Dissertations / Theses on the topic 'Digital architecture'
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Herbland, Anthony Joël Michel. "Digital video multiplexing architecture." Thesis, University of Hertfordshire, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.440162.
Full textHannibal, Claire. "Digital sketching in architecture." Thesis, University of Liverpool, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.420293.
Full textCHACHULA, MARK W. "DIGITAL MOBILITY-AN ARCHITECTURE FOR THE DIGITAL LIFESTYLE." University of Cincinnati / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1179347942.
Full textSeyferth, Staci Lynne. "Digital playhouse." This title; PDF viewer required. Home page for entire collection, 2004. http://archives.udmercy.edu:8080/dspace/handle/10429/9.
Full textDI, NUNZIO LUCA. "Reconfigurable digital architecture for high speed digital signal processing." Doctoral thesis, Università degli Studi di Roma "Tor Vergata", 2010. http://hdl.handle.net/2108/1295.
Full textBar, Tal. "Digital architecture and difference : a theory of ethical transpositions towards nomadic embodiments in digital architecture." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10042282/.
Full textSpikol, Daniel. "Digital diorama." Thesis, Massachusetts Institute of Technology, 1992. http://hdl.handle.net/1721.1/70214.
Full textIncludes bibliographical references (leaves 57-58).
Digital Diorama may be briefly presented as: a historical exploration of the vision devices, performances, and installations of the nineteenth century, and their influences on the project. These histories of the magic lantern, the panorama, and the diorama are investigated in relation to forming a context for creating an interactive environment with digital video on a personal computer. Critical theories of the late twentieth century are used to illustrate the change of vision from classical to modern and present a framework for understanding the potentials of digital technology.
by Daniel Spikol.
M.S.V.S.
Vermillion, Joshua D. "The digital craftsperson : an investigation into digital tools/processes/craft." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1318944.
Full textDepartment of Architecture
Pickersgill, Robert Sean, and sean pickersgill@unisa edu au. "Architecture and Horror: Analogical Explorations in Architectural Design." RMIT University. Architecture and Design, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090525.162052.
Full textJordan, Trevor P. "Digital Craft: Refabricating Digital to Analog Design Methodologies." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1337718599.
Full textPopescu, George A. "Digital materials for digital fabrication." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41754.
Full textIncludes bibliographical references (leaves 50-51).
This thesis introduces digital materials by analogy with digital computation and digital communications. Traditional fabrication techniques include pick-and-place, roll-to-roll, molding, patterning and more. Current research in fabrication includes algorithmic assembly [3], programmed assembly[9], self-assembly[1,2], assembly by folding [4] as well as guided self-assembly [2]. While these research areas are studying means of fabrication, here we introduce the study of the digital materials they assemble. Moreover we present a new type of three-dimensional digital printer for use with functional digital materials. Most importantly, the digital materials are shown to be tuneable; the code describing a digital material allows one to predict and adjust the properties of the material itself. In the same 'way digital communications and computation are discrete in the code space, digital fabrication is discrete in the physical space. Just as digital communications enabled cheap long-distance communications and digital computation enabled cheap,universal and efficient computers, digital fabrication enables cheap, efficient and universal fabrication. Building digitally will reduce the complexity of the assembler and can produce a wider variety of objects for a smaller cost.
by George A. Popescu.
S.M.
Checkwitch, Benjamin. "Augmenting interface, investigating digital design and architecture." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ39642.pdf.
Full textGeorgousopoulos, C. "Multi-agent based architecture for digital libraries." Thesis, Cardiff University, 2005. http://orca.cf.ac.uk/55153/.
Full textFaber, George. "Designing Design: Exploring Digital Workflows in Architecture." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1427898395.
Full textMeyer, John. "Technological Proximity: Ambient Digital Interaction in Architecture." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1459438801.
Full textFernandes, Marco Paulo dos Santos. "P2P and SOA architecture for digital libraries." Doctoral thesis, Universidade de Aveiro, 2010. http://hdl.handle.net/10773/2531.
