Client Relationship: Comparative Case Studies of Schroder and Farnsworth Houses

Authors: Omneya Messallam, Sara S. Fouad

Abstract:

The Modernist Movement initially flourished in France, Holland, Germany and the Soviet Union. Many architects and designers were inspired and followed its principles. Two of its most important architects (Gerrit Rietveld and Ludwig Mies van de Rohe) were introduced in this paper. Each did not follow the other’s principles and had their own particular rules; however, they shared the same features of the Modernist International Style, such as Anti-historicism, Abstraction, Technology, Function and Internationalism/ Universality. Key Modernist principles translated into high expectations, which sometimes did not meet the inhabitants’ aspirations of living comfortably; consequently, leading to a conflict and misunderstanding between the designer and their clients’ needs. Therefore, historical case studies (the Schroder and the Farnsworth houses) involving two Modernist pioneer architects have been chosen. This paper is an attempt to explore some of the influential factors affecting buildings design such as: needs, gender, and question concerning commonalities between both designers and their clients. The three aspects and two designers explored here have been chosen because they have been influenced the researchers to understand the impact of those factors on the design process, building’s performance, and the dweller’s satisfaction. This is a descriptive/ analytical research based on two historical comparative case studies that involve several steps such as: key evaluation questions (KEQs), observations, document analysis, etc. The methodology is based on data collation and finding validations. The research aims to state a manifest to regulate the relation between architects and their clients to reach the optimum building performance and functional interior design that suits their clients’ needs, reflects the architects’ character, and the school they belong to. At the end, through the investigation in this paper, the different needs between both the designers and the clients have been seen not only in the building itself but also it could convert the inhabitant’s life in various ways. Moreover, a successful relationship between the architect and their clients could play a significant role in the success of projects. In contrast, not every good design or celebrated building could end up with a successful relationship between the designer and their client or full-fill the inhabitant’s aspirations.

Keywords: Architect’s character, Building’s performance, commonalities, client’s character, gender, modernist movement, needs.

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163 Research on the Strategy of Whole-Life-Cycle Campus Design from the Perspective of Sustainable Concept: A Case Study on Hangzhou Senior High School in Zhejiang

Authors: Fan Yang

Abstract:

With the development of social economy and the popularization of quality education, the Chinese government invests more and more funding in education. Campus constructions are experiencing a great development phase. Under the trend of sustainable development, modern green campus design needs to meet new requirements of contemporary, informational and diversified education means and adapt to future education development. Educators, designers and other participants of campus design are facing new challenges. By studying and analyzing the universal unsatisfied current situations and sustainable development requirements of Chinese campuses, this paper summarizes the strategies and intentions of the whole-life-cycle campus design. In addition, a Chinese high school in Zhejiang province is added to illustrate the design cycle in an actual case. It is aimed to make all participants of campus design, especially the designers, to realize the importance of whole-life-cycle campus design and cooperate better. Sustainable campus design is expected to come true in deed instead of becoming a slogan in this way.

Keywords: Campus design, green school, sustainable development, whole-life-cycle design.

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162 Functions and Effects of Green Facades in the Developing Countries: Case Study of Tehran

Authors: S. Jahani, V. Choopankareh

Abstract:

Many people lost their life caused by environmental pollution every year. The negative effects of environmental crises appear to be much higher in Asian countries. The most important environmental issue in the developing countries and especially in Tehran, to our best knowledge, is air pollution that has affected many aspects of life in society. Environmental topics related to technology’s development have been salient issues among the main concerns of designers. Green facades are the most considerable solutions which designers and architectures are focused on, all over the world. But there are lots of behavioral and psychological problems about this point. In this line, this excavation has tried to reveal the cultural and psychological influences of green façade in developing countries like Tehran. Green façades in developing countries are so useless, although they are so expensive. As a matter of fact, users consider green facade as a decorative item. This research is an attempt to recognize the reasons which show green façades as worthless element. Also, some solutions are presented to promote green façades in the developing countries as an intrinsic solution. There are so many environmental threats, especially about air pollution, for a city as Tehran, which might be solved by green facades.

Keywords: Air pollution, developing countries, effects, green facades.

