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Dissertations / Theses on the topic 'Motion in architecture'

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1

Kwon, Kyoung Eun 1974. "Filmic architecture : on motion perspective in architectural synthesis." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28326.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 2004.
Includes bibliographical references (p. 82-83).
This thesis is an inquiry into the potential of film as an extended perspective defined by the sequential juxtaposition of images. Based on the notion that linear perspective in Renaissance architecture was used as a formal tool for the poetic imagination, it is assumed that motion perspective used as a design tool would have a formative influence on the architectural design process and thence, on the final product, architectural space and the sequence of spaces. The project uses film theory as the conceptual framework from which to gain a better understanding of the fourth dimension (time) in the creation of architecture. Cinematic camera movements, which already have a syntax or patterned language are modified for defining specific geometries in the creation of built space. The program consists of a housing block and community center in East Boston, offering a variety of spatial types for experimentation. In the primary analysis, the site is observed through a series of camera sequences. In the design process these camera movements are used to generate a spatial geometry based on the relationship between camera and filmed space. For instance, the housing has a layered spatial configuration corresponding to the tracking shot used in the site analysis. Computer generated motion graphics (4-D motion perspective) are used in each step of conceptual design. A dialectic of observation and form-generation with camera sequences are repeated throughout the building using the syntax of other movie-based sequences. The thesis demonstrates the potential of cinematographic sequencing in architectural design, moving beyond the three-dimensional scenography of traditional perspective.
by Kyoung Eun Kwon.
Titles from disk: Forest of light -- Jungle steps -- East Boston Project.
M.Arch.
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2

Cosovic, Daniela. "FABRIC ARCHITECTURE: BODY IN MOTION." Master's thesis, Orlando, Fla. : University of Central Florida, 2009. http://purl.fcla.edu/fcla/etd/CFE0002606.

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3

Gonzalez, Rojas Paloma (Paloma Francisca). "Space and motion : data based rules of public space pedestrian motion." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/99288.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Architecture, 2015.
Title as it appears in MIT Commencement Exercises program, June 5, 2015: Space and motion : the case of pedestrian in public spaces. Cataloged from PDF version of thesis.
Includes bibliographical references (pages 106-107).
The understanding of space relies on motion, as we experience space by crossing it. While in motion we sense the environment in time, interacting with space. The vision of this thesis is to incorporate people's motion into architecture design process, enabled by technology. Simulation tools that introduce human motion into the design process in early stages are rare to nonexistent. Available tools are typically used for deterministically visualizing figures and simulating pedestrians with the goal of analyzing emergency exits or egress. Such simulations are built without consideration for non-goal oriented interaction with space; this presents a gap for design. Additionally, simulations are generally governed by assumptions regarding people's motion behavior or by analogous models such as collision avoidance methods. However, the use of data from people can elucidate spatial behavior. Advancements in depth camera sensors and computer vision algorithms have eased the task of tracking human movements to millimetric precision. This thesis proposes two main ideas: creating statistics from people's motion data for grounding simulations and measuring such motion in relation to space, developing a Space- Motion Metric. This metric takes pedestrian motion and spatial features as input, seeks actions composed by speed, time, gestures, direction, shape and scale. The actions are elaborated as Space-Motion Rules through substantial data analysis. The non-prescriptive combination of the rules generates a non-deterministic behavior focused on design. This research maps, quantifies, and formulates pedestrian motion correlation with space and questions the role of data for projecting what space could be.
by Paloma Gonzalez Rojas.
S.M.
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4

Carey, Katherine Elizabeth. "Architecture and the motion of life." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/carey/CareyK1209.pdf.

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We experience our world through the mobile unit that is our body. As we move through space we are experiencing the riches that make up life. We meet new friends, travel new roads, and see wondrous sights. If architecture is used as a tool to encourage these movements it stands to be conceived that architecture can promote the enrichment of life.
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5

Arias, Estrada Miguel Octavio. "VLSI architecture for a motion vision sensor." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0023/NQ31480.pdf.

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6

Rengering, Jeffrey A. "Body in Motion: activating architecture through movement." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1306518586.

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7

Machhar, Nishant. "(auto)motiontecture motion in design, designing for automobiles." University of Cincinnati / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1227296983.

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8

Ila, Viorela. "VLSI architecture for motion estimation in underwater imaging." Doctoral thesis, Universitat de Girona, 2005. http://hdl.handle.net/10803/7732.