Full textIn an information-driven society where the volume and value of produced and consumed data assumes a growing importance, the role of digital libraries gains particular importance. This work analyzes the limitations in current digital library management systems and the opportunities brought by recent distributed computing models. The result of this work is the implementation of the University of Aveiro integrated system for digital libraries and archives. It concludes by analyzing the system in production and proposing a new service oriented digital library architecture supported in a peer-to-peer infrastructure
Numa sociedade em que o volume e o valor da informação produzida e disseminada tem um peso cada vez maior, o papel das bibliotecas digitais assume especial relevo. O presente trabalho analisa as limitações dos actuais sistemas de gestão de bibliotecas digitais e as oportunidades criadas pelos mais recentes modelos de computação distribuída. Deste trabalho resultou a implementação do sistema integrado para bibliotecas e arquivos digitais da Universidade de Aveiro. Este trabalho finaliza debruçando-se sobre o sistema em produção e propondo uma nova arquitectura de biblioteca digital sustentada numa infrastrutura peer-to-peer e orientada a serviços.
Glass, Andrew T. "Revealing a Digital Tectonic Intelligence of Digital Fabrication, a Poetics of Detail." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1398759553.
Full textSherkat, Mohammad Reza. "Co-design of analog to digital interface and digital signal processing architecture /." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488202678774616.
Full textGodzina, Mark Kenneth. "A clockwork architecture digital minds in analog spaces /." PDF viewer required Home page for entire collection, 2007. http://archives.udmercy.edu:8080/dspace/handle/10429/64.
Full textAlqahtany, Saad. "A forensically-enabled IaaS cloud computing architecture." Thesis, University of Plymouth, 2017. http://hdl.handle.net/10026.1/9508.
Full textWu, Qiong 1972. "Bracket study : textual, computational, and digital." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/70751.
Full textIncludes bibliographical references (p. 87-88).
Bracket system is an important and characteristic component in the traditional Chinese architecture. Much has been studied about the system - its origin, historical evolution, structure, and composition - in the traditional way: documents, hand drawings, and physical models. In this thesis, non-traditional methods are applied to the research of the bracket system. The composition of bracket is illuminated in the language of a shape grammar; a computer implementation based on the grammar serves as a teaching tool as well as a design tool of the bracket system. Through the study of the specific element, brackets, it has been explored about the application of the non-traditional research methods into the architectural historical research and education. Meanwhile, this thesis covers the topic of the computer implementation into shape grammars.
by Qiong Wu.
S.M.
McLean, David Bruce 1975. "Mobile retrospective : shrinking the digital divide." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/28265.
Full textIncludes bibliographical references (leaves 82-83).
The concept of the digital divide is a condition in the urban context where informationalization via computer technology exacerbates a duality that consists of those who have access to information technologies, and those who do not. The resultant outcome is a marginalized community left behind - a polarized urban system socially, spatially, and technologically. Low-income communities become devalued, disadvantaged, and dis-empowered. Left behind is a community that is not computer literate, lacks skills to attain entry-level jobs, and lacking in resources and infrastructure to maintain a competitive computer competency. Infrastructure that is needed goes beyond just computer software and hardware. More important is that of human infrastructure, which is needed as a constant, in order to instruct, mentor, and interact with the community on a daily basis. Moreover, physical space that can facilitate the potential of computer technologies cannot be overlooked. The areas of the city, which this thesis focuses on, are that of the extreme poor; the ghettos that are frequently neglected physically and financially. These are environments where the presence of fear, lack of trust, and danger are everyday psychological realities in which the young and the old must persevere. Space allotted for learning, safety, and interaction is a much-needed resource. Shrinking the digital divide requires and understanding of the social theory that exists at the core of implementing high technologies within low-income communities. From an architectural standpoint, placing mobile architecture within its historical context, and present applications, became a necessity. The thesis attempts to shorten the present digital divide, and posits that an architectural solution designed through flexibility and adaptability, in addition to the integration with specific technologies and program, can initiate a community computer - where members become active producers rather than consumers. The architecture will be a resolution beyond providing infrastructure and access, but instead instilling within the community ownership, trust, and a street presence. Furthermore, the thesis promotes social interaction and a community history - two components that are deciding factors, and at the heart of, defining a community.
David Bruce McLean.
M.Arch.
Barbuta, Diana. "Voluntary Prisoners of Digital Technologies." Thesis, Umeå universitet, Arkitekthögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-133140.
