Dissertations / Theses on the topic 'Mirrors in architecture'
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Ambrosio, Jeanie. "Mirror Images: Penelope Umbrico’s Mirrors (from Home Décor Catalogs and Websites)." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7466.
Full textNavarro, Edwina Portocarrero. "Inside/out : mirrors for reflective, creative thinking." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/69810.
Full textCataloged from PDF version of thesis. Page 99 blank.
Includes bibliographical references (p. 93-98).
In this document I present three tools for reflective, creative thinking: Pillow-Talk, the NeverEnding Drawing Machine and Calliope. These tools make use of the "distorted mirror" metaphor for self-reflection. They are designed to debunk myths of creativity as an acquired faculty and instead promote creative apperception and flexible thinking. Pillow-Talk is designed to prime dream recall and facilitate capture through voice recording. Considering the dream an aesthetic experience we all undertake, where the dreamer is free to test knowledge liberated from physical and moral constraints, its aim is to promote flexibility in levels of thought. The NeverEnding Drawing Machine and Calliope endorse flexibility in vehicles of thought through co-creative and collaborative play. One can incorporate any object found in the environment as a tool or material, thus making contextualized and personalized creations. They promote cross-cultural and cross-generational co-creation as the echo from which to recenter perception.
by Edwina Portocarrero.
S.M.
Barry, Marie Porterfield. "Lesson 13: Mirrors in Renaissance and Baroque Art." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/art-appreciation-oer/14.
Full textStrickon, Joshua Andrew 1976. "Smoke and mirrors to modern computers : rethinking the design and implementation of interactive, location-based entertainment experiences." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/88355.
Full textP. 244 blank.
Includes bibliographical references (p. 237-243).
We have yet to create the ultimate interactive experience. Why is that so, and how can that change? How can we increase our chances of getting it right? Interactive, location-based experiences are a new genre and need a new way of thinking about designing them. We also need a better way of dealing with the sophistication of modem technology, enabling us to get to the heart of designing these new interactions. This thesis makes progress in this area by creating a classification system for the space of interactive location-based entertainment experiences. It begins to develop a theory of interactivity as it can be applied to this genre. The theory also guides the birth of a library of interactive design techniques and the development of a design approach as a series of steps and questions that must be answered to complete an experience. It is proposed that across a variety of experience types (games, rides, theater shows and museum installations), the design approach will be similar. It is also hypothesized that given one distinct hardware system, a range of different interactions can be explored. Furthermore, this thesis looks at how technology can be used to aid in the development process by designing a rapid development environment for prototyping new interactions. By establishing a new way of looking at the problem I hope to be able to reach the goal of creating compelling experiences. Through the construction of a new set of tools, this thesis details the fundamental elements of a location-based, interactive attraction and exposes all of the technical, practical and artistic issues that must be resolved to successfully complete and deploy them.
by Joshua Andrew Strickon.
Ph.D.
Baskaran, Balakumaar, and Hari Shankar Elumalai. "High-Speed Hybrid Current mode Sigma-Delta Modulator." Thesis, Linköpings universitet, Elektroniksystem, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-80060.
Full textDíaz-Borioli, Leonardo 1974. "Tilting the mirror : packaging "Spanish" architecture in late nineteenth century California." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/16952.
Full textIncludes bibliographical references (p. 73-76).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
In 1893 at Chicago's World Columbian Exposition, California devoted a great deal of resources to its promotion through a pavilion that spelled out a construct about California's "Spanish" past. This supposed history got incorporated into California's self-representation and affected the identity of both the Anglo and California populations. This presentation of California shows that exotic figures need not function through the logic of an opposite "other," as is usually theorized. By analyzing the role of architecture in California's Spanish "identity," the thesis locates the representational power of architecture closer to its function in discursive practices rather than to mere formal aspects.
by Leonardo Díaz-Borioli.
S.M.
Oliveira, Tânia Mara Guerra de. "The Modulor in the mirror /." Thesis, McGill University, 1999. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=30125.