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El treball desenvolupat en aquesta tesi aprofundeix i aporta solucions innovadores en el camp orientat a tractar el problema de la correspondència en imatges subaquàtiques. En aquests entorns, el que realment complica les tasques de processat és la falta de contorns ben definits per culpa d'imatges esborronades; un fet aquest que es deu fonamentalment a il·luminació deficient o a la manca d'uniformitat dels sistemes d'il·luminació artificials.
Els objectius aconseguits en aquesta tesi es poden remarcar en dues grans direccions. Per millorar l'algorisme d'estimació de moviment es va proposar un nou mètode que introdueix paràmetres de textura per rebutjar falses correspondències entre parells d'imatges. Un seguit d'assaigs efectuats en imatges submarines reals han estat portats a terme per seleccionar les estratègies més adients. Amb la finalitat d'aconseguir resultats en temps real, es proposa una innovadora arquitectura VLSI per la implementació d'algunes parts de l'algorisme d'estimació de moviment amb alt cost computacional.
Underwater robotics was the motivation of this work, even though computer vision and parallel VLSI architectures played the most important role. Due to their low cost, high-rate and high-resolution, vision based systems represent a good option to provide information about a vehicle position. The apparent motion of a camera mounted on an underwater vehicle can be estimated by correlating two successive frames of an image sequence. Lack of well-defined contours, as well as non-uniform illumination makes underwater scenes much more difficult to be processed than normal images.
Therefore, methods frequently used in standard image processing must be modified and adapted to these particular conditions. A method based on texture characterisation of points to reject outliers from the image correspondence problem is proposed. On the other hand, a parallel implementation was used to speed-up parts of the motion estimation algorithm which have a computationally high load. A new VLSI architecture is proposed with the aim of achieving frame-rate performance.
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9

Chen, Peng. "Development of an open architecture motion control system." FIU Digital Commons, 2002. http://digitalcommons.fiu.edu/etd/2141.

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A multipurpose open architecture motion control system was developed with three platforms for control and monitoring. The Visual Basic user interface communicated with the operator and gave instructions to the electronic components. The first platform had a BASIC Stamp based controller and three stepping motors. The second platform had a controller, amplifiers and two DC servomotors. The third platform had a DSP module. In this study, each platform was used on machine tools either to move the table or to evaluate the incoming signal. The study indicated that by using advanced microcontrollers, which use high-level languages, motor controllers, DSPs (Digital Signal Processor) and microcomputers, the motion control of different systems could be realized in a short time. Although, the proposed systems had some limitations, their jobs were performed effectively.
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10

Schlapobersky, Paul Harry 1966. "Hardness in motion : retrieving Johannesburg after Apartheid." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/70353.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2002.
Includes bibliographical references (p. 91-92).
This thesis seeks to engage with the city of Johannesburg on terms that break decisively with the linear-historical methods that have been used to both catalogue and decipher the city up to the present. The city is, itself, in its second incarnation - that of the post-apartheid, post-gold mining metropolis - and the fact of this historic overturning demands reappraisal of what Johannesburg is, and more importantly, what it can become. Its complexities stand in stark opposition to an apparent banality that arises from the ease with which it is visually apprehended. Words form a core of this thesis, used not only in their capacity to reveal through what they say, but through the possibilities created in the spaces between unrelated and related texts (what they do not say). The thesis has thus been concerned with the juxtaposition of words - fiction and non· fiction - as well as their mapping and diagramming, in order to foster new conceptualizations of a city whose blatancy is simultaneously its lifeblood and its problem. The generative words in this context have been those of the thirteen fictions written specifically for the thesis. These stand as a representation of the creative act that is here seen as being fundamental to the re-imagining of Johannesburg; to get beyond the image/face of the city in order to view the human substrata. Additionally, two architectural "provocations" are offered as vehicles for ways in which the city can begin to be re ·imagined . Both of these projects engage with the idea of "absorption" (removal from contingency, to focus on transcendental endeavors), and the notion of the architectural project as a generator, not specifically for what it is, but for what it represents. These architectural projects are, within the context of t he thesis, Brecht's "fragile instruments".
by Paul Harry Schlapobersky.
S.M.
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11

Sokolov, Michael Adam. "Visual motion : algorithms for analysis and application." Thesis, Massachusetts Institute of Technology, 1990. http://hdl.handle.net/1721.1/70173.

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12

Engelbrecht, Nadine. "University of Pretoria : school of motion picture production." Pretoria : [s.n.], 2009. http://upetd.up.ac.za/thesis/available/etd-11212008-103253.

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13

Sabiston, Walter Roberts. "Extracting 3D motion from hand-drawn animated figures." Thesis, Massachusetts Institute of Technology, 1991. http://hdl.handle.net/1721.1/13913.

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14

Brisson, Irene E. (Irene Elsa). "Investigations into bodily motion and space through centripetal force." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/85820.

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Thesis: S.B. in Art and Design, Massachusetts Institute of Technology, Department of Architecture, 2005.
Cataloged from PDF version of thesis.
Includes bibliographical references (page 18).
The human body interacts with spatial and solid forms constantly: adapting, negotiating, and interacting. In the context of dance, set and costume design this interdependency between motion and form is given precedent whereas in architectural design, the form of space and structure is given priority over human bodies and their motions. Dance and performance artists have used designed objects to extend the spatial consequence of the body and its motions outside of the limb-defined kinesphere; artists have created sets and installations that serve as tools, as well as obstacles, for the body to negotiate. Experimentation with weighted cloth and rope extensions explored the limits and effects of the centripetal force resulting for the orbital motion of the object on the central body. This system serves both to extend the rotation of the body further out into space and to amplify the wobble of the spinning body.
by Irene E. Brisson.
S.B. in Art and Design
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15

