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Dissertations / Theses on the topic 'Environmental graphic design'

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1

De, Laney Velvette L. "Designing for Sustainability: A Path Forward to Improve Graphic Design Practices." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu14926353460947.

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2

Schwanbeck, Andrew T. "Environmental Graphic DesignChanging the Perceptions of Divided Communitiesthrough Cultural and Social Connectivity." Kent State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=kent1364831997.

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3

Enroth, Maria. "Developing tools for sustainability management in the graphic arts industry." Doctoral thesis, Stockholm : Computer Science and Communication, Royal Institute of Technology (KTH), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4169.

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4

Lee, Juney M. Arch Massachusetts Institute of Technology. "Grammatical design with graphic statics : rule-based generation of diverse equilibrium structures." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/99605.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Civil and Environmental Engineering, 2015.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 129-131).
During early stages of design, an architect tries to control space by "finding a form" among countless possible forms, while an engineer tries to control forces by "form-finding" an optimized solution of that particular form. Most commonly used parametric tools in architectural design provide the user with extensive geometric freedom in absence of performance, while engineering analysis software mandates pre-determined forms before it can perform any numerical analysis. This trial-and-error process is not only time intensive, but it also prohibits exploration beyond the design space filled with already known, conventional solutions. There is a need for new design methods that combine form generation with structural performance. This thesis addresses this need, by proposing a grammar-based structural design methodology using graphic statics. By combining shape grammars with graphic statics, the generative (architectural) and the analytical (engineering) procedures are seamlessly integrated into a simultaneous design process. Instead of manipulating forms with multiple variables as one would in the conventional parametric design paradigm, this approach defines rules of allowable geometric generations and transformations. Computationally automated random generator is used to iteratively apply various rules to generate unexpected, interesting and yet structural feasible designs. Because graphic statics is used to embed structural logic and behavior into the rules, the resulting structures are always guaranteed to be in equilibrium, and do not need any further numerical analysis. The effectiveness of this new methodology will be demonstrated through design tests of a variety of discrete, planar structures. Grammatical Design with Graphic Statics (GDGS) contributes new ways of controlling both form and forces during early stages of design, by enabling the designer to: 1) rapidly generate unique, yet functional structures that fall outside of the expected solution space, 2) explore various design spaces unbiasedly, and 3) customize the combination of grammar rules or design objectives for unique formulation of the problem. Design tests presented in this thesis will show the powerful new potential of combining computational graphic statics with shape grammars, and demonstrate the possibility for richer and broader design spaces with much more trial, and less error. Key words: grammatical design, graphic statics, shape grammars, structural grammars, conceptual structural design, structural optimization
by Juney Lee.
M. Eng.
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5

Vokoun, Jennifer Ann. "Diamond in the Rough: Telling the Story of Hough's League Park with Temporary Environmental Graphic Design." Kent State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=kent1322515977.

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Speer, Martin Fuller. "Facades: Projecting Identity." VCU Scholars Compass, 2006. http://scholarscompass.vcu.edu/etd_retro/176.

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A goal of environmental graphic design is to create identities that inform the public of a building's contents and occupants. The designer's use of recognizable exterior marks, symbols and signage dictates how well this information is communicated to prospective clients, visitors or observers. My creative project examines how informational environmental and graphic design can improve awareness and understanding of the mission of a building that was not constructed for its current social services use.
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Rutherford, Sarah. "Business Environmental Design, Consumer Visual Literacy and Self-Concept." Kent State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=kent1353277884.

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8

Lawrence, Molly. "Experiential Graphic Design: Generating Urban Renewal by Improving Safety and Connectivity in Bicycle Pathways." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1460734967.

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9

Svensson, Jakob. "Som ett frö på posten – Att lyfta klimathot med design." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21287.

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När en designer tar fram en kampanj finns en underförstådd önskan att mottagaren kommer förändra sina åsikter eller beteenden när hen ser materialet. Men om vi ska använda oss av påverkansstrategier som metod, måste vi undersöka potentiella risker och om det är alls är möjligt att styra mottagare på ett ansvarsfullt sätt. Ett område där det är särskilt intressant att diskutera detta är design kring miljöfrågor. I en fallstudie av en kampanj från Naturskyddsföreningen om bidöden undersöker jag hur design använts för att förmedla insektsdöden som problem och för att uppmuntra till handling, med utgångspunkt i en beteendevetenskaplig teori kallad ”nudge theory”. Jag diskuterar även hur teorins upphovsmän Thaler & Sunstein (2008) applicerar nudge theory på klimatfrågor och granskar kritiskt anammandet av teorin som en del av designprocesser, med anledning av den inneboende risken för paternalism i Thaler & Sunsteins ramverk av påverkansstrategier. Resultatet av analysen är att Thaler & Sunsteins teori om påverkansstrategier innehåller vissa aspekter som kan vara användbara i syfte att uppmuntra miljövänligt beteende, men att teorins liberalistiska teoribas innebär begränsningar som förminskar dess förmåga att låta människors sociala natur inspirera samarbete. De största risker jag identifierat med användandet av påverkansstrategier är att de stjäl vår redan knappa uppmärksamhet, de kan klassificeras som starkare än bara mjuk övertalning och framförallt så finns inte demokratiskt lika förutsättningar för alla aktörer i samhället att producera påverkansstrategier.
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Chavez, Enriquez Danit Yofre. "Análisis de diseño gráfico ambiental del Sistema Metropolitano de Transporte de Lima." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626302.

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El congestionamiento vehicular es el segundo problema más grande de los limeños, este se debe a que el sistema de transporte actual tiene algunas deficiencias. Sin embargo, existen sistemas vehiculares que han tenido más éxito, como es el caso del Sistema Metropolitano de Transporte de Lima (Metropolitano). No obstante, este también presenta algunos déficits, sobre todo, en la aplicación del Diseño Gráfico Ambiental que no permite que los usuarios se desenvuelvan correctamente en sus instalaciones. Por esa razón el objetivo del presente trabajo es identificar los principales problemas encontrados en el Metropolitano para poder crear una propuesta de solución basada en las herramientas que brinda el Diseño Gráfico Ambiental para comprobar si es que la implementación de Diseño Gráfico Ambiental, haciendo uso de sus elementos acompañados del uso de branding, códigos visuales, y un método de proyecto enfocado a diseño en el Sistema Metropolitano de Transporte de Lima puede mejorar la experiencia del usuario. Para el presente trabajo se realizó una investigación a nivel exploratorio y de enfoque cualitativo, ya que el objetivo era hallar las causas por las cuales los usuarios no logran conectar totalmente con las instalaciones del Metropolitano. La propuesta fue el replanteamiento del sistema de Diseño Gráfico Ambiental que va acompañado de una nueva identidad de marca. El resultado de los test fue en su mayoría positivo y por lo tanto se puede decir que la hipótesis presentada fue validada en el presente trabajo.
Traffic congestion is the second largest of the limeans problem, this is due to that the current transport system has some shortcomings. However, there are vehicular systems who have had more success, as it is the case of the Metropolitan system of transportation of Lima (Metropolitan). However, this also presents some deficits in its environmental design that not allows that users can manage is correctly in its facilities. Therefore, so the objective of the present study is to identify the main problems encountered in the system Metropolitan Transportation of Lima (Metropolitan) in order to create a proposal for a solution based on tools that provides design Environmental to thus be able to check if it is a good implementation of environmental graphic design, making use of its elements accompanied by the use of branding, Visual codes, and a method of project focused on design in the Metropolitan system of Transportation of Lima will allow that their user experience is improved. This study was an Experimental investigation level exploratory and qualitative approach, since the objective was to find the causes by which the users unable to connect completely with the metropolitan facilities. The proposal was the implementation of a system of environmental design that goes along with a new identity. The result of the test was mostly favourable so we can say that the hypothesis presented was validated in this study.
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Silva, Gustavo Cossio da. "Design de exposição de design : três estudos sobre critérios projetuais para comunicação com o público." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/60729.