Full textHaddad, Nicholas. "Transmission of digital images using data-flow architecture." Ohio : Ohio University, 1985. http://www.ohiolink.edu/etd/view.cgi?ohiou1184007755.
Full textBosscher, Paul Michael. "Digital clay : architecture designs for shape-generating mechanisms." Thesis, Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/18195.
Full textRunyon, Ginger R. "Parallel processor architecture for a digital beacon receiver." Thesis, Virginia Tech, 1990. http://hdl.handle.net/10919/41422.
Full textHull, Simon Antony. "Digital photogrammetry for visualisation in architecture and archaeology." Master's thesis, University of Cape Town, 2000. http://hdl.handle.net/11427/4987.
Full textThe task of recording our physical heritage is of significant importance: our past cannot be divorced from the present and it plays an integral part in the shaping of our future. This applies not only to structures that are hundreds of years old, but relatively more recent architectural structures also require adequate documentation if they are to be preserved for future generations. In recording such structures, the traditional 2D methods are proving inadequate. It will be beneficial to conservationists, archaeologists, researchers, historians and students alike if accurate and extensive digital 3D models of archaeological structures can be generated. This thesis investigates a method of creating such models, using digital photogrammetry. Three different types of model were generated: 1. the simple CAD (Computer Aided Design) model; 2. an amalgamation of 3D line drawings; and 3. an accurate surface model of the building using DSMs (Digital Surface Models) and orthophotos.
Garrison, John. "The Contemporary Uncanny: An Architecture for Digital Postmortem." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1617109466087914.
Full textWebb, Nicholas. "Digital re-analysis of lost or unbuilt architecture." Thesis, University of Liverpool, 2012. http://livrepository.liverpool.ac.uk/9369/.
Full textAljukic, Melika. "The Third Digital Turn of Non-Standard Architecture." Thesis, The University of Sydney, 2020. https://hdl.handle.net/2123/25664.
Full textFatkins, Paul J. "Digital Integration in the Design Process." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1306500492.
Full textNunes, Fábio Pessoa. "Arquitetura de mobilidade IPv6 entre cidades digitais = Mobile IPv6 architecture between digital cities." [s.n.], 2012. http://repositorio.unicamp.br/jspui/handle/REPOSIP/259452.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação
Made available in DSpace on 2018-08-21T21:10:42Z (GMT). No. of bitstreams: 1 Nunes_FabioPessoa_M.pdf: 6956532 bytes, checksum: 55194ac0a721f75279923f8424903edc (MD5) Previous issue date: 2012
Resumo: O resumo poderá ser visualizado no texto completo da tese digital
Abstract: The abstract is available with the full electronic document
Mestrado
Telecomunicações e Telemática
Mestre em Engenharia Elétrica
Perez, Michael A. "Digital Public: Materializing the Space of Communication." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1423581096.
Full textSeely, Jennifer C. K. 1975. "Digital fabrication in the architectural design process." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/27030.
Full textIncludes bibliographical references (leaves 60-62).
Digital fabrication is affecting the architectural design process due to the increasingly important role it has in the fabrication of architectural models. Many design professionals, professors, and students have experienced the benefits and challenges of using digital fabrication in their design processes, but many others in the field are not yet aware of the possibilities and drawbacks afforded by these technologies. The research presented here unveiled key issues on the matter through a series of interviews with twenty-five individuals, focusing on digital fabrication in their practices and schools, and through three experiments utilizing eight digital fabrication methods, such as three-dimensional printing, laser cutting, and desktop milling. The interviews and experiments form a basis for suggesting better ways to utilize current digital fabrication methods in design and for proposing future methods better suited for the architectural design process.
by Jennifer CK Seely.
S.M.
Araya, Goldberg Sergio. "Parametric constructs : computational designs for digital fabrication." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/35505.
Full textIncludes bibliographical references (leaves 150-152).