Davis, James William 1968. "Categorical organization and machine perception of oscillatory motion patterns." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/65467.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Architecture, 2000.
Includes bibliographical references (p. 126-132).
Many animal behaviors consist of using special patterns of motion for communication, with certain types of movements appearing widely across animal species. Oscillatory motions in particular are quite prevalent, where many of these repetitive movements can be characterized by a simple sinusoidal model with very specific and limited parameter values. We develop a computational model of categorical perception of these motion patterns based on their inherent structural regularity. The model proposes the initial construction of a hierarchical ordering of the model parameters to partition them into sub-categorical specializations. This organization is then used to specify the types and layout of localized computations required for the corresponding visual recognition system. The goal here is to do away with ad hoc motion recognition methods of computer vision, and instead exploit the underlying structural description for a motion category as a motivating mechanism for recognition. We implement this framework and present an analysis of the approach with synthetic and real oscillatory motions, and demonstrate its applicability within an interactive artificial life environment. With this categorical foundation for the description and recognition of related motions, we gain insight into the basis and development of a machine vision system designed to recognize these patterns.
by James W. Davis.
Ph.D.
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16

Palomera-Arias, Rogelio 1972. "Passive electromagnetic damping device for motion control of building structures." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33174.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Architecture, 2005.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (leaves 112-115).
The research presented in this thesis develops a new device for the passive control of motion in building structures: an electromagnetic damper. The electromagnetic damper is a self-excited device that provides a reaction force to an applied motion. We chose a tubular permanent-magnet linear machine as this new structural damper, and we derive its mathematical model using quasi-static electromagnetic theory. Computer simulations and experimental characterization of a small-scale prototype electromagnetic damper validated the mathematical model of the device. The behavior of the electromagnetic damper approximates that of an ideal damper. We conducted a feasibility study for the application of electromagnetic dampers to full-scale buildings. We used two performance measures: the damping density and the damping cost of the device. Comparing the performance of the electromagnetic damper to that of viscous fluid dampers, the maximum damping density of electromagnetic dampers is, at best, equal to that of hydraulic dampers, but with a price at least five times higher. The permanent magnet's current technology and cost are the limiting factors for the electromagnetic damper.
(cont.) However, the electromagnetic damper provides flexibility not available previously to building designers as it can be used as a semi-active damper, as an actuator or as an energy regenerator without physical modifications to the device. Finally, we developed a design methodology for the electromagnetic damper to achieve a specified damping performance and introduced two techniques for the dynamic response analysis of buildings with electromagnetic dampers: One based on frequency domain approximations and one based on state-space models.
by Rogelio Palomera-Arias.
Ph.D.
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17

Huang, Yijiang S. M. Massachusetts Institute of Technology. "Automated motion planning for robotic assembly of discrete architectural structures." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118487.

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Thesis: S.M. in Building Technology, Massachusetts Institute of Technology, Department of Architecture, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 71-80).
Architectural robotics has proven a promising technique for assembling non-standard configurations of building components at the scale of the built environment, complementing the earlier revolution in generative digital design. However, despite the advantages of dexterity and precision, the time investment in solving the construction sequence and associated robotic motion grows increasingly with the topological complexity of the target design. This gap between parametric design and robotic fabrication congests the overall digital design/production process and often confines designers to geometries with standard topology. In the goal of filling this gap, this research presents a new robotic assembly planning framework called Choreo, which eliminates human-intervention for parts that are typically arduous and tedious in architectural robotics projects. Specifically, Choreo takes discrete spatial structure as input, and then assembly sequence, end effector pose, joint configuration, and transition trajectory are all generated automatically. Choreo embodies novelties in both algorithm design and software implementation. Algorithm-wise, a three-layer hierarchical assembly planning framework is proposed, to gradually narrow down the computational complexity along the deep and branched search tree emerging in this combined task and motion planning problem. Implementation-wise, Choreo's system architecture is designed to be modularized and adaptable, with the emphasis on being hardware-agnostic and forging a smooth integration into existing digital design-build workflow. Case studies on fabrication results of robotic extrusion (also called spatial 3D printing) are presented to demonstrate Choreo's power on efficiently generating feasible robotic instructions for assembling shapes with non-standard topology and across the scales.
by Yijiang Huang.
S.M. in Building Technology
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18

Hernandez, Trias Gerardo Martin. "Motion, Space and Sound." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/74275.

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As part of our daily routines, we continually move from one space to another. The existing conditions of the spaces we move through often impact the way we experience architecture. Whether we transition between spaces by walking, cycling, running, driving a car, or riding the train, we face many challenges on a daily basis. As it is crucial that designers understand how one single person or a group of people are able to move efficiently through the various spaces, my thesis research aimed at to exploring the following question: How can architecture enrich the experience of moving from one space to another, and bring people together into a shared space in a meaningful way? In response to the above question, I would like to research the ways in which mobility, in both vertical and horizontal dimensions, can create a positive and meaningful impact when bringing people together in a commercial-cultural type space. Therefore, my focus within this topic will be an exploration of how architecture may enrich this human experience, which should begin from the moment people arrive at the site, as this is a major space component of my project. Proceeding the moment we enter the first space of a building, and subsequently the different spaces within the building, and finally exiting the site. To accomplish the above aim, I have chosen to design a performing arts facility in which the main space will be an opera house in a metropolitan setting. Since the District of Columbia already has two such venues, I landed on the idea of providing the City of Alexandria with one of its very own. I propose The Alexandria Performing Arts Center, located on a waterfront site, that will include an opera house with a capacity of 1,400. The site is located at the Robinson Terminal North between Oronoco and Pendleton Street.
Master of Architecture
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19

Johansson, Cecilia. "Capsules in motion : A flexible city for the future." Thesis, Umeå universitet, Arkitekthögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-171710.