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Este estudo trata de exposições de fins educativos que tenham como objetivo oferecer uma reflexão sobre design. Para tanto, importa conceber a exposição como modalidade de projeto, o que torna oportuna a fundamentação teórica em design de exposição, alternativa na área do design gráfico-ambiental. As bases conceituais do trabalho compreendem a exposição como produto que constitui variável na percepção dos visitantes. O objetivo geral é elaborar critérios projetuais a partir da análise, em três estudos, sobre as ações de organizadores e designers, com vistas à comunicação com o público. A pesquisa é de caráter exploratório, para a qual lançamos mão de entrevistas semi-estruturadas. Os casos analisados, em três cidades do país, nos anos de 2010 e 2011, revelaram que, além de contribuir para a difusão do design, estes eventos constituem modos de refletir sobre os desafios do design e o papel do designer na contemporaneidade.
This study concerns educative exhibitions that aim to offer a reflection on design. Therefore the exhibition is conceived as a design type of project, which makes timely the theoretical foundations on exhibition design, an alternative in environmental-graphic design. The conceptual basis comprehends the exhibition as a product which is a variable in the visitors’ perception. The aim is to generate project criteria throughout the analysis in three studies regarding the actions of organizers and designers, considering the communication with the audience. The research is of exploratory kind, to which we lay hold of semi-structured interviews. The cases analyzed in three Brazilian cities during the years of 2010 and 2011 revealed that, besides its contribution to the diffusion of design, these events consist ways of reflecting about the challenges of design and the designer's role in contemporary society.
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Herrera, Mautino Milagros Denisse. "Influencia de la Gráfica Ambiental y la Iconoplástica en el estrés de pacientes pediátricos hospitalizados." Bachelor's thesis, application/msword, 2019. http://hdl.handle.net/10757/626319.

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La presente investigación permite conocer la problemática sobre el estrés infantil en pacientes pediátricos por la carente humanización del espacio hospitalario. El objetivo general consiste en demostrar que el Diseño Gráfico aplicado mediante la Gráfica Ambiental y la Iconoplástica influye en la humanización de un espacio de salud para reducir el estrés infantil en situación de hospitalización en el Hospital Nacional Cayetano Heredia, por ende, se genera la hipótesis: “El Diseño Gráfico aplicado mediante la Gráfica Ambiental y la Iconoplástica influye en la humanización de un espacio de salud para reducir el estrés infantil en situación de hospitalización en el Hospital Nacional Cayetano Heredia”. El enfoque empleado para esta investigación es mixto. El estudio es de tipo experimental – experimentos puros. La población estuvo conformada por 14 pacientes pediátricos de 5 a 12 años del área de Hospitalización Pediátrica. Se utilizó la encuesta y focus group como técnicas de recopilación de datos de las variables, hospitalización y estrés infantil; se empleó como instrumento el cuestionario para ambas variables. Por lo que se plantea como solución, la intervención gráfica del ambiente hospitalario para pediatrizar y humanizar el área de hospitalización. Esta se plantea en base a los resultados obtenidos y a la necesidad de adaptar un espacio hospitalario a las necesidades infantiles. En conclusión, la respuesta por parte de los pacientes pediátricos fue positiva y los resultados de los testeos indicaron un 90% de acierto. Motivo por el cual, se pudo corroborar la hipótesis planteada.
The present research allows to know the problem of child stress in paediatric patients due to the lack of humanization of the hospital space. The general objective is to demonstrate that the Graphic Design applied through the Environmental Chart and the Iconoplastic influences the humanization of a health space to reduce the stress of children in hospitalization in the Hospital National Cayetano Heredia, the hypothesis is therefore generated: "The Graphic Design applied through the Environmental Chart and the Iconoplastic influences the humanization of a health space to reduce the stress of children in hospitalization at the Cayetano Heredia National Hospital." The approach used for this research is mixed. The study is experimental – pure experiments. The population consisted of 14 paediatric patients from 5 to 12 years of age in the area of Pediatric Hospitalization. The survey and focus group were used as data collection techniques for variables, hospitalization and child stress; the questionnaire for both variables was used as a tool. As a solution, the graphic intervention of the hospital environment to pediatricize and humanize the area of hospitalization. This is based on the results obtained and the need to adapt a hospital space to children’s needs. In conclusion, the response of paediatric patients was positive and the results of the tests were 90% success, so the hypothesis could be validated.
Trabajo de investigación
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13

Nordegren, Annica. "Design–theoretical and empirical, A research project inn design theory including the devolpment of a prototype for a symbol system that represents tastes of wine." Doctoral thesis, KTH, School of Architecture, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-93.

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The thesis presents a research project in graphic design including the development of a symbol system that represents tastes of wine as consumer information. The thesis has three main chapters; design, theory and empirical foundation.

The design chapter clarifies the design concept and its evolution from a traditional standpoint to its present state in the international area of design research as design theory.

The theoretical chapter presents a map of concepts in order to explain problems and practical solutions in the design process. The concepts are based on the philosophical ideas of Ernst Cassirer and Ludwig Wittgenstein, and concern interpretation of sense information, symbols and signs, picture and image. The design of the symbol system concerns the experience of taste, as a translation from words to pictures.

The empirical chapter comprehends both a description of the design process and of the empirical research. The method used is prototyping with a reference group of branch experts. The empirical research has evaluated the possibility to interpret, learn, use and understand the symbol system. The method used is a survey with questionnaires to a group of wine consumers

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14

Prado, Cabrera Milagros Almendra. "Análisis de los elementos gráficos del diseño ambiental que intervienen en la productividad aplicada al trabajo remoto." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653066.