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161 Collaborative Design System based on Object- Oriented Modeling of Supply Chain Simulation: A Case Study of Thai Jewelry Industry

Authors: Somlak Wannarumon, Apichai Ritvirool, Thana Boonrit

Abstract:

The paper proposes a new concept in developing collaborative design system. The concept framework involves applying simulation of supply chain management to collaborative design called – 'SCM–Based Design Tool'. The system is developed particularly to support design activities and to integrate all facilities together. The system is aimed to increase design productivity and creativity. Therefore, designers and customers can collaborate by the system since conceptual design. JAG: Jewelry Art Generator based on artificial intelligence techniques is integrated into the system. Moreover, the proposed system can support users as decision tool and data propagation. The system covers since raw material supply until product delivery. Data management and sharing information are visually supported to designers and customers via user interface. The system is developed on Web–assisted product development environment. The prototype system is presented for Thai jewelry industry as a system prototype demonstration, but applicable for other industry.

Keywords: Collaborative design, evolutionary art, jewelry design, supply chain management.

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160 Collaborative Design System based on Object-Oriented Modeling of Supply Chain Simulation: A Case Study of Thai Jewelry Industry

Authors: Somlak Wannarumon, Apichai Ritvirool, Thana Boonrit

Abstract:

The paper proposes a new concept in developing collaborative design system. The concept framework involves applying simulation of supply chain management to collaborative design called – 'SCM–Based Design Tool'. The system is developed particularly to support design activities and to integrate all facilities together. The system is aimed to increase design productivity and creativity. Therefore, designers and customers can collaborate by the system since conceptual design. JAG: Jewelry Art Generator based on artificial intelligence techniques is integrated into the system. Moreover, the proposed system can support users as decision tool and data propagation. The system covers since raw material supply until product delivery. Data management and sharing information are visually supported to designers and customers via user interface. The system is developed on Web–assisted product development environment. The prototype system is presented for Thai jewelry industry as a system prototype demonstration, but applicable for other industry.

Keywords: Collaborative design, evolutionary art, jewelry design, supply chain management.

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159 Interactive Planning of Suburban Apartment Buildings

Authors: J. Koiso-Kanttila, A. Soikkeli, A. Aapaoja

Abstract:

Construction in Finland is focusing increasingly on renovation instead of conventional new construction, and this trend will continue to grow in the coming years and decades. Renovation of the large number of suburban residential apartment buildings built in the 1960s and 1970s poses a particular challenge. However, renovation projects are demanding for the residents of these buildings, since they usually are uninitiated in construction issues. On the other hand, renovation projects generally apply the operating models of new construction. Nevertheless, the residents of an existing residential apartment building are some of the best experts on the site. Thus, in this research project we applied a relational model in developing and testing at case sites a planning process that employs interactive planning methods. Current residents, housing company managers, the city zoning manager, the contractor’s and prefab element supplier’s representatives, professional designers and researchers all took part in the planning. The entire interactive planning process progressed phase by phase as the participants’ and designers’ concerted discussion and ideation process, so that the end result was a renovation plan desired by the residents.

Keywords: Apartment building renovation, interactive planning, project alliance, user-orientedness.

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158 The Emoji Method: An Approach for Identifying and Formulating Problem Ideas

Authors: Thorsten Herrmann, Alexander Laukemann, Hansgeorg Binz, Daniel Roth

Abstract:

For the analysis of already identified and existing problems, the pertinent literature provides a comprehensive collection of approaches as well as methods in order to analyze the problems in detail. But coming up with problems, which are assets worth pursuing further, is often challenging. However, the importance of well-formulated problem ideas and their influence of subsequent creative processes are incontestable and proven. In order to meet the covered challenges, the Institute for Engineering Design and Industrial Design (IKTD) developed the Emoji Method. This paper presents the Emoji Method, which support designers to generate problem ideas in a structured way. Considering research findings from knowledge management and innovation management, research into emojis and emoticons reveal insights by means of identifying and formulating problem ideas within the early design phase. The simple application and the huge supporting potential of the Emoji Method within the early design phase are only few of the many successful results of the conducted evaluation. The Emoji Method encourages designers to identify problem ideas and describe them in a structured way in order to start focused with generating solution ideas for the revealed problem ideas.

Keywords: Emojis, problem ideas, innovation management, knowledge management.