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20

Kim, Soowon. "Computational architecture for the detection and segmentation of coherent motion /." The Ohio State University, 1997. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487946776021216.

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21

Song, Yang. "Adaptive Motion Estimation Architecture for H.264/AVC Video Codec." Diss., The University of Arizona, 2011. http://hdl.handle.net/10150/145460.

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This study contributes to the domain of application specific adaptive hardware architectures with a design approach on processing element array, interconnect structure and memory interface concurrently. As summarized below, our architectural design choices push the limits of on-chip data reuse and avoid redundant computations that are essential for the high throughput, small area, and low power demands of the consumer market.Motion estimation (ME) is a key component in the H.264/AVC standard. Full Search (FS) based ME achieves optimal peak signal-to-noise-ratio (PSNR), and is the most adopted algorithm for developing hardware motion estimators. In this study, we first design a variable block size motion estimation (VBSME) engine based on hybrid grained processing elements (PEs) and a 2D programmable interconnect structure, which is adaptive to all block size configurations of H.264. PEs operate in bit-serial manner using MSB-first arithmetic for early termination to reduce the amount of computations, and the 2D architecture enables on-chip data reuse between neighboring PEs in a bit-by-bit pipelined fashion. Our design reduces the gate count by 7x compared to its ASIC counterpart, operates at a comparable frequency while sustaining 30 and 60 frames per second (fps); and outperforms bit parallel and bit serial architectures in terms of throughput and performance per gate.Numerous fast search algorithms (diamond, hexagon, three-step, etc.) have been developed to reduce the computation burden and the excessive amount of memory transactions required by FS, with a compromise in compression quality. We improve our VBSME engine and introduce the first adaptive ME architecture that provides the end user with the flexibility of choosing between the high quality video service during power-rich state (FS mode), and extended video service (fast search mode). We resolve the irregular indexing scheme challenge of three-step search (3SS) by introducing an on-chip buffer structure with a memory interface, which is adaptive to data access patterns of the FS and 3SS methods. The architecture sustains the real time CIF format (352x288) video encoding at 30fps with an operational frequency as low as 17.6MHz, and consumes 1.98mW based on the 45nm technology, outperforming all other FS and 3SS architectures.
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22

Todd, Jeffrey M. "Einstein's film theory of montage and architecture." Thesis, Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/21653.

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23

Schweizer, Robert Thomas. "Videogame cities in motion." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52219.

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Videogame cities are 'real-and-imagined' spaces whose ubiquity as a setting for games illustrates the persistent fascination with the opportunities for play in urban space. In order to describe these videogame cities, we need a framework that considers them as they relate not only to one another, but to other material and immaterial cities as well. Cities, according to landscape architect Douglas Allen, have a constitutional order that describes their structure and a representational order that fills this space with activity. While these concepts are useful for thinking about the way space organizes and afford certain activities, I pose that the addition of an experiential order better addresses the 'specificity' that makes each real-and-imagined city unique. The experience of these videogame cities primarily emerges from the movement of the player as they are embodied as something acting in the space. The videogame city in motion brings to life the 'spaces of flows' - sequences of exchange and interaction ヨ that sociologist Manuel Castells argues characterize the city in the information/computer age. Thus, not only do videogame cities draw on existing architecture, narratives, and mediations, they exhibit the traits of networked cities in their coordinated processes. By looking at the history of the development of the open-world city, its architectural organization, visual representations, algorithmic infrastructures, and how players traverse space, it is possible to paint a picture of what kinds of places these videogame cities are and how they allow us to reflect on urban form.
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24

Elliott, Edward Lee. "Watch-grab-arrange-see : thinking with motion images via streams and collages." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/12627.

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Bulpitt, Andrew J. "A multiple adaptive resonance theory architecture applied to motion recognition tasks." Thesis, University of York, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387175.

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26

Ng, Kal. "Architectural cinema a theory of practice for digital architectural animation /." Click to view the E-thesis via HKUTO, 2009. http://sunzi.lib.hku.hk/hkuto/record/B4308574X.

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Bernert, Julia M. "Reflex motion : choreographing the design of a performing arts center in Hadley, Massachusetts." Thesis, Massachusetts Institute of Technology, 1987. http://hdl.handle.net/1721.1/78970.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1987.
MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.
Includes bibliographical references (p. 101-104).
This thesis investigates an architectural design process through the techniques of intuitive drawing, conversation analysis, videotaping, site totems, and a reflexive journal. The design project is a performing arts complex in western Massachusetts. The program includes a performance theater for music and dance, an outdoor amphitheater, a rehearsal building, a cafe', and living space for forty performers.
by Julia M. Bernert.
M.Arch.
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28