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La investigación enfoca su objetivo principal en identificar los elementos gráficos del diseño ambiental que intervienen en la productividad aplicada al trabajo remoto. Por lo tanto, se propuso la hipótesis de que los elementos gráficos del diseño ambiental que intervienen en la productividad aplicada al trabajo remoto son el color, la iluminación y los materiales y herramientas visuales. Se llevó a cabo un estudio de tipo transversal descriptivo en el que se analizaron espacios laborales en el hogar impuestos por el contexto de la pandemia. Entre los principales hallazgos se identificó que la mayoría de los espacios examinados son áreas compartidas del hogar. Por lo tanto, existe cierta limitación en la optimización de la aplicación de los elementos gráficos que conforman el diseño ambiental. Sin embargo, aquellos espacios que están determinados para esta actividad tienen mayor flexibilidad para personalizar su espacio, agregar herramientas visuales y la oportunidad de integrar elementos del diseño ambiental. Así, se concluyó que en el marco de la emergencia sanitaria existe dificultad para proyectar un espacio de trabajo en el hogar. Sin embargo, se confirma que los elementos gráficos del diseño ambiental que intervienen en la productividad aplicada al trabajo remoto son el color, la iluminación y los materiales y herramientas visuales, ya que estos deben estar consignados en favor de la optimización de la experiencia de trabajo.
The research focuses its main objective on identifying the graphic elements of environmental design that intervene in productivity applied to remote work. Therefore, it was hypothesized that the graphic elements of environmental design that intervene in productivity applied to remote work are color, lighting, and visual materials and tools. A descriptive cross-sectional study was carried out in which work spaces in the home imposed by the context of the pandemic were analyzed. Among the main findings, it was identified that the majority of the examined spaces are shared areas of the home. Therefore, there is a certain limitation in optimizing the application of the graphic elements that make up the environmental design. However, those spaces that are determined for this activity have greater flexibility to personalize their space, add visual tools and the opportunity to integrate elements of environmental design. Therefore, it was concluded that in the framework of the health emergency there is difficulty in projecting a workspace at home. However, it is confirmed that the graphic elements of the environmental design that intervene in productivity applied to remote work are color, lighting, and visual materials and tools, since these must be consigned in favor of optimizing the work experience.
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15

Zalewski, Sondra. "Design, graphic arts, and the environment /." Online version of thesis, 1994. http://hdl.handle.net/1850/12205.

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Cilingiroglu, Idil. "Exploring Environments." VCU Scholars Compass, 2014. http://scholarscompass.vcu.edu/etd/3369.

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My search for creative inspiration often leads to explorations in natural and built environments. Being physically immersed in an environment offers endless vantage points, as well as points of focus; allowing all senses to function as receptors of surrounding data. Observations stimulate thoughts and ideas, which inspire experiments. Projects are born, sometimes out of the smallest details. In a series of projects I explore the possibilities of using physical environments as primary source of inspiration and input in the creation of tools that function in design contexts.
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Harland, Robert George. "Graphic design as urban design : towards a theory for analysing graphic objects in urban environments." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12350/.

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This thesis presents a model for analysing the graphic object as urban object, by considering atypical fields of discourse that contribute to the formation of the object domain. The question: what is graphic design as urban design? directs the research through an epistemological design study comprising: an interrogation of graphic design studio practice and the articulation of graphic design research questions; a review and subsequent development of research strategy, design and method towards the articulation of methodology that reflects the nature of the inquiry; a detailed analysis of five different ways to study and research graphic design as urban design, in geography, language, visual communication, art and design, and urban design. The outcome of the investigation is a model that enables future research in the urban environment to benefit from micro-meso-macrographic analysis. The model endeavours to provide a way to evaluate, design and enhance ‘public places and urban spaces’ by considering different scales of symbolic thought and deed. This has been achieved by acknowledging the relationship between the relatively miniscule detail of graphic symbolism, the point at which this becomes visible through increased scale, and the instances when it dominates the urban realm. Examples are considered that show differences between, for example, the size and spacing of letter shapes on a pedestrian sign, compared to the ‘visual’ impact of an iconic building in the cityscape. In between is a myriad of graphic elements that are experienced and designed by many different professional disciplines and occupations. These are evidenced and explained. Throughout the study an indiscriminating literature review is interwoven with the text, accompanied by tabular information, and visual data in the form of photographs and diagrams. This is mainly research-driven data utilising photographs from fieldwork in Brazil, Canada, Hong Kong, Italy, Portugal, South Korea, United Kingdom, and United States of America. The methodology integrates a transdisciplinary adaptive theory approach derived from sociological research, with graphic method (utilising a wider scope of visual data usually associated with graph theory). The following images provide sixteen examples of artefacts representing the graphic object as urban object phenomenon.
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Alarid, Renee Aurelia. "Propolis: Immersive Environment." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/102378.

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Propolis – Creating and using an immersive 2D honey bee environment to educate children between the ages of 3-10, about the importance of honey bees. This capstone project will showcase this researcher's skills in graphic design, spatial sound, architecture, exhibition design, and character illustration. Within this structure, individuals will be able to observe, determine, and make comparisons between a healthy bee colony and one that is fragile and dying.
Master of Fine Arts
"Honey bees have been on the decline. As of 2016, eight species of bees made it on the United States (U.S.) endangered species list. It reported that the decline of pollinators is due to industrial agriculture, parasites, pathogens, and climate change" (Contributors 2020). The loss of habitat and lack of nectar is due to monocultures and bee-killing pesticides. These are significant threats to honey bees and wild pollinators. There is a need for good, clean food providing for a healthy existence for the honey bee. When bees have proper nutrients, the result is a healthy hive that gives mature bees a better chance to fight off diseases. To showcase the life of a honey bee, this researcher created an immersive environment that simulates a hive structure. The structure, along with the motion graphics and critical takeaway printed pieces, is to help children between the ages of 3-10 understand the importance of honey bees. By comparing healthy and unhealthy bees in their natural habitat in an illustration format, the children could empathize with the honey bees. Hopefully, they will one day change the fate of these amazing creatures. The immersive environment will emulate a spatial audio, 2D character illustration, and animation projected onto a honeycomb structure. Custom seed packets and a brochure will accompany the immersive environment to allow the children to plant a bee-friendly garden and to learn more about the honey bees. This capstone project will showcase the researcher's skills in graphic design, spatial sound, architecture, exhibition design, and character illustration. This structure will allow individuals to observe, determine, and make comparisons between a healthy colony and one that is fragile and dying.
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Makryniotis, Thomas. "Identity through dress in virtual environments." Thesis, University of Kent, 2013. http://ualresearchonline.arts.ac.uk/7086/.

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The purpose of this thesis is to examine the formation of identity through dress in virtual environments, and to establish connections between identity, fashion, and virtual reality by means of language and semiology. The notion of identity through fashion in virtual environments is examined, with fashion as a factor in identity formation through dress as analysed in structuralist terms. The virtual aspect is used both as a literal field, i.e. the medium of video games and social networks that involve virtual avatars, and as theoretical testing ground from which to derive new results on the nature of dress and many of the aspects of clothing and fashion. The practical outcome of this research, a video game based on dress and narrative, serves as an applied experiment of the three main themes in this thesis and the relations and interactions between them, as well as a testing tool with which to challenge in a practical way the theories and speculations formed in the thesis. My methodology is based on structuralism and post-structuralism in the fields of linguistics, psychology and anthropology, with particular application to the visual media and virtual reality. I am using a post-structuralist approach as it has been the most dominant discourse of replacing economic and social (power) relations with codes and the interplay between signifiers and signifieds. This, I find, is the most appropriate method for analysing both virtual systems and fashion, because, on an atomic level, they both depend on variables such as words and numbers. The code is therefore the common denominator of both disciplines. Furthermore, both disciplines use narrative for their proper function, video games for their back story and motivation of the player, and fashion for its advertising and promotion, as well as through archetypes and symbols. Fashion in this context works as a catalytic agent between post-structuralist codes in modern media as texts, and video games.
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Steele, Quintin Jon. "Audio & Visual DesignDesigning Holistic Sensory Experiences within Environments." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1470849876.