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157 Design for Metal Additive Manufacturing: An Investigation of Key Design Application on Electron Beam Melting

Authors: Wadea Ameen, Abdulrahman Al-Ahmari, Osama Abdulhameed

Abstract:

Electron beam melting (EBM) is one of the modern additive manufacturing (AM) technologies. In EBM, the electron beam melts metal powder into a fully solid part layer by layer. Since EBM is a new technology, most designers are unaware of the capabilities and the limitations of EBM technology. Also, many engineers are facing many challenges to utilize the technology because of a lack of design rules for the technology. The aim of this study is to identify the capabilities and the limitations of EBM technology in fabrication of small features and overhang structures and develop a design rules that need to be considered by designers and engineers. In order to achieve this objective, a series of experiments are conducted. Several features having varying sizes were designed, fabricated, and evaluated to determine their manufacturability limits. In general, the results showed the capabilities and limitations of the EBM technology in fabrication of the small size features and the overhang structures. In the end, the results of these investigation experiments are used to develop design rules. Also, the results showed the importance of developing design rules for AM technologies in increasing the utilization of these technologies.

Keywords: Additive manufacturing, design for additive manufacturing, electron beam melting, self-supporting overhang.

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156 A Study on Improving the Flow Capacity of the Valves

Authors: A. G. Pradeep, Gorantla Giridhar Kumar, Vijay Turaga, Vinod Srinivasa

Abstract:

The major problem in the flow control valve is of lower Flow Capacity (Cv) which will reduce overall efficiency of flow circuit. Designers are continuously working to improve the Cv of the valve, but they need to validate the design ideas they have regarding the improvement of Cv. Traditional method of prototype and testing take a lot of time, that is where CFD comes into picture with very quick and accurate validation along with the visualization which is not possible with traditional testing method. We have developed a method to predict Cv value using CFD analysis by iterating on various Boundary conditions, solver settings and by carrying out grid convergence studies to establish correlation between the CFD model and Test data. The present study investigates 3 different ideas put forward by the designers for improving the flow capacity of the valves like reducing the cage thickness, changing the port position, and using the parabolic plug to guide the flow. Using CFD, we analyzed all design changes using the established methodology that we developed. We were able to evaluate the effect of these design changes on the Valve Cv. We optimized the wetted surface of the valve further by suggesting the design modification to the lower part of the valve to make the flow more streamlined. We could find that changing cage thickness and port position has little impact on the valve Cv. Combination of optimized wetted surface and introduction of parabolic plug improved the Cv of the valve significantly.

Keywords: Flow control valves, flow capacity, CFD simulations, design validation.

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155 Investigating the Usability of a University Website from the Users’ Perspective: An Empirical Study of Benue State University Website

Authors: Abraham Undu, Stephen Akuma

Abstract:

Websites are becoming a major component of an organization’s success in our ever globalizing competitive world. The website symbolizes an organization, interacting or projecting an organization’s principles, culture, values, vision, and perspectives. It is an interface connecting organizations and their clients. The university, as an academic institution, makes use of a website to communicate and offer computing services to its stakeholders (students, staff, host community, university management etc). Unfortunately, website designers often give more consideration to the technology, organizational structure and business objectives of the university than to the usability of the site. Website designers end up designing university websites which do not meet the needs of the primary users. This empirical study investigated the Benue State University website from the point view of students. This research was realized by using a standardized website usability questionnaire based on the five factors of usability defined by WAMMI (Website Analysis and Measurement Inventory): attractiveness, controllability, efficiency, learnability and helpfulness. The result of the investigation showed that the university website (https://portal.bsum.edu.ng/) has neutral usability level because of the usability issues associated with the website. The research recommended feasible solutions to improve the usability of the website from the users’ perspective and also provided a modified usability model that will be used for better evaluation of the Benue State University website.

Keywords: Usability, usability factors, university websites, user’s perspective, WAMMI, modified usability model, Benue State University.

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154 Achieving Implementable Nature-Based Solutions While Reshaping Architectural Education: A Case Study of URBiNAT and BUILD Solutions

Authors: C. Farinea, A. Conserva, F. Demeur

Abstract:

Nature has often been something humans have fought against. However, with the changing climate and urban challenges such as air pollution and food shortages, to name but a few, it has never been more crucial to work with nature to find solutions that can help us to adapt to the current planetary situation and mitigate the challenges that we will continue to face in the future. Nature-based solutions (NBS) have been gaining ground as one strategy that can help to create more sustainable solutions for our planet and simultaneously, provide several ecosystem services. As designers, there are a lot of insights that can be extracted and gained from nature. However, nature is a complex and sometimes difficult to predict system and its implementation in cities requires a multidisciplinary knowledge. To keep up with the solutions and prepare the future generations of architects and designers with the skills to be able to implement NBS, educational systems also have to adapt with the times. Architecture is no longer solely about drawing buildings with beautiful forms. It is no longer discipline bound. With the input from different disciplines, the implementation of NBS can be significantly more successful. Transdisciplinary strategies can encourage architects and designers to think beyond their discipline, and ensure the success and realization of the NBS. The paper will demonstrate how transdisciplinary teaching methodologies, including also taking part in participatory processes with experts intended as gathering local knowledge, can be implemented with architectural master students to achieve implementable NBS. Through two projects co-funded by the European Union, strategies such as participatory co-design and transdisciplinary start-ups were implemented into seminars that focused on the development of NBS with a transdisciplinary approach. Within the “Design with Living Systems” seminar, students took part in participatory co-design strategies with experts to design solutions that will be implemented in Porto as part of a healthy corridor, and that respond to the needs of the users and site. On the other hand, within the “Design for Living Systems” seminar, the transdisciplinary start-up approach created start-ups with students of architecture, business and biology focusing on identifying a problem and designing a NBS as a product. Both seminars proved to be successful in achieving implementable NBS through strategies of transdisciplinary education and gave the students the skill sets to be able to work with nature in their future careers.

Keywords: Architectural higher education, digital fabrication, nature-based solutions, transdisciplinary approaches.

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153 Design of Smart Urban Lighting by Using Social Sustainability Approach

Authors: Mohsen Noroozi, Maryam Khalili

Abstract:

Creating cities, objects and spaces that are economically, environmentally and socially sustainable and which meet the challenge of social interaction and generation change will be one of the biggest tasks of designers. Social sustainability is about how individuals, communities and societies live with each other and set out to achieve the objectives of development model which they have chosen for themselves. Urban lightning as one of the most important elements of urban furniture that people constantly interact with it in public spaces; can be a significant object for designers. Using intelligence by internet of things for urban lighting makes it more interactive in public environments. It can encourage individuals to carry out appropriate behaviors and provides them the social awareness through new interactions. The greatest strength of this technology is its strong impact on many aspects of everyday life and users' behaviors. The analytical phase of the research is based on a multiple method survey strategy. Smart lighting proposed in this paper is an urban lighting designed on results obtained from a collective point of view about the social sustainability. In this paper, referring to behavioral design methods, the social behaviors of the people has been studied. Data show that people demands for a deeper experience of social participation, safety perception and energy saving with the meaningful use of interactive and colourful lighting effects. By using intelligent technology, some suggestions are provided in the field of future lighting to consider the new forms of social sustainability.

Keywords: Behavior model, internet of things, social sustainability, urban lighting.

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152 Performance Analysis of Digital Signal Processors Using SMV Benchmark

Authors: Erh-Wen Hu, Cyril S. Ku, Andrew T. Russo, Bogong Su, Jian Wang

Abstract:

Unlike general-purpose processors, digital signal processors (DSP processors) are strongly application-dependent. To meet the needs for diverse applications, a wide variety of DSP processors based on different architectures ranging from the traditional to VLIW have been introduced to the market over the years. The functionality, performance, and cost of these processors vary over a wide range. In order to select a processor that meets the design criteria for an application, processor performance is usually the major concern for digital signal processing (DSP) application developers. Performance data are also essential for the designers of DSP processors to improve their design. Consequently, several DSP performance benchmarks have been proposed over the past decade or so. However, none of these benchmarks seem to have included recent new DSP applications. In this paper, we use a new benchmark that we recently developed to compare the performance of popular DSP processors from Texas Instruments and StarCore. The new benchmark is based on the Selectable Mode Vocoder (SMV), a speech-coding program from the recent third generation (3G) wireless voice applications. All benchmark kernels are compiled by the compilers of the respective DSP processors and run on their simulators. Weighted arithmetic mean of clock cycles and arithmetic mean of code size are used to compare the performance of five DSP processors. In addition, we studied how the performance of a processor is affected by code structure, features of processor architecture and optimization of compiler. The extensive experimental data gathered, analyzed, and presented in this paper should be helpful for DSP processor and compiler designers to meet their specific design goals.

Keywords: digital signal processors, DSP benchmark, instruction level parallelism, modified cyclomatic complexity, performance analysis.