Neagu, Razvan. "Architectural experience and motion : a design tool based on simulation and immersing technologies." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/69308.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1993.
Includes bibliographical references (p. 97-104).
Visualization is an important aspect of architectural design. This field has evolved and influenced continuously the design medium and process. Architecture implies experience of space and experience relies on motion. Presently, the visualization process offers minimal experiential feed-back as it lacks immersive and proprioceptive output. Recent technological leaps necessitate a re-evaluation of the architectural visualization process. Advancements in flight simulation and virtual reality applications can be implemented in new tools for architects. This thesis defines the parameters of a 3D, immersive design tool. The proposed tool provides feed-back beyond photo-realism, tapping into the experiential qualities of the designed spaces. The parameters of the proposed tool extend the boundaries of architectural visualization into experientialization. These alternatives investigate the use in architecture of digital 3D environments and space/time continuum. Modeling, manipulation, and navigation are analyzed and concrete original implementations are shown. A new method, similar to a 3D parallel ruler, is demonstrated to overcome constraints in representation , imposed by two-dimensional displays. Immersion and engagement are necessary for the simulation of a compelling architectural experience. An analysis of stimuli and determination of necessary levels of input is performed. For this, it is important to understand perception and environmental properties. In this thesis, a phenomenological approach to architectural experience analysis is employed. The practical application of the proposed tool is critical. Specific hardware and software analysis is performed to assure the feasibility of implementing such a tool.
by Razvan Neagu.
M.Arch.
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Davis, James William 1968. "Appearance-based motion recognition of human actions." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/29115.

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Torvaldsdotter, Anna. "THE SIGHT OF SILENCE a study of natural motion translated into light." Thesis, KTH, Ljusdesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280083.

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Whether we live in a concrete jungle or somewhere a little morerural, we probably still spend a good deal of our time behind wallsand under roofs, forever building barriers between what we thinkis ours and the rest of the world, out there. Never in time have ourown motion in our world been as swift as it is today, never have wefenced ourself off from what is naturally occurring and had the abilityto manicure our environment more. The thesis sought out to bringthe feeling of stillness and silence that exist in a natural landscapefilled with both ambient motion and sound, inside. To add qualitiesto a room where both contemplation and activation can take place.The thesis covers a study on perception and different motions (bothphysical and visual) in nature with focus on the slow movement ofwater. 6 people were asked to evaluate the calming qualities of 22video sequences; each showing abstract water motion, and fromthe evaluation derive patterns of motion preferences. The studymotivated the development of a set of principles meant to be usedby lighting designers to create and shape an overall activating andcaptivating space, and generated design ideas for a sculpturalroom element with internal physical movement and light shifts, withthe purpose of bringing motion in to a static environment. A mock-upwas built to test the idea of a connection between wellbeing andnatural, expected but unforeseen motion.This is my ontological interpretation and take on dynamic lighting
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Kohler, Xandra. "Momentum - Transformation of Movement into Architecture." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/35344.

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The Thesis discusses ways of transforming motion, found in bodies, into architecture, by clarifying complex structural superimpositions. It addresses the relationship between movement found in natural bodies and urban structures and its parallels in architecture in relation to time and external forces. Transformational motion can be found in every element. The thesis defines and structures site-specific parameters, and transforms them into architectonic guidelines. Through the integration of a specific program, these guidelines are translated into a school of performing art.
Master of Architecture
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Kodipyaka, Sumedha. "Reconfigurable architecture for h.264/avc variable block size motion estimation based on motion activity and adaptive search range." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4636.

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Motion Estimation (ME) technique plays a key role in the video coding systems to achieve high compression ratios by removing temporal redundancies among video frames. Especially in the newest H.264/AVC video coding standard, ME engine demands large amount of computational capabilities due to its support for wide range of different block sizes for a given macroblock in order to increase accuracy in finding best matching block in the previous frames. We propose scalable architecture for H.264/AVC Variable Block Size (VBS) Motion Estimation with adaptive computing capability to support various search ranges, input video resolutions, and frame rates. Hardware architecture of the proposed ME consists of scalable Sum of Absolute Difference (SAD) arrays which can perform Full Search Block Matching Algorithm (FSBMA) for smaller 4x4 blocks. It is also shown that by predicting motion activity and adaptively adjusting the Search Range (SR) on the reconfigurable hardware platform, the computational cost of ME required for inter-frame encoding in H.264/AVC video coding standard can be reduced significantly. Dynamic Partial Reconfiguration is a unique feature of Field Programmable Gate Arrays (FPGAs) that makes best use of hardware resources and power by allowing adaptive algorithm to be implemented during run-time. We exploit this feature of FPGA to implement the proposed reconfigurable architecture of ME and maximize the architectural benefits through prediction of motion activities in the video sequences ,adaptation of SR during run-time, and fractional ME refinement. The implemented ME architecture can support real time applications at a maximum frequency of 90MHz with multiple reconfigurable regions. When compared to reconfiguration of complete design, partial reconfiguration process results in smaller bitstream size which allows FPGA to implement different configurations at higher speed.; The proposed architecture has modular structure, regular data flow, and efficient memory organization with lower memory accesses. By increasing the number of active partial reconfigurable modules from one to four, there is a 4 fold increase in data re-use. Also, by introducing adaptive SR reduction algorithm at frame level, the computational load of ME is reduced significantly with only small degradation in PSNR (0.1dB).
ID: 028732077; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (M.S.)--University of Central Florida, 2010.; Includes bibliographical references.
M.S.
Masters
Department of Electrical Engineering and Computer Science
Engineering and Computer Science
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33

Fitch, Stephan J. (Stephan John). "Cinema Server = s/t (story over time) : an interface for interactive motion picture design." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/66353.