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Kamili, Hermawan 1977. "Collaborative Graphical User Interface Design." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/80936.

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Steyn, Estee. "Die toepassing van Scrivener se kreatiewe produksiestruktuur in die skepping van ruimtelike grafiese ontwerp vir die Ferdinand Postma-Biblioteek / E. Steyn." Thesis, North-West University, 2010. http://hdl.handle.net/10394/4381.

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Die doel van hierdie kreatiewe produksieprojek was om ruimtelike grafiese ontwerp-toepassings te skep vir die Ferdinand Postma-biblioteek van die Noordwes-Universiteit (Suid-Afrika) en om verslag te lewer ten opsigte van die toepassing van Scrivener se Kreatiewe Produksiestruktuur op die kreatiewe- en navorsingsprosesse. Om dié doelwitte te bereik moes navorsing met betrekking tot twee aspekte geskied. Eerstens is teorieë met betrekking tot ruimtelike grafiese ontwerp en verskeie ontwerpbenaderings wat die ontwerpdissipline betrek (identiteitsontwerp, inligtingsontwerp en wegwysingsontwerp) ondersoek. Tweedens is die aard en toepassing van praktykgebaseerde navorsing onder die loep geneem. Die literatuurstudie het gelei na die keuse van Scrivener se Kreatiewe Produksiestruktuur as 'n metode om praktykgebaseerde navorsing te benader. Deur die Kreatiewe Produksiestruktuur wat uit vyf stappe bestaan, toe te pas, was dit moontlik om aan die gevarieerde behoeftes en vereistes van die akademiese konteks waarbinne die projek geloods is, te voldoen: Eerstens is betrokke skeppings- en navorsingsprosesse volledig, rasioneel en reflekterend gedokumenteer en sodoende kon die navorsingsbenadering en geakkrediteerde navorsingstegnieke wat toegepas is, duidelik en deursigtig uiteengesit word. Tweedens het die toepassing van die Kreatiewe Produksiestruktuur gelei tot 'n gestruktureerde geskrewe argument waarin die navorsingsveld en konteks van die studie aangespreek is. In die derde plek het die betrokke skeppings- en navorsingsprosesse gelei na suksesvolle ruimtelike grafiese ontwerptoepassings wat die konteks van die Ferdinand Postma-biblioteek in ag neem en die navorsing beliggaam. Die studie se bydrae tot die veld van ruimtelike grafiese ontwerp is geleë in die wyse waarop dit toon hoe Scrivener se Kreatiewe Produksiestruktuur as 'n metode van praktykgebaseerde navorsing toegepas kan word om suksesvolle en konteksgerigte ruimtelike grafiese ontwerptoepassings te skep.
Thesis (M.A. (Graphic Design))--North-West University, Potchefstroom Campus, 2011.
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Turek, Steven. "A Graph-based Early Design Environment for Generating Cost Effective Mechanical Designs." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1397467818.

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Heerjee, K. B. "An interactive, graphical, program design and development environment." Thesis, University of Abertay Dundee, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.382796.

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New software development methodologies are being produced with increasing frequency. The latest techniques claim to produce software of unprecedented reliability and productivity, yet are seldom substantiated by empirical evidence. Researchers in the field of human-computer interactions have long held the view that well designed interactive systems increase performance levels over conventional techniques. Intuitively this seems logical, but very little work has been done to substantiate this claim empirically. This thesis aims to show that well designed structured programming environments provide productivity gains and increase performance levels over conventional techniques. An Animated Programming Environment (APE), has been developed which is an interactive, graphical, program design and development system that embodies structured programming and top-down design. The system supports the development of programs for a variety of block structured languages whilst working conceptually at the level of Jackson diagrams. Formal methods were applied to validate and verify the APE system. The immediate benefits are an increased understanding of the system and the detection of some errors in the implementation. By interrogating the implementation and documentation, axiomatic specifications were written and a prototype of the APE system developed in Standard ML. The principal benefit of constructing a formal model is the development of a framework to aid communication between personnel involved with system maintenance. The model can also be used to investigate future changes, and since this framework provides relevant abstraction of user and system behaviour it should facilitate improved documentation and user learning. Evaluation of the system was carried out during the design and implementation stages of the development life-cycle. The evaluation was based on responses to a questionnaire and a comparison with conventional means of generating code. The questionnaire evaluation elicited users' general impressions about the system and its interface, and their detailed views on more specific aspects of the system. The comparative evaluation showed no difference in the median quality of the solution to a programming problem, but a significantly reduced time and variance in quality compared to conventional methods.
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Castillo, Grados Leady Betsabeth. "Diseño de material didáctico para el recorrido Génesisdel refugio de vida silvestre “Los Pantanos de Villa”." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/657246.

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A raíz de la reactivación del turismo responsable para la conservación del refugio de vida silvestre “Los Pantanos de Villa” en el año 2013, se planteó como objetivo principal fomentar el interés por conocer la biodiversidad de este humedal. Así pues, a partir de ese año se identificó que la población con mayor concurrencia al lugar eran niños en etapa escolar, por tanto el material de trabajo y los talleres de verano implementados eran destinados a este usuario, no obstante se encontraban desactualizados o inasequibles. De modo que, evidenció la falta de una herramienta que les permita entender la explicación brindada por los guías y que sea accesible durante todo el año.La actual investigación propone la elaboración de un material didáctico destinado a niños de 8 a 12 años a fin de resolver el problema de comunicación visual detectado. Para ello, se observa en este documento la pertinencia de un estudio y análisis cualitativo que a través de la recolección de información de expertos determinó los aspectos esenciales para la ejecución de la pieza. De manera que, la herramienta propuesta resultó ser una solución viable para los niños al demostrar que mediante un material didáctico que acompañe y facilite su comprensión, origina una experiencia más significativa y memorable hacia una conciencia ambiental. Gracias a este resultado se constató que el diseño gráfico es una disciplina que reúne características propias para solventar diversas problemáticas de comunicación visual como en este caso, en el rubro medioambiental y educativo.
As a result of the reactivation of responsible tourism for the conservation of the “Los Pantanos de Villa” wildlife refuge in 2013, the main objective was to promote interest in knowing the biodiversity of this wetland. Thus, from that year on, it was identified that the population with the greatest attendance at the site were school-age children, therefore the work material and the summer workshops implemented were intended for this user, although they were outdated or unaffordable. So, it evidenced the lack of a tool that allows them to understand the explanation provided by the guides and that is accessible throughout the year.The current research proposes the development of a didactic material for children between 8 and 12 years old in order to solve the visual communication problem detected. For this, the relevance of a qualitative study and analysis is observed in this document that through the collection of information from experts, determined the essential aspects for the execution of the piece.For this reason, the proposed tool turned out to be a viable solution for children by demonstrating that by means of a didactic material that accompanies and facilitates their understanding, it originates a more meaningful and memorable experience towards an environmental awareness. Thanks to this result, it was found that graphic design is a discipline that has its own characteristics to solve various problems of visual communication, as in this case, in the environmental and educational field.
Trabajo de Suficiencia Profesional
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Seo, Jongwon. "Graphical interface design for equipment control in unstructured environments /." Digital version accessible at:, 1998. http://wwwlib.umi.com/cr/utexas/main.