Full textHemberg, Max, and Ludwig Josefsson. "Architecture as Narrative in First Person Level Design : A Reading of Mirror’s Edge Catalyst." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447887.
Full textDen digitala spelindustrin utvecklas snabbt i samband med teknologiska framsteg. Detta resulterar i förutsättningar för speldesigners att utveckla utförliga virtuella världar för deras spelare att utforska. Genom att erkänna den välutvecklade erfarenheten erhållen av arkitekter i deras arbete att konstruera världens samhällen, antar sig detta kandidatarbete tvärvetenskaplig forskning. Relationen mellan arkitektur och level design används här för att främja förståelsen för arkitektoniskt utrymme inom videospel som utspelar sig i första person. En textanalys är utförd på Mirror’s Edge Catalyst med syftet att undersöka olika möjligheter för arkitektur att bidra till narrativ inom spel. Denna analys aspirerar till att förhålla sig till målet av en prejudikatstudie som tillåter arkitekter att förstå och analysera komponenter inom en arkitektonisk komposition. Kandidatarbetet vägleds av forskningsfrågan ”Hur kan arkitektoniskt utrymme användas för att stödja ett narrativ i banor från första-persons videospel?”. Forskningen visar att den förväntade spelupplevelsen inom en bana styr den arkitektoniska kompositionen. Horisontella och vertikala ytor används för att definiera utrymme medan deras form och sammansättning ger plats åt banans narrativ. Det uppdelade utrymmet placeras sedan in i linjära eller centraliserade organisationer vilket styrker den narrativa upplevelsen som etableras. Under dessa organisationer placeras storslagen arkitektur, vilket ger upphov till scener vars syfte är att underlätta kommunikationen av fokuset inom narrativet.
Hirsh, Diane E. (Diane Elizabeth). "Piecing together the magic mirror : a software framework to support distributed, interactive applications." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37394.
Full textIncludes bibliographical references (p. 183-185).
Developing applications for distributed platforms can be very difficult and complex. We have developed a software framework to support distributed, interactive, collaborative applications that run on collections of self-organizing, autonomous computational units. We have included modules to aid application programmers with the exchange of messages, development of fault tolerance, and the aggregation of sensor data from multiple sources. We have assumed a mesh network style of computing, where there is no shared clock, no shared memory, and no central point of control. We have built a distributed user input system, and a distributed simulation application based on the framework. We have demonstrated the viability of our application by testing it with users.
by Diane E. Hirsh.
S.M.
Merchant, Sean Robert. "Tending the Broken Window." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1493285369498883.
Full textWebb, Steven Daniel. "Referee-based architectures for massively multiplayer online games." Thesis, Curtin University, 2010. http://hdl.handle.net/20.500.11937/498.
Full textBazin-Henry, Sandra. "« Tromper les yeux ». Les miroirs dans le grand décor en Europe (XVIIe – XVIIIe siècles)." Thesis, Paris 4, 2016. http://www.theses.fr/2016PA040126.
Full textOccupying an important place in the interiors, mirrors have progressively been an architectural decor in its own right in the private rooms, then in the reception rooms of the European great aristocratic houses in the XVII and XVIII centuries. The purpose of this thesis is to enlighten not only the development of mirrors as fixed decoration, but also their use in true architectural staging. Based on a two century scale and a substantial geographic area (France, Italy, Spain, Germany, Austria, Sweden), this work starts by a study of the development of these decors in the XVII century, by questioning the role of France in the definition and the circulation of models in Europe. Then, it focuses on the typologies of mirror cabinet and galleries, the most affected rooms by this kind of décor. Finally, in the last section, the mirror place in the architectural practice and their illusionist role in the interiors are studied
Montaguti, Sofia. "A Mirror on the World : Roman Architecture in Tergeste in the First and Second Centuries AD and the Reproduction of Social Order and Identity." Thesis, Uppsala universitet, Institutionen för arkeologi och antik historia, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-385916.
Full textEmricson, Matilda. "The tool, the practice and the spatial experience. : Methods for exploring space." Thesis, Konstfack, Inredningsarkitektur & Möbeldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5818.