This thesis explores strategies for building design toolchains in order to design, develop and fabricate architectural forms. The hipothesys of this research is that by embedding ruled based procedures addressing generative, variational, iterative, and fabricational logics, into early phases of form finding or form research process, it is possible to enhance and augment the repertoire of possible design methods yet facilitating the development and fabrication of such designs. Shape computing, parametric modeling, scripting, and digital fabrication are the tools chained in the research presented in this thesis. Complex curved forms were chosen in the different case studies to exemplify the advantages of this method in designing and fabricating this complex shapes which have proven to be particularly difficult to construct by traditional methods, usually requiring a reduction in complexity. The method proposed here allows the designer to maintain certain level of complexity and yet explore better and more appropriate solutions.
by Sergio Araya Goldberg.
S.M.
Zayas-San, Miguel Luisel Emmanuel. "Spline : rethinking concrete in the digital era." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/103488.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 119-122).
Curvature has always been present in architecture though largely explored for structural purposes. It can be found in Roman arches and domes, in the catenary vaults of Antoni Gaudí, and in the hyper paraboloid shells of Félix Candela, as the result of form-finding techniques. Questions of materiality arose parallel to the development of these techniques, enabling the common use of concrete. Concrete allowed for the production of custom stones and replaced traditional hand-carving methods of making. Concrete is one of the most ubiquitous materials in the built environment, yet it is often cast in orthogonal repeating parts. Why is such a supple and liquid material, capable of any form, limited to the conceptions of the industrial era? The building industry commonly assumes that formwork must be repeatable, yet the prevailing goal of the digital era is serial variability. Therefore, a gap exists between the goals of the computational revolution and the standards of material production. This research states that it is possible to reconsider the role of concrete in the digital era via the aid of robotic fabrication. If formwork is commonly informed by the goal of efficiency and economics, this research asks what emerges when it is informed by environmental, structural, or formal concerns. This thesis proposes a specific way of making that emerges from a computational understanding of spline geometries. The process allows the designer to materialize data into a complex geometry that has been programmed to perform one or more architectural parameters. Fabrication methodologies today are leading architects to reclaim the role of the masterbuilder. This thesis argues that designing and making are part of a single process. Architects should not design materially uninformed architectural spaces; rather, they should design through the making process while integrating geometrical and material concerns. Therefore, what kind of architecture emerges when the spline is foregrounded in a process of concrete construction?
by Luisel Emmanuel Zayas-San Miguel.
M. Arch.
Tsamis, Alexandros 1976. "Digital graft : towards a non-homogeneous materiality." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28810.
Full textIncludes bibliographical references (leaves 104-110).
(cont.) and form development. Through this approach, space can be perceived not as distributed geometries, but rather as a composite graft responding locally to flows of programmatic and environmental parameters.
Digital methodologies have radically shifted our conception of the design process, as well as our understanding of geometry in terms of flexible relationships instead of finite positions in space. However, the material tectonic that digital means imply has not yet been explored on the basis of the new possibilities disclosed by these very same tools. Tectonic investigations have almost exclusively focused on construction techniques and primarily on the optimisation of methods that preceded the appearance of digital tools. I would argue, that computer generated architecture might imply a new understanding of matter and mass. So far, the materialization of formal expressions instigated by such processes are primarily based on techniques of assembly, which do not negotiate the advanced levels of material complexity that the tools put forward. This thesis lies on the premise of investigating modes to address an emergent rather than imposed materiality of distributions, instigated by computer-generated processes. Methodologically, this thesis has a twofold task. The former is to interrogate an alternate prism of construction history, which does not shed emphasis on geometry, but rather on mass and matter, paraphrasing Michel Serres. The atter task is to launch design experiments that respond to an alternate, emerging perception of material densities, constellations and coagulations. Through a series of digital case studies it becomes both a "theoretical" and "technical" probe of a materiality with local differences exploring non-homogeneous ways of distributing matter in space. Three material strategies--thread, component and substance--will be presented in an attempt to address modes of interrogating a reciprocal relationship between material
by Alexandros Tsamis.
S.M.
Kilian, Axel 1971. "Defining digital space through a visual language." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/33801.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (p. 110-111).