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McCaskill, George Alexander. "Generating programming environments with integrated text and graphics for VLSI design systems." Thesis, University of Edinburgh, 1987. http://hdl.handle.net/1842/6628.

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The constant improvements in device integration, the development of new technologies and the emergence of new design techniques call for flexible, maintainable and robust software tools. The generic nature of compiler-compiler systems, with their semi-formal specifications, can help in the construction of those tools. This thesis describes the Wright editor generator which is used in the synthesis of language-based graphical editors (LBGEs). An LBGE is a programming environment where the programs being manipulated denote pictures. Editing actions can be specified through both textual and graphical interfaces. Editors generated by the Wright system are specified using the formalism of attribute grammars. The major example editor in this thesis, Stick-Wright, is a design entry system for the construction of VLSI circuits. Stick-Wright is a hierarchical symbolic layout editor which exploits a combination of text and graphics in an interactive environment to provide the circuit designer with a tool for experimenting with circuit topologies. A simpler system, Pict-Wright: a picture drawing system, is also used to illustrate the attribute grammar specification process. This thesis aims to demonstrate the efficacy of formal specification in the generation of software-tools. The generated system Stick-Wright shows that a text/graphic programming environment can form the basis of a powerful VLSI design tool, especially with regard to providing the designer with immediate graphical feedback. Further applications of the LBGE generator approach to system design are given for a range of VLSI design activities.
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Song, J. "A graphical environment for the design of discrete event systems." Thesis, Swansea University, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.639087.

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Programmable logic controllers have been widely used in real time discrete event control systems. Generally speaking, a programmable logic controller based discrete event dynamic system consists of two parts: control software and the controlled system. The design of a programmable logic controller based discrete event dynamic system involves the following phases: modelling, programming, implementation, testing and maintenance. This thesis only focuses on the software design, which corresponds to the first two phases. The current situation in the design of programmable logic controller software can be summarised as follows: a lack of a powerful design environment, in particular a lack of simulation tools; a lack of a powerful, yet simple, graphical modelling language; a lack of formal syntaxes and semantics of the existing graphical modelling languages and a lack of methodology to deal with the multi-language situation in PLC industry. In this thesis a graphical design environment, EXCES (Extended X-based Control Engineering workStation), has been developed for programmable logic controller based discrete event systems. This environment is based on two existing graphical modelling languages, the ladder diagram and Grafcet, and a new modelling language, PLCNet (programmable logic controller net). Based on the three languages three construction tools, three simulation tools, three compilers and the three transformation tools have been designed and implemented. The formal syntax and semantics have also been defined for each of the three graphical languages. These formal syntaxes and semantics allow the correctness of the designed compilers and simulation tools to be verified. Finally, a synthesis tool based on Petri net allows optimal controllers to be synthesised for discrete event dynamic systems.
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Fern, Kenneth Lahn. "Mondrian--a two-dimensional graphical specification and design programming environment." Thesis, Massachusetts Institute of Technology, 1988. http://hdl.handle.net/1721.1/14749.

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Castro, Mesias Hilda Guadalupe. "Análisis del sistema de señalética y diseño gráfico ambiental en la actualidad para personas con discapacidad visual en el Metro de Lima." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655962.

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La presente investigación analiza el sistema de señalética y diseño gráfico ambiental del Metro de Lima y la manera que impacta en la movilidad de las personas con discapacidad visual. Se identifica las características del sistema, las necesidades de las personas con discapacidad visual respecto a su movilidad y el modo de interacción de éstas con este establecimiento. Se propone como hipótesis que el sistema de señalética y diseño gráfico ambiental tiene deficiencias que impactan de manera social en la vida de las personas con discapacidad visual. Para esta investigación se aplica un enfoque cualitativo, se analiza un espacio y un grupo humano determinado, a través de la observación, investigación de campo, análisis visual y de experiencias. Se recaudó documentación visual, listas de frecuencias y cotejo. Los principales hallazgos fueron que el sistema efectivamente tiene deficiencias que lo convierten en un servicio limitado y no inclusivo, provocando inaccesibilidad al transporte de personas con discapacidad visual. En consecuencia, hay una restricción de participación social, dificultad de poder satisfacer necesidades y deseos diarios. Para concluir, el sistema sí impacta en las formas de desplazamiento de estas personas, afecta su desarrollo personal al no poder cumplir con necesidades diarias y en su desenvolvimiento social e inclusivo puesto que, a través de la posibilidad de movilidad autónoma en los espacios hay interacción, como hacer actividades o conocer, hablar, estar con otro. Además, se propone crear una solución con un diseño universal, que no sea exclusivo de personas que presenten discapacidades físicas, sino que sea apto para todos.
This research analyzes the environmental signage and graphic design system of the Metro de Lima and the way it impacts the mobility of people with visual disabilities. It seeks to analyze the characteristics of the system, identify the needs regarding its mobility and the mode of impact. It was proposed as a hypothesis that the environmental signage and graphic design system has deficiencies that have a social impact on the lives of people with visual disabilities. The most functional for this research is a qualitative approach, a space and a certain group are analyzed, through observation, field research, visual analysis and experiences. Visual documentation and frequency lists and checklists were collected. The main findings were that the system does indeed have deficiencies that make it a limited and non-inclusive service, causing inaccessibility to transportation. Consequently, there is a restriction of social participation, difficulty of being able to satisfy daily needs and desires. To conclude, the system does impact on the mobility of these people, affects their personal development by not being able to meet daily needs and their social and inclusive development since, through mobility in spaces there is interaction, such as doing activities or meet, talk, be with another. In addition, it is proposed to create a solution with a universal design, which is not exclusive to people with physical disabilities, but is suitable for everyone.
Trabajo de investigación
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Woodward, Martyn Stuart. "The multidimensional depth of the image : body-environment-artefact (a philosophical reflection for graphic design)." Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3163.