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34

Tashakori, Niloofar. "Dynamic visualization : the significance of motion in the visualization of the architectural design model." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/78949.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1986.
MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH
Includes bibliographical references (leaves 81-85).
The visual expression of architectural ideas, specifically in the preliminary stages of design, has generally been by means of static images on two dimensional surfaces. Our perception of a building or an urban context compared to what actually is communicated by most visual tools, indicates to us that most representation media lack an essential quality, that of movement. Not until recently were we able to introduce this quality within our methods of representation. Computer graphics as a new tool for visual expression can provide us with the means to examine spatial ideas dynamically. This can increase an observer's understanding and enable designers to manipulate their ideas in a more reactive and dynamic environment. This thesis will examine the more conventional media used to convey form and space, and discuss the advantages and disadvantages associated with them. The central issue to this thesis is the aspect of movement: that motion is an essential part of spatial understanding and that of visual perception. As a base for my arguments I have chosen some theories of perception relevant to architecture, and tried to find parallels which could give rise to a better understanding of architectural form and space and to it's representation. Finally, I have looked at the state of the art in computer graphics: the difficulties involved in creating computer images, how they are being overcome and lastly the potential for visualization that computers can offer in the future.
by Niloofar Tashakori.
M.S.
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35

Ajania, Karim. "For whom the world stops : the Himalayan sadhu in a world of constant motion." Thesis, Massachusetts Institute of Technology, 1988. http://hdl.handle.net/1721.1/71078.

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Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1988.
Original 3/4 in. U-MATIC videocassette recopied onto 1/2 in. VHS.
Includes bibliographical references (leaves 136-138).
by Karim Ajania.
M.S.V.S.
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36

Gao, Rui. "A reconfigurable VLSI architecture for motion estimation in MPEG-4 video coding." Thesis, Teesside University, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.426004.

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37

Verplaetse, Christopher James. "Inertial-optical motion-estimating camera for electronic cinematrography." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/29128.

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38

Johnson, Michael Patrick 1971. "Exploiting quaternions to support expressive interactive character motion." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/8031.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.
Includes bibliographical references (p. 261-266).
A real-time motion engine for interactive synthetic characters, either virtual or physical, needs to allow expressivity and interactivity of motion in order to maintain the illusion of life. Canned animation examples from an animator or motion capture device are expressive, but not very interactive, often leading to repetition. Conversely, numerical procedural techniques such as Inverse Kinematics (IK) tend to be very interactive, but often appear "robotic" and require parameter tweaking by hand. We argue for the use of hybrid example-based learning techniques to incorporate expert knowledge of character motion in the form of animations into an interactive procedural engine. Example-based techniques require appropriate distance metrics, statistical analysis and synthesis primitives, along with the ability to blend examples; furthermore, many machine learning techniques are sensitive to the choice of representation. We show that a quaternion representation of the orientation of a joint affords us computational efficiency along with mathematical robustness, such as avoiding gimbal lock in the Euler angle representation. We show how to use quaternions and their exponential mappings to create distance metrics on character poses, perform simple statistical analysis of joint motion limits and blend multiple poses together. We demonstrate these joint primitives on three techniques which we consider useful for combining animation knowledge with procedural algorithms: 1) pose blending, 2) joint motion statistics and 3) expressive IK. We discuss several projects designed using these primitives and offer insights for programmers building real-time motion engines for expressive interactive characters.
by Michael Patrick Johnson.
Ph.D.
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39

Gips, Jonathan Peter. "Social motion : mobile networking through sensing human behavior." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37384.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
"September 2006."
Includes bibliographical references (leaves 62-65).
Low-level sensors can provide surprisingly high-level information about social interactions. The goal of this thesis is to define the components of a framework for sensing social context with mobile devices. We describe several sensing technologies - including infrared transceivers, radio frequency scanners, and accelerometers - that both capture social signals and meet the design constraints of mobile devices. Through the analysis of several large datasets, we identify features from these sensors that correlate well with the underlying social structure of interacting groups of people. We then detail the work that we have done creating infrastructure that integrates social sensors into social applications that run on mobile devices.
by Jonathan Peter Gips.
S.M.
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40

Ante, Kristi. "Dwelling In Motion: Reinterpreting Flinders Street Station as Urban Public Landscape." Thesis, University of Waterloo, 2006. http://hdl.handle.net/10012/862.