Full textPainting to see the room Drill a small, almost invisible hole in the center of the canvas and see the room through it. Grapefruit: A Book of Instructions and Drawings by Yoko Ono In this project I have designed and built a set of analog tools that can be used to explore a space. I have been looking into how the objects make us see new qualities in the architecture and give us understandings about our relationship to the space. The elements I have worked with are frames, mirrors and tubes that in different ways cut, shift, create distances or access in the space. I am sharing my findings through illustrations, inspired by both comics and architecture representation. With the drawings I want to stimulate the debate and create an awareness on how we experience spaces and architecture.
Houle, Edward. "Sun, Shell, Mirror: Hiding Spaces in the Court of France." Thesis, 2007. http://hdl.handle.net/10012/3164.
Full textWei, Wen-Huang, and 魏文煌. "The Performance Analysis and Measurement for the Mirror Architecture of Web Servers." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/96895453917164874424.
Full text輔仁大學
電子工程學系
93
Recently, many enterprises have developed Web applications to service clients, such as stock trading and E-commerce. Therefore, it is important to have a high performance of Web server systems. In this paper, we design a mirror Web architecture with load balance mechanism based on the arrival rate of Web requests from the networks. The purpose of this strategy is to enhance the reliability and the performance evaluation of a Web site. We also propose the relative queuing model for the quantitative analysis of Web servers. According to the analysis results, we can expand the numbers of the mirror Web servers with a load-balance mechanism of a Web site to improve the quality of Web service. Based on this mirror architecture, we also propose a quantitative analysis method by using a typical M/M/1and M/G/1 queuing model through equalizing the service performance of mirror Web servers. In this paper, we present a procedure to evaluate the system response time of the mirror architecture of Web servers. We also use QNAT (Queue Network Analysis Tool) to do the simulation to verify our mathematical models for load balance of the Web servers. In addition, we provide methods of performance evaluation for network managers, who can meet the requirement of company and adjust Web server numbers to reach the quality of service of the Web site. Finally, we also provide the performance measurements of an experimental design of the mirror architecture of Web servers. In conclusion, from our analysis, simulation and measurements, we learn that the mirror architecture of Web servers can improve the service performance of Web requests.
GARRAMONE, VALENTINA. "STUDIO DELL’ EMPATIA IN ARCHITETTURA A n a l i s i _ M e t o d i _ E s p e r i m e n t i." Doctoral thesis, 2014. http://hdl.handle.net/11573/917610.
Full textYurga, Emre. "Body Builder." Thesis, 2009. http://hdl.handle.net/10012/4999.
Full text(5930993), Vinith Vijayarajan. "Channel sparsity aware polynomial expansion filters for nonlinear acoustic echo cancellation." Thesis, 2019.
Find full textSpeech quality is a demand in voice commanded systems and in telephony. The voice communication system in real time often suffers from audible echoes. In order to cancel echoes, an acoustic echo cancellation system is designed and applied to increase speech quality both subjectively and objectively.
In this research we develop various nonlinear adaptive filters wielding the new channel sparsity-aware recursive least squares (RLS) algorithms using a sequential update. The developed nonlinear adaptive filters using the sparse sequential RLS (S-SEQ-RLS) algorithm apply a discard function to disregard the coefficients which are not significant or close to zero in the weight vector for each channel in order to reduce the computational load and improve the algorithm convergence rate. The channel sparsity-aware algorithm is first derived for nonlinear system modeling or system identification, and then modified for application of echo cancellation. Simulation results demonstrate that by selecting a proper threshold value in the discard function, the proposed nonlinear adaptive filters using the RLS (S-SEQ-RLS) algorithm can achieve the similar performance as the nonlinear filters using the sequential RLS (SEQ-RLS) algorithm in which the channel weight vectors are sequentially updated. Furthermore, the proposed channel sparsity-aware RLS algorithms require a lower computational load in comparison with the non-sequential and non-sparsity algorithms. The computational load for the sparse algorithms can further be reduced by using data-selective strategies.