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Current discourses within cultural studies are re-iterating the limitations of language to adequately describe the affective domains of corporeality and materiality in the study of cultural artefacts. Within the discourse of graphic design, however, there remains an enduring focus placed upon models of language and communication to understand the meaning of designed materials. Rather than upholding a focus upon language, this thesis undertakes a theoretical investigation to extend the literature available to the discourse of graphic design to better understand how visual materials ‘come to mean’ within the experience of an embodied subject coupled to an affective environment. This thesis proposes an ontology of images that is emergent as a part of what, within the phenomenology of Merleau-Ponty, is describes as a mind-body-world system through which the ‘meaning’ of visual materials should be grounded. This thesis asks not ‘what’ visual materials mean but rather ‘how’ visual materials come to mean in terms of a complex relationship involving the embodied perceptual experience of the maker and the viewer that is immersed within an affective environment, what the thesis terms the multidimensional depth of the image. A phenomenological theory of art is extended to include a range of materials of popular visual culture to frame a study of how form and style come to mean qua the gestures of an embodied experience as coupled to an environment — a meaning that reciprocally emerges through the embodied experience of the work by the viewer. The environmental processes of which an embodied subject’s movements are coupled are brought into focus through enactive conceptions of mind within the cognitive sciences, describing how mind and meaning are emergent within an autopoietic organism-environment system. This provides a framework in which the affective dimensions of matter can be more fully understood as having a cognitive efficacy. Within this context, Material Engagement Theory (an approach within cognitive archaeology) is utilized to include a more focussed discussion of the affective domains of materials, objects, and artefacts and their role in the emergence of mind and meaning.
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Arjunan, Dorai Raj. "3D Animation: Creating an Experiential Environment." [Johnson City, Tenn. : East Tennessee State University], 2004. http://etd-submit.etsu.edu/etd/theses/available/etd-0719104-174201/unrestricted/Arj%20with%20animation%2017KB.pdf.

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Thesis (M.F.A.)--East Tennessee State University, 2004.
Title from electronic submission form. ETSU ETD database URN: etd-0719104-174201 Includes bibliographical references. Also available via Internet at the UMI web site.
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Clayton, Thomas F. "Enabling rapid iterative model design within the laboratory environment." Thesis, University of Edinburgh, 2009. http://hdl.handle.net/1842/4023.

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This thesis presents a proof of concept study for the better integration of the electrophysiological and modelling aspects of neuroscience. Members of these two sub-disciplines collaborate regularly, but due to differing resource requirements, and largely incompatible spheres of knowledge, cooperation is often impeded by miscommunication and delays. To reduce the model design time, and provide a platform for more efficient experimental analysis, a rapid iterative model design method is proposed. The main achievement of this work is the development of a rapid model evaluation method based on parameter estimation, utilising a combination of evolutionary algorithms (EAs) and graphics processing unit (GPU) hardware acceleration. This method is the primary force behind the better integration of modelling and laboratorybased electrophysiology, as it provides a generic model evaluation method that does not require prior knowledge of model structure, or expertise in modelling, mathematics, or computer science. If combined with a suitable intuitive and user targeted graphical user interface, the ideas presented in this thesis could be developed into a suite of tools that would enable new forms of experimentation to be performed. The latter part of this thesis investigates the use of excitability-based models as the basis of an iterative design method. They were found to be computationally and structurally simple, easily extensible, and able to reproduce a wide range of neural behaviours whilst still faithfully representing underlying cellular mechanisms. A case study was performed to assess the iterative design process, through the implementation of an excitability-based model. The model was extended iteratively, using the rapid model evaluation method, to represent a vasopressin releasing neuron. Not only was the model implemented successfully, but it was able to suggest the existence of other more subtle cell mechanisms, in addition to highlighting potential failings in previous implementations of the class of neuron.
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Hsu, Carolyn P. "Interactions between physical and virtual space : the influence of game environments on graphic design problem solving /." Online version of thesis, 2007. http://hdl.handle.net/1850/4843.

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Wictorin, Sebastian. "Streamlining Data Journalism: Interactive Analysis in a Graph Visualization Environment." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22498.

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This thesis explores the topic of how one can streamline a data journalists analytical workflow in a graph visualization environment. Interactive graph visualizations have been used recently by data journalists to investigate the biggest leaks of data in history. Graph visualizations empower users to find patterns in their connected data, and as the world continuously produces more data, the more important it becomes to make sense of it. The exploration was done by conducting semi-structured interviews with users, which illuminated three categories of insights called Graph Readability, Charts in Graphs and Temporality. Graph Readability was the category that were conceptualized and designed by integrating user research and data visualization best practises. The design process was concluded with a usability test with graph visualization developers, followed by a final iteration of the concept. The outcome resulted in a module that lets users simplify their graph and preserve information by aggregating nodes with similar attributes.
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Santana, Sepulveda Julio Sergio. "The generation of coordinated natural language and graphical explanations in design environments." Thesis, University of Salford, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.301461.

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McCrickard, D. Scott. "Maintaining information awareness in a dynamic environment : assessing animation as a communication mechanism." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/9125.

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Tashfeen, Asheer I. "The Presentation of Spatial Design using Autonomous Characters in Virtual Environments." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1243612250.

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Schenk, Pamela Margaret. "The nature of the graphic design process within the commercial environment, with particular regard to the role of drawing." Thesis, Manchester Metropolitan University, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.332058.

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Kim, Hyeong-Kyo. "A design synthesis environment for DSP algorithms represented by shift-invariant flow graphs." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/13724.

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Normoyle, Catherine L. "Recontextualizing Neglected Space in Community." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/art_design_theses/108.

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Neglected areas are everywhere. They are seen as foreclosed homes, commercial properties, rundown lots and even small spaces like broken signage and over-sized potholes. My investigation, Abandonment ex-plores how graphic design can be used to identify neglected areas and add meaning that challenges exist-ing perceptions of these areas. This becomes a way to suggest revitalization without actually redesigning a specific space. Abandonment matches carefully designed phrases, inspired by first hand research of community members, with neglected urban environments of Atlanta. The camouflaged environmental graphics, created by means of DOT signs, chalk drawings, and blackboards recontextualize environments to softly build curiosity, activate new thinking, and potentially spark reinvention. Perhaps if citizens ques-tion these neglected spaces, they may begin to imagine new purposes for these spaces and reclaim them? The investigation is thoroughly documented and will continue to mature over time. To follow the project online, visit urbanartatlanta.com.
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Mishra, Dhananjay. "Integration of Graphical User Interface and Data Visualization Tools in a Problem Solving Environment for Wireless System Design." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/9773.

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This thesis describes user interface and visualization components in the problem solving environment "Site-Specific System Simulator for Wireless System Design" (S4W) developed by CS and ECE faculty and students at Virginia Tech. S4W integrates visualization and computational tools with a high level user interface. The objective of this PSE is to improve the ability of wireless design engineers to design an indoor wireless system through the aid of various simulation and visualization components. S4W provides engineers with the facility of thinking in terms of the overall task of designing the system for optimal performance. They need not to worry about computation, data-management and connectivity issues. The choice of method for interaction between service logic within a PSE and its user is always a challenging issue. The selection of user interaction channel is mostly dictated by the characteristics of the problem domain. For S4W, we chose to build a graphical user interface as human interaction interface, which was connected to other components via a high speed Local Area Network (LAN). The other key form of user interaction in a PSE is the visual representations of the abstract data results of simulations, perceived as user interface for data. The Complex nature of data sets in the domain of wireless simulations calls for a customized set of visualization tools. To address the specific needs of visualizations for S4W, ad hoc visualization tools were developed and integrated into the graphical user interface. A comparison of the integrated PSE and an earlier collection of unintegrated tools and scripts is presented.
Master of Science
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Zhang, Cheng. "The Moon Experience: Designing Participatory Immersive Environments for Experiential Learning." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1366363049.