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Flinders Street Station in Melbourne, Australia currently serves a dual purpose, providing both a transient space that links the city to its suburban roots and creating a physical barrier between the city and its watercourse. Ultimately, the existing station denies Melbourne the fulfillment of its need for centrality. Historically, the Yarra River was a source of life and sacred feature of the Australian Aboriginal landscape. A renewed interest in the riverfront as the new focus for Melbourne, an emerging global city, has turned the area into an urban destination following years of neglect. Flinders Station stands at the new centre of Melbourne on the North Banks of the Yarra River. The geographical isolation and entrenched suburban nature of Melbourne has led to the celebration of train travel as a cultural phenomenon. Twice daily Flinders Station filters Melbourne's commuters en route between the city and suburbia. The integration of a new public space as a commuter thoroughfare into the existing rail station introduces a transitory space between the disconnected urban/suburban landscapes of the commuter experience. The train station is seen as a fascinating place of cultural significance where the world of fast movement is intermittently juxtaposed with that of dwelling and leisure. This thesis redesigns Flinders Street Station, filtering travelers through a new public landscape to activate the connection between city, river, and suburbia while heightening the sense of urban arrival and departure.
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41

Hemingway, Simon Peter. "Hierophanies and heterotopias : magic, moving picture theaters and churches, 1907-1922 /." Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3008349.

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42

Seyferth, Staci Lynne. "Digital playhouse." This title; PDF viewer required. Home page for entire collection, 2004. http://archives.udmercy.edu:8080/dspace/handle/10429/9.

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43

Feldmeier, Mark Christopher 1974. "Large group musical interaction using disposable wireless motion sensors." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/33547.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.
Includes bibliographical references (p. 113-114).
One of the difficulties in interactive music and entertainment is creating environments that reflect and react to the collective activity of groups with tens, hundreds, or even thousands of participants. Generating content on this scale involves many challenges. For example, how is the individual granted low latency control and a sense of causality, while still allowing for information retrieval from all participants so that the environment responds to the behavior of the entire group? These issues are particularly pertinent in the area of interactive dance. To address these issues, a low-cost, wireless motion sensor has been developed. The sensor is inexpensive enough to be considered disposable, allowing it to be given away to participants at large dance events, enabling the dancers to participate concurrently in a realtime, interactive musical performance. The sensors are either worn or held by participants and transmit a short RF pulse when accelerated past a certain threshold. The RF pulses are received by a base station and analyzed to detect rhythmic features and estimate the general activity level of the group. These data are then used to generate music that can either lead or follow the participants' actions, thereby tightening the feedback loop between music and dancer. Multiple tests of the system have been conducted, with groups ranging from fifteen to 200 participants. Results of these tests show the viability of the sensors as a large group interaction tool. Participants found the interface intuitive to use, effectively controlling such aspects of the music as style, tempo, voicing, and filter parameters. These tests also demonstrate the system's ability to detect both the activity level and dominant tempo of the participants' motions, and give considerable insight into methods of mapping these data to musical parameters that give participants direct feedback as to their current state. Furthermore, it is shown that participants, if given this direct feedback, will synchronize their actions and increase in activity level, creating a mutually coherent and pleasing outcome.
by Mark Christopher Feldmeier.
S.M.
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44

Lee, Hyun-Yeul. "Socio-Kinetics : visualizing impressions of people behavior through motion." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/61860.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.
Includes bibliographical references (leaves 65-66).
Online public discussion spaces such as Usenet newsgroups are rich social environments. The social dynamics within the community are not obvious upon looking at the strings of text-based content. Only a careful reading of the threads allows the viewer to discern complexities and nuances of social interactions. Expressive visualization, however, is an alternative medium for effectively conveying such information. In order to animate the dynamic social qualities found within the static data of a Usenet interface, I chose motion as the communicative agent for this visual translation. The goal of this thesis is to isolate those elements which comprise visual motion, such as position, direction, speed, and time, in order to develop a visual language through which the social complexities of online communities can be communicated. A series of studies exploring this problem were carried out using a theoretical framework inspired by cognitive and artistic precedents. These investigations resulted in an understanding of how motion can be successfully employed as a visual language for social expression.
by Hyun-Yeul Lee.
S.M.
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45

Piermarini, Wesley D. "Alameda Point: Architecture in Motion." 2011. https://scholarworks.umass.edu/theses/707.

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This project explores solutions to the projected challenges costal housing will face over the course of the next twenty years. Most specifically the main focus will be the challenge of global warming and rising sea levels. This project will attempt to create a model of coastal architecture that can act as a precedent and solution to the costal architecture of the future.
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46

Chen, Si (Sue). "A Line in Motion." Thesis, 2009. http://hdl.handle.net/10012/4481.

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This is a graphic account, showing various spaces found in a work of Chinese calligraphy, using, for analysis, the work of contemporary calligrapher Noriko Maeda, historical examples by Wang Hui, Wang Xizhi, Wen Cheng Ming, Dong Qichang and Li Chun’s treatise on calligraphy, The 84 Laws. Chinese calligraphy is a spatial practice: a sensibility combining graphic design and kinesis. The Chinese character is a line graph centered within an imaginary square and written in a prescribed way using rules of stroke order, ensuring that the lines of a word are added systematically, and in the same order each time the word is painted. In Chinese calligraphy, the hand moves in the x- and y-axes – horizontally, vertically, laterally, diagonally – and the z-axis – up and down in relation to the paper. Stroke order ensures that no move is repeated successively. When a brush makes contact with a hard surface, the tip flexes, and the brush responds to a downward force; in this way, a brushstroke is a record of a hand gesture. Going beyond a two-dimensioned graphic, the brush makes active the up-and-down axis, the z-axis; writing is a gesture that operates in three dimensions: as one writes, the hand inscribes a physical space, moves circuitously over a spot while pushing and lifting the brush. But the Chinese character is also a descriptor of time. The five styles – Hsiao Chuan, Li, Tsao, Chen, Tsing – represent the evolution of the character form in its relation to the timing of the strokes. The calligrapher’s art is in his control of timing: in essence, knowing when to stop, when to go, and when to turn. Environmental and emotional circumstances affect the calligrapher’s sense of timing, so that every piece of calligraphy is unique, specific to the moment of its creation. A brush character is not a simple graphic, but rather, it is a notation of movement, mapping the passage of the hand over the page. A piece of calligraphy demonstrates a hand and brush in motion, the product of a moment’s creativity at a specific place and time.
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47