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151 Evaluating Refactoring with a Quality Index

Authors: Crt Gerlec, Marjan Hericko

Abstract:

The aim of every software product is to achieve an appropriate level of software quality. Developers and designers are trying to produce readable, reliable, maintainable, reusable and testable code. To help achieve these goals, several approaches have been utilized. In this paper, refactoring technique was used to evaluate software quality with a quality index. It is composed of different metric sets which describes various quality aspects.

Keywords: Refactoring, Software Metrics, Software Quality, Quality Index, Agile methodologies

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150 A Convenient Part Library Based On SolidWorks Platform

Authors: Wei Liu, Xionghui Zhou, Qiang Niu, Yunhao Ni

Abstract:

3D part library is an ideal approach to reuse the existing design and thus facilitates the modeling process, which will enhance the efficiency. In this paper, we implemented the thought on the SolidWorks platform. The system supports the functions of type and parameter selection, 3D template driving and part assembly. Finally, BOM is exported in Excel format. Experiment shows that our method can satisfy the requirement of die and mold designers.

Keywords: Intelligent, SolidWorks, automatic assembly, part library.

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149 C@sa: Intelligent Home Control and Simulation

Authors: Berardina De Carolis, Giovanni Cozzolongo

Abstract:

In this paper, we present C@sa, a multiagent system aiming at modeling, controlling and simulating the behavior of an intelligent house. The developed system aims at providing to architects, designers and psychologists a simulation and control tool for understanding which is the impact of embedded and pervasive technology on people daily life. In this vision, the house is seen as an environment made up of independent and distributed devices, controlled by agents, interacting to support user's goals and tasks.

Keywords: Ambient intelligence, agent-based systems, influence diagrams.

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148 Green Bridges and Their Migration Potential

Authors: Jaroslav Žák, Aleš Florian

Abstract:

Green bridges enable wildlife to pass through linear structures, especially freeways. The term migration potential is used to quantify their functionality. The proposed methodology for determining migration potential eliminates the mathematical, systematic and ecological inaccuracies of previous methodologies and provides a reliable tool for designers and environmentalists. The methodology is suited especially to medium-sized and large mammals, is mathematically correct, and its correspondence with reality was tested by monitoring existing green bridges. 

Keywords: Green bridges, migration potential, partial probabilities, wildlife migration.

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147 A Study on Use of User Demand Evaluation in Interactive Interface – Using Virtual Fitting-Room as an Example

Authors: Chang, Wei-Chen

Abstract:

The purpose of this study is to research on thoughts transmitted from virtual fitting-room and to deduce discussion in an auxiliary narrative way. The research structure is based on 3D virtual fitting-room as the research subject. Initially, we will discuss the principles of narrate study, User Demand and so on by using a narrative design pattern to transmit their objective indications of “people-situation-reason-object", etc, and then to analyze the virtual fitting-room examples that are able to provide a new thinking for designers who engaged in clothing related industry – which comes in “story telling" and “user-centered design" forms. Clothing designs are not just to cover up the body to keep warm but to draw closer to people-s demand physiologically and psychologically through interactive designs so as to achieve cognition between people and environment. In the “outside" goal of clothing-s functional designs, we use tribal group-s behavior characteristics to “transform" the existing personal cultural stories, and “reform" them to design appropriate interactive products. Synthesizing the above matters, apart from being able to regard “narrate" as a kind of functional thinking process, we are also able to regard it as a kind of choice, arrangement and an activity of story expression, allowing interactive design-s spirit, product characteristics and experience ideas be transmitted to target tribal group in a visual image performance method. It is a far more confident and innovative attempt, and meanwhile, able to achieve entertainment, joyful and so forth fundamental interactive transmissions. Therefore, this study takes “user-centered design" thinking as a basis to establish a set of clothing designs with interactive experience patterns and to assist designers to examine the five sensual feeling of interactive demands in order to initiate a new value in textile industry.

Keywords: Virtual Fitting-room, Interactive Design, User Demand Evaluation, Intelligent Systems.

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146 An Efficient Segmentation Method Based on Local Entropy Characteristics of Iris Biometrics

Authors: Ali Shojaee Bakhtiari, Ali Asghar Beheshti Shirazi, Amir Sepasi Zahmati

Abstract:

An efficient iris segmentation method based on analyzing the local entropy characteristic of the iris image, is proposed in this paper and the strength and weaknesses of the method are analyzed for practical purposes. The method shows special strength in providing designers with an adequate degree of freedom in choosing the proper sections of the iris for their application purposes.

Keywords: Iris segmentation, entropy, biocryptosystem, biometric identification.

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