Current approaches toward digital spaces mainly mimic the physical space that surrounds us. While this approach is valid in a wide range of applications and research, the goal of this thesis is to propose an alternative approach towards digital space based on principles of vision and memory to provide a theoretical framework for the development of a model for accessing and monitoring information. The core idea is to incorporate the principle of dynamic reaction of the space model to the point of attention of the user through methodically scaling the level of detail. The intention behind the creation of such a model is to enhance the communication between the information and the user as well as to allow multiple users to collectively influence and expand the space they view. This involves the definition of a visual language, definition of the space model and multi-user relations. Techniques proposed in this thesis are gaze tracking to map the point of attention and the programming of visual interfaces that respond dynamically to user input.
by Axel Kilian.
S.M.
Bergman, John. "IMMERSIVE GALLERY OF DIGITAL ART." Thesis, KTH, Arkitektur, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223228.
Full textBrabin, Marlee. "Digital Urbanism: Defining the Modern Public Realm." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1427899391.
Full textMaksoud, Aref. "Parametric Design and Digital Fabrication: Journey with parametric design and digital fabrication in architecture." Doctoral thesis, Universitat Internacional de Catalunya, 2017. http://hdl.handle.net/10803/456562.
Full textShelden, Dennis R. (Dennis Robert). "Digital surface representation and the constructibility of Gehry's architecture." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/16899.
Full textIncludes bibliographical references (p. 335-340).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
This thesis presents work in the development of computational descriptions of Gehry's architectural forms. In Gehry's process for realizing buildings, computation serves as an intermediary agent for the integration of design intent with the geometric logics of fabrication and construction. This agenda for digital representation of both formal and operational intentions, in the context of an ongoing exploration of challenging geometries, has provided new roles for computation in architectural practice. The work described in this thesis focuses on the digital representation of surface geometry and its capacity for describing the constructibility of building enclosure systems. A particular class of paper surface forms - curved surfaces with minimal in plane deformation of the surface material - provide the specific object of inquiry for exploring the relationships between form, geometry and constructibility. An analysis and framework for the description of Gehry's geometry is developed through existing theory of differential geometry and topology. Geometric rules of constructibility associated with several enclosure system strategies are presented in this framework. With this theoretical framework in place, the discussion turns to efforts to develop generative strategies for the rationalization of surface forms into constructible configurations.
by Dennis R. Shelden.
Ph.D.
Kamath, Ayodh Vasant. "Integrating digital design and fabrication and craft production." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/49541.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (p. 61-63).
This thesis examines if methods of manual craft production can be utilised to overcome the indeterminacies of physical materials and processes that hinder Digital Design and Fabrication (DDF). Indeterminacies in physical materials and processes are considered to be errors that prevent DDF from achieving its stated goal of a seamless transition from digital model to physical artefact. One of the definitions of craft, by contrast, is "(potentially) error through and through...[where error is]... an incomputable deviation from the norm" (Dutta, 2007, p. 211). This concept of error as being 'incomputable' is analysed using theories from computation, systems theory and sociology to formulate a definition of material craft production for this thesis. Material craft production is then compared to the concept of digital craft and it is argued that digital craft is limited in its capacity to negotiate physical materials and processes. Tools from systems theory are then used to propose a model describing material craft production. This model is called the Sensing-Evaluating-Shaping (SES) model. The validity of the SES model is tested through case studies of material craft production. The SES model is analysed using systems analysis tools and a role for DDF is proposed within the SES model, giving rise to digital SES production. The ability of digital SES production to negotiate indeterminacies in physical materials and processes is tested through the fabrication of a series of increasingly complex physical artefacts.
by Ayodh Vasant Kamath.
S.M.
Kashyap, Sameer 1978. "Digital making : exploring design with computer controlled fabrication." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/27027.
Full textIncludes bibliographical references (p. 73-74).
This thesis examines the underlying issues innate to the design process of developing architectural solutions using the digital for "making" architecture, focusing on architectural production. It proposes an alternative method for fabricating architecture that supports a fast, inexpensive design process using a combination of digital modeling (explicit or with generative methods) and computer controlled fabrication machines. A series of explorations and studies are conducted to establish a procedure for the integration of representational techniques and fabrication processes into methods for digital making. The thesis also suggests how computer-controlled fabrication can be integrated into design exploration, by embedding activities of digital making into the design process.
by Sameer Kashyap.
S.M.
Hovsepian, Sarah. "Digital material skins : for reversible reusable pressure vessels." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/72807.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 50-51).