Yu-KaiLin and 林煜凱. "Architecture Design for Multi-Standard Motion Compensation." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/49365558179287142763.

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碩士
國立成功大學
電機工程學系碩博士班
98
Recently years, video compression technologies have received increasing attention. Many video compression standards such as MPEG-2, H.264/AVC, VC-1 and AVS have been proposed, therefore, many consumer digital products will support multi-standard video decoding. Alternatively we can design IPs independently for each standard and then combine them intuitively with little effort. However this may results in high hardware cost and low utilization. In this thesis we try to propose an architecture which supports multi-standard motion compensation interpolation (MCI), including MPEG-2, H.264/AVC, VC-1 and AVS. Although the MCI in each standard is finite impulse response (FIR) filter, each FIR has different weighting and number of taps. Moreover, the block size and the order of interpolation in each standard are also different. That means the processing element (PE) array can not be easily derived using systolic array mapping. In this thesis, a dependence graph (DG) of multi-standard MCI is proposed while considering the difference of MCI in the four standards. Then given the projection vector and scheduling vector, the PE arrays can be derived according to the target application. Moreover, we combined the derived PE arrays to improve the hardware utilization and remove the redundant data path and multipliers to minimize the hardware cost. We implement our circuit with Verilog, and then synthesize our design by using TSMC 0.18 ?m CMOS technology. The operating frequency of our design is 108 MHz with 29K gates and our circuit can real-timely decode video sequence under HD 1080p resolution.
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48

Chang, Shifan, and 張希氾. "Architecture Designs for Motion Detection and Motion Estimation in Digital Video Systems." Thesis, 1995. http://ndltd.ncl.edu.tw/handle/62633309239254315264.

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博士
國立交通大學
電子研究所
83
Match test is a criterion examines the existence of motion between two regions on two pictures with direct pixel(s) matching. This dissertation presents issues about the realization of motion detection and motion estimation that are based on match test. For motion detection, a precise scheme on interlace pictures are proposed for motion adaptive interlace to progressive scan conversion. This detector considers both temporal and spatial information, and also includes a detection of single moving bar to enhance the detection. The thresholds are adapted by spatial variation. For motion estimation, a transformation of dependence graphs (DGs) and arrangement of DGs are presented. Classification, analysis and comparison of array architectures are described. Moreover, a flexible architecture that supports cascadibility and variable tracking range is constructed.
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49

"VLSI architecture for motion estimation in underwater imaging." Universitat de Girona, 2005. http://www.tesisenxarxa.net/TDX-0404106-115821/.

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50

Cho, Chao-Yi, and 卓昭儀. "A Reconfigurable Architecture for Multiple Motion Estimation Algorithms." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/41530961386253794449.

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碩士
國立成功大學
電機工程學系碩博士班
96
Motion Estimation (ME) is the most computation-intensive part in video encoding. Several fast block matching algorithms have been presented to diminish the computational complexity. A variety of optimization schemes have been adopted such as those introducing a pre-defined search pattern according to possible motion structures. In practice, it is hard for one method to meet the requirements of all applications. In this thesis, based on the algorithmic similarity of ME algorithms, a coarse-grained reconfigurable architecture is proposed to obtain design flexibility with a lower hardware cost and to satisfy various requirements of wide range applications. The proposed coarse-grained reconfigurable motion estimator (CRME) can support multiple search algorithms. Three different algorithms, the full search (FS), three step search (TSS) and diamond search (DS), are taken as the basis of our supporting algorithms. Furthermore, a unified memory management scheme is introduced to mitigate the overhead of considering the intrinsic diversity of each algorithm. Additionally, we propose a simple algorithm switcher for the reconfigurable motion estimator; the search procedure can adaptively switch among the three search patterns above according to the current motion contents. The developed architecture has the following advantages. (1) With the reconfigurable array, flexible interconnection network and unified memory organization, the area overhead of merging multiple ME algorithms is reduced in a very efficient way. (2) In addition to supporting a single algorithm, our reconfigurable architecture is able to utilize three search patterns alternately with a simple adaptive algorithm switcher during the encoding processes. (3) It can effectively deal with various applications with different video contents. Experimental results of the PSNR and the average number of checking points per macroblock (MB) exhibit that our reconfigurable fabric, consisting of about 95.4k gate counts accompanied by an on-chip memory of 16.384k bits, can take advantages of the three search algorithms and support the standard-definition (SD, 704x480x30) video sequence in real-time applications when operated in 135 MHz.
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