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Dailey, David M. "Integration of VHDL simulation and test verification into a Process Model Graph design environment." Thesis, This resource online, 1994. http://scholar.lib.vt.edu/theses/available/etd-11242009-020247/.

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Vergopoulos, Stavros. "Graphical expression and designing : cognitive aspects of drawing operations in design and implications for computerised drawing environments." Thesis, University of Edinburgh, 1992. http://hdl.handle.net/1842/20264.

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The thesis focuses on the relations between design drawings and design activity. It develops an approach to conceptual processes employed during designing and their impact on drawing operations, and examines the implications of this approach on the systemic representation of drawings in computerised environments. The implementation of most computerised drawing systems relies on approaches that treat drawings as symbolic structures determined mainly by geometric knowledge. The thesis takes the view that drawing is an integral part of designing and it looks at: the role of drawn descriptions within conceptual activity aimed at design information; representational schemes developed for the formation and interpretation of graphical representations; and qualifications that such schemes exhibit during the accomplishment of design tasks. It argues that the ways in which design drawings are used reveal much of the knowledge used in designing, and it is this knowledge which determines the structure of drawings. A theme throughout the thesis is the discussion of a case study concerning the development of a design project by students of architecture using a computerised drawing system. Although emphasis is placed on drawing systems, the contribution of the thesis lies in its global understanding of the effects of design processes on drawings, and this understanding might be of interest to future advanced design systems incorporating graphical representations.
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Duval, Thierry. "Models for design, implementation and deployment of 3D Collaborative Virtual Environments." Habilitation à diriger des recherches, Université Rennes 1, 2012. http://tel.archives-ouvertes.fr/tel-00764830.

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This work aims at providing some cues in order to address the essential requirements about the design of 3D Collaborative Virtual Environments (CVE). We have identified six essential topics that must be addressed when designing a CVE. For each of them, we present a state of the art about the solutions that can address this topic, then we show our own contributions: how we improve existing solutions and what are our new propositions. 1 - Choosing a model for the distribution of a CVE We need a distribution model to distribute as efficiently as possible the content of a CVE among all the nodes involved in its execution, including the machines of the distant users. Our proposition is to allow CVE designers to mix in a same CVE the three main distribution models usually encountered: centralized on a server, totally replicated on each site, or distributed according to a hybrid distribution model. 2 - Choosing a model for the synchronization of these nodes To maintain consistency between all the nodes involved in the execution of a CVE, we must choose between a strong synchronization or a relaxed one, or an in-between solution. Our proposition is to manage some temporary relaxation of the synchronization due to network breakdowns, with several synchronization groups of users, making them aware of these network breakdowns, and to allow some shared objects to migrate from one site to another. 3 - Adapting the Virtual Environment to various hardware systems VR applications must be adapted to the software and to the hardware input and output devices that are available at run-time, in order to be able to deploy a CVE onto di fferent kinds of hardware and software. Our solution is the PAC-C3D software architectural model which is able to deal with the three main distribution modes encountered in CVE. 4 - Designing interaction and collaboration in the VE Expressing the interactive and collaborative capabilities of the content of a CVE goes one step beyond geometric modeling, by adding interactive and collaborative features to virtual objects. We propose a unified model of dialog between interactive objects and interaction tools, with an extension to Collada in order to describe interactive and collaborative properties of these interactive objects and interaction tools. 5 - Choosing the best metaphors for collaborative interactions Most of the time single-user interaction tools and metaphors are not adapted to off er effi cient collaboration between users of a CVE. We adapt some of these tools and metaphors to collaborative interactions, and we propose new really collaborative metaphors to enhance real multi-user collaborative interactions, with dedicated collaborative feedback. 6 - Embedding the users' physical workspaces within the CVE Taking into account users' physical workspaces makes it possible to adapt a CVE to the hardware input and output devices of the users, and to make them aware of their physical limitations and of those of the other users, for better interaction and collaboration. We propose the Immersive Interactive Virtual Cabin (IIVC) concept to embed such 3D representations in CVE.
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Engle, Teresa A. "Experimental Navigation and the Creative Process." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1058.

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For this creative project, I am exploring alternate methods of navigating urban environments, and ways in which this activity can inspire creativity. This process is intended to create a new awareness of the urban landscape, break out of the prescribed, and to inspire innovation. The range of possibilities for this way of navigating is vast, and part of the challenge of my experience has been defining boundaries, assigning variables, and using strategies for exploration – making my process inherently morphological. I hope that my work here will encourage others to step out of their comfort zone and experience their environment in a new way.
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Chang, Francis. "Towards Constructing Interactive Virtual Worlds." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.

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Networked virtual reality environments including virtual worlds devoted to entertainment, online socializing and remote collaboration have grown in popularity with the rise of commercially available consumer graphics hardware and the growing ubiquity of the Internet. These virtual worlds are typified by a persistent simulated three-dimensional space that communicates over a computer network, where users interact with the environment and each other through digital avatars. Development of these virtual worlds challenges the limits of the networking infrastructure, 3D streaming graphics techniques, and the distributed computing design of the virtual world systems that manages the simulation. In this dissertation, we explore solutions to different aspects of the overall problem of developing a general purpose, networked virtual environment, focusing on the networking and software system issues. Specifically, we show how to improve the networking infrastructure to better support the high packet-rate traffic that is typical of virtual worlds, efficiently stream terrain data for remote rendering, and construct a dynamically adaptive distributed systems framework suitable for virtual world simulations.
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Muñoz, Pandiella Imanol. "Interactive weathering for realistic image synthesis of urban environments." Thesis, Limoges, 2017. http://www.theses.fr/2017LIMO0089/document.