Spacecraft missions have traditionally sacrificed fully functional hardware and entire vehicles to achieve mission objectives. Propellant tanks are typically jettisoned at different stages in a spacecraft mission and left to burn in the atmosphere after one use, creating a substantial amount of waste and redundancy which leads to high operational costs. Spaceflight programs cannot continue to rely on current methods of discarding hardware, since the cost to transport materials from Earth is extremely high. Significant improvements need to be made in recovery and reuse of valuable hardware, to be able to lower costs per mission and increase the number of missions. Strategies need to focus on avoiding complete loss of hardware. This thesis proposes a new class of materials called digital material skins, that will revolutionize the fabrication and assembly of everyday functional objects to spacecraft structural applications, by embedding the intelligence not in the fabrication tools but in the materials themselves, to create reusable and recyclable materials. A workflow for digital material skins is also demonstrated, based on existing fabrication tools to rethink the entire lifecycle of functional skins from design to fabrication to disassembly. When a child builds a structure out of Legos, precision lies not in the human assembler but in the material, component geometry, and linking mechanism to dictate how and where each material interlocks within the larger material system. A digital material skin is made of discrete units with a finite set of parts and joints used to construct a functional structural skin for airtight,waterproof, high or low pressure applications.The surface is enclosed or the surface is open. Digital material skins are used to construct any shape or interior volume that is regular or amorphous. A digital material skin is an exterior structure which relies on an interior digital material structure for support, or a digital material skin is self-supported with few or no interior support. Parts and links are arranged and configured in a regular pattern to create a surface larger than the units themselves. The skin is part of a larger assembly or part of a single unitary structure of any size or shape. The skin may have a thickness that is smaller or larger than any dimension. The skin is made of one or more layers of one material or multi-material units. The joints are reversible, allowing transfer of forces from one unit to adjacent units to create a continuous bulk material. The work will develop a prototype of a digital material skin concept for pressure vessel skins, and adumbrate a new design methodology that considers the entire lifecycle of digital material skins.
by Sarah Hovsepian.
S.M.
Langford, William Kai. "Electronic digital materials." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/95609.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 107-109).
Digital materials are constructions assembled from a small number of types of discrete building blocks; they represent a new way of building functional, multi-material, three-dimensional structures. In this thesis, I focus on the construction of microelectronics from vertically assemble-able two-dimensional parts. With just a conducting and insulating part-type, I show that it is possible to make discretely assembled electrical networks. With a third resistive part-type, I show that it is possible to make any passive electronic component and complex impedance circuitry, including antennas and matching networks. Finally, with four semiconducting part-types I suggest that it is possible to assemble active components like diodes and transistors. This work details the part production processes to create two-dimensional micro-bricks, modeling and assembly strategies to create functional structures from discrete parts, the measurement and evaluation of the bulk properties of the assemblies, and experiments in assembly automation.
by William Kai Langford.
S.M.
Myjak, Mitchell John. "A medium-grain reconfigurable architecture for digital signal processing." Online access for everyone, 2006. http://www.dissertations.wsu.edu/Dissertations/Spring2006/m%5Fmyjak%5F042706.pdf.
Full textAyoglu, Halil. "Digital Architecture As The Extension Of Physical Spaces: Asymptote." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/2/12605769/index.pdf.
Full texts New York Stock Exchange Three-Dimensional Trading Floor (NYSE 3DTF) VRE is a significant example to analyze digital architecture in this perspective. The 3DTF is a project where architecture and information bring each other into a new meaning through the spatialization of information in digital medium. The thesis analyzes how 3DTF VRE becomes extension to the existing actual NYSE in terms of four tools of analysis: visualization, navigation, interaction,and data integration. This thesis proposes to rethink architecture&rsquo
s relation with information through an understanding of extension.
Smith, Grant Y. (Grant Yoshiki) 1976. "Multi-standard digital FM receiver using limited IF architecture." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/47649.
Full textIncludes bibliographical references (p. 148-149).
by Grant Y. Smith.
S.B.and M.Eng.
Courtemanche, Anthony James. "A lisp-oriented multiprocessor architecture for digital parity simulation." Thesis, Massachusetts Institute of Technology, 1987. http://hdl.handle.net/1721.1/14833.
Full text