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Etre capable de capturer et de synthétiser des comportements réalistes est un sujet de recherche important en Informatique Graphique. Mais, pour produire des images réalistes, il ne suffit pas de représenter les matériaux de manière fiable, il faut également prendre en compte leurs évolutions dans le temps. La simulation des effets de vieillissement est le domaine de la recherche qui s’intéresse à la prise en compte de la détérioration des modèles virtuels. Après avoir étudié les travaux précédents dans ce domaine, nous avons constaté qu’il y a un manque d’estimation pour certains paramètres environnementaux importants ainsi qu’un besoin de modèles globaux qui tiennent compte des interactions des facteurs intervenants dans les grandes scènes. De plus, nous avons observées que l’amélioration des techniques actuelles nécessite intégrer les caractéristiques physiques réelles pour éviter la déconnection des processus réels, ce qui doit donc être analysés et compris. Dans cette thèse, nous visons à améliorer la simulation du vieillissement en Informatique Graphique sous les trois angles suivants. Concernant l’estimation des facteurs de vieillissement, nous proposons d’abord de traiter un facteur sous-estimé dans la littérature mais qui est très important dans les processus de vieillissement : le soleil. Plus spécifiquement, nous proposons une technique interactive qui estime l’exposition solaire sur des scènes urbaines détaillées. Compte tenu d’une carte d’exposition directionnelle calculée sur une période donnée, nous estimons le facteur de visibilité du ciel qui sert à évaluer l’exposition finale à chaque point visible. Ceci est fait en utilisant une méthode espace-écran basée sur une approche à deux échelles, qui est indépendante de la géométrie et qui a un coût bas en stockage. Notre méthode aboutit à une technique intéressante non seulement pour les simulations de vieillissement, mais également en architecture, dans la conception de bâtiments durables et dans l’estimation de la performance énergétique des bâtiments. Ensuite, nous introduisons un modèle global permettant de simuler les changements d’apparence des bâtiments liés aux dépôts de pollution. Ce processus est très visible sur les scènes urbaines et, jusqu’à présent, aucune technique n’a été proposée en utilisant une approche globale (sur une ville entière). Nous proposons ici une technique basée sur la physique considérant que les effets de la pollution dépendent de trois facteurs principaux : l’exposition au vent, à la pluie et au soleil. Cette approche prend en compte trois étapes : le dépôt, la réaction et le lavage. Avec un pré-calcul à bas coût, nous évaluons la distribution de la pollution dans la ville. Puis, par le biais d’opérateurs espace-écran, nous proposons une méthode efficace capable de générer des images réalistes en temps interactifs. De plus, le pré-calcul n’exige qu’une quantité réduite de mémoire pour stocker la carte de pollution et, comme la méthode utilisée est indépendante de la complexité de la scène, elle peut s’adapter à des modèles complexes et de grande taille en ajustant la résolution de la carte. Finalement, afin de mieux appréhender les processus de vieillissement, nous présentons une méthode permettant de prendre en compte l’effet d’écaillage sur les monuments en pierre avec très peu d’interaction de l’utilisateur
Being able to capture and synthesize realistic materials is an important research topic in Computer Graphics. In order to render realistic images it is not enough to represent materials reliably, but we also need to represent its temporal component. Simulation of weathering effects is the research area that pursues the incorporation of decay to virtual models. After studying the previous work, we have found that there is a lack of estimation methods for some important environmental parameters and a need of global models that consider the interactions of the environmental factors in big scenes. Moreover, we have observed that the improvement of current techniques need to incorporate real effects characteristics to avoid the current disconnection from the real processes. But, this need to be first analyzed and understood. In this thesis, we aim to improve weathering simulation in Computer Graphics in these three fronts. Concerning weathering factors estimation, we first propose to deal with an undervalued factor in weathering literature which is very important in aging processes: the sun. More specifically, we propose an interactive technique that estimates solar exposure on detailed urban scenes. Given a directional exposure map computed over a given time period, we estimate the sky visibility factor that serves to evaluate the final exposure at each visible point. This is done using a screen-space method based on a two-scale approach, which is geometry independent and has low storage costs. Our method results in an interesting technique not only in weathering simulations, but also in architecture, in sustainable building design and in the estimation of buildings’ energy performance. After that, we introduce a global model to simulate the changes of appearance of buildings due to pollution deposition. This process is very noticeable on urban scenes and, so far, no technique has dealt with it using a global approach. We propose a physically-based technique that considers pollution effects to depend on three main factors: wind, rain and sun exposure, and that takes into account three intervening steps: deposition, reaction and washing. With a low-cost pre-computation step, we evaluate the pollution distribution through the city. Based on this distribution and the use of screen-space operators, our method results in an efficient approach that generate realistic images of polluted surfaces at interactive rates. In addition, the pre-computation demands a reduced amount of memory to store the pollution map and, as it is independent from scene complexity, it can suit large and complex models adapting its resolution. Finally, in order to improve the understanding of weathering processes, we present a method to identify and map “scaling” weathering effects on stone monuments with very little user interaction
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50

Mota, Darwin Rodrigues. "Interfaces gráficas digitais em ambientes virtuais de aprendizagem: a usabilidade e experiência do usuário como fatores de melhoria no processo de ensino e aprendizagem." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18114.

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This thesis aims to examine the structural concepts used to develop virtual learning environments, and link them to the Design field specifically concerning Usability and User Experience Design, in order to provide relevant information referring to the improvement of distance learning/education. The analysis of structural concepts comprehended in this thesis leads to questions previously tackled by theoreticians, especially Maria Elizabeth Bianconcini de Almeida and Andréa Filatro - whose works analyze the development of virtual learning environments -, and Jennifer Preece's et al, Jesse James Garret's, Jakob Nielsen's e Walter Cybis' works about the designing process, in other words, the project of interfaces that may allow providing effective information in the context of virtual learning environments. Product's quality and satisfactory yield are aspects co-related to the ease in using an equipment or program, and to the possibility of doing whatever the user's know how to do. Taking into account the expected results, the research was divided into three parts: a) graphic interfaces in which the historical context of user's graphic interface evolution is described -; b) usability and user experience design which will provide us with the methods and concepts used to analyze the interaction between user and informational system; c) and virtual learning environment which deals with the use of the mentioned tool for distance learning, and points out the interferences the instructional design and the interface design may cause during the conception process
Esta dissertação tem como objetivo examinar os conceitos projetuais utilizados no desenvolvimento de ambientes virtuais de aprendizagem e relacionálos com o campo de estudo do Design, no que se refere a Usabilidade e Design da Experiência do Usuário, com o intuito de fornecer informações relevantes para o aprimoramento do processo ensino/aprendizagem por meio da modalidade de educação a distância. O exame dos conceitos projetuais relacionados no trabalho permite o levantamento de questões já discutidas por estudiosos, especialmente Maria Elizabeth Bianconcini de Almeida e Andréa Filatro, cuja a atenção está voltada para a produção de ambientes virtuais de aprendizagem, e os estudos de Jennifer Preece, Yvonne Rogers, Helen Sharp, Jesse James Garret, Jakob Nielsen e Walter Cybis, nas referências ao processo de design, ou seja, no projeto de interfaces que possibilite informação efetiva no contexto dos ambientes virtuais de aprendizagem. A qualidade daquilo que é produzido e o rendimento satisfatório são aspectos correlacionados à facilidade com a qual um equipamento ou programa pode ser usado e ao poder de fazer o que a própria experiência do usuário torna possível. Para alcançar os resultados esperados, a pesquisa se dividiu em três vertentes: a) interfaces gráficas, onde aponta-se o contexto histórico da evolução da interface gráfica do usuário; b) usabilidade e design da experiência do usuário, por meio do qual compreendemos os métodos e conceitos utilizados para analisar a interação entre usuário-sistema de informação; c) ambientes virtuais de aprendizagem, os quais trazem não só um enfoque acerca da utilização de tal recurso para a modalidade de educação a distância, mas também apontam as interferências do design instrucional e design de interface em seu processo de concepção
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