Academic literature on the topic 'Physicality in design'

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Journal articles on the topic "Physicality in design"

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Ramduny-Ellis, Devina, Alan Dix, Martyn Evans, Jo Hare, and Steve Gill. "Physicality in Design: An Exploration." Design Journal 13, no. 1 (March 2010): 48–76. http://dx.doi.org/10.2752/146069210x12580336766365.

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Maurer, Bernhard, and Verena Fuchsberger. "Dislocated Boardgames: Design Potentials for Remote Tangible Play." Multimodal Technologies and Interaction 3, no. 4 (November 7, 2019): 72. http://dx.doi.org/10.3390/mti3040072.

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Conventional digital and remote forms of play lack the physicality associated with analog play. Research on the materiality of boardgames has highlighted the inherent material aspects to this analog form of play and how these are relevant for the design of digital play. In this work, we analyze the inherent material qualities and related experiences of boardgames, and speculate how these might shift in remote manifestations. Based on that, we depict three lenses of designing for remote tangible play: physicality, agency, and time. These lenses present leverage points for future designs and illustrate how the digital and the physical can complement each other following alternative notions of hybrid digital–physical play. Based on that, we illustrate the related design space and discuss how boardgame qualities can be translated to the remote space, as well as how their characteristics might change. Thereby, we shed light on related design challenges and reflect on how designing for shared physicality can enrich dislocated play by applying these lenses.
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Kovidvisith, Kalaya. "Design and the Elastic Mind." Journal of Architectural/Planning Research and Studies (JARS) 6, no. 3 (September 3, 2018): 144. http://dx.doi.org/10.56261/jars.v6i3.168733.

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In the past decade, the continuing evolutionof wireless communication and networking hasbecome the crucial factor changing people’s livesin terms of time, space, physicality and existence.Such transformations not only make researchcommercially viable, but also illustrate theimportance of advancement that allows people tolive and breathe in a space where beauty andfunction meet.
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Richardson, Sharon. "The new physicality of data." Business Information Review 38, no. 2 (June 2021): 67–74. http://dx.doi.org/10.1177/02663821211020194.

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The mass digitisation of data arguably began in the late 1980s with the mainstream adoption of new low-cost desktop computers in the workplace and visions of a paperless office. The term reflected a focus on the digitisation of existing processes. Such comparisons continued with the arrival of the Internet and worldwide web in the mid-1990s, with visions of e-commerce replacing traditional bricks-and-mortar shops. In the first two decades of the 21st century, we have entered an era where much of the data created is now digital by design and default yet simultaneously integrated with physical objects and real-world interactions. This article explores some of the innovations made possible by this new physicality of data, from the birth of a digital twin to the death of privacy, and the growing urgency for new approaches to data governance and information lifecycle management.
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Offenhuber, Dietmar. "What We Talk About When We Talk About Data Physicality." IEEE Computer Graphics and Applications 40, no. 6 (November 1, 2020): 25–37. http://dx.doi.org/10.1109/mcg.2020.3024146.

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Zhang, Yunxiang, Benjamin Liang, Boyuan Chen, Paul M. Torrens, S. Farokh Atashzar, Dahua Lin, and Qi Sun. "Force-Aware Interface via Electromyography for Natural VR/AR Interaction." ACM Transactions on Graphics 41, no. 6 (November 30, 2022): 1–18. http://dx.doi.org/10.1145/3550454.3555461.

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While tremendous advances in visual and auditory realism have been made for virtual and augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world remains challenging. Closing the gap between real-world physicality and immersive virtual experience requires a closed interaction loop: applying user-exerted physical forces to the virtual environment and generating haptic sensations back to the users. However, existing VR/AR solutions either completely ignore the force inputs from the users or rely on obtrusive sensing devices that compromise user experience. By identifying users' muscle activation patterns while engaging in VR/AR, we design a learning-based neural interface for natural and intuitive force inputs. Specifically, we show that lightweight electromyography sensors, resting non-invasively on users' forearm skin, inform and establish a robust understanding of their complex hand activities. Fuelled by a neural-network-based model, our interface can decode finger-wise forces in real-time with 3.3% mean error, and generalize to new users with little calibration. Through an interactive psychophysical study, we show that human perception of virtual objects' physical properties, such as stiffness, can be significantly enhanced by our interface. We further demonstrate that our interface enables ubiquitous control via finger tapping. Ultimately, we envision our findings to push forward research towards more realistic physicality in future VR/AR.
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Milakovic, Anita, Nevena Novakovic, and Aleksandra Djukic. "Group form reconsidered: Physicality and humanity of collective spaces." Facta universitatis - series: Architecture and Civil Engineering 17, no. 3 (2019): 235–50. http://dx.doi.org/10.2298/fuace190401014m.

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In 1964, Japanese architect Fumihiko Maki presented the need for investigation in housing collective form. The need was explained through his sensitivity towards the dynamic change of society and simultaneous inadequacy of architectural static and fragmented respond. This paper presents the contemporary view on the theory of collective form and its investigation into why and how the group of buildings stands together. It brings forward the need for renewed architectural focus on group form, one of Maki's collective form types, and the social and human reasoning of design decisions. The theory of linkages in group form is related to more recent sociospatial analytical theories and interpreted as an analytical tool for understanding housing morphologies, configurations, and its social capacity of group form. It is proposed that the morphological and configurational approach can be used in combination for reading and understanding the historical and contemporary housing ensembles and their relation to an urban whole. The aim of the theoretical research is the identification of the analytical framework and design principles of group form based on architectural and configurational elements and their relations, as socially and culturally relevant.
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Stamatopoulou, Athina. "Design for Relations." FormAkademisk - forskningstidsskrift for design og designdidaktikk 13, no. 4 (December 17, 2020): 2. http://dx.doi.org/10.7577/formakademisk.3379.

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The city, composed of heterogeneous relations, is an open complex system, beyond its physicality. Questioning analysis and design, a work-in-progress methodology of a generative mapping negotiating different kinds of design logics is presented. The methodology is composed of (1) data gathering; (2) investigating relations among data; and (3) testing with two cases elicited from Athens Center public space. The focus is on how such a relational-thinking methodology cultivates design logics through design­ing by analyzing; designing by defining frame(s); designing the program; designing as an interventional strategy in/through interdependencies; designing by intervening with territorial forces; and employing intra-parametric strategies. By enforcing emergence and management of complexities in diverse fields of potential application, the methodology negotiates the limits and the ways of design. Keywords: Systemic urban design, relational design, relational territorialities, relationally generated complexity; design methodology; open method; diagrammatic mapping
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Hur, Yeup, Miriam Sturdee, Migeul Bruns Alonso, Panos Markopoulos, and Jason Alexander. "Fiction and Physicality: a designerly approach towards complexities of emerging technologies." Design Journal 20, sup1 (July 28, 2017): S3849—S3862. http://dx.doi.org/10.1080/14606925.2017.1352888.

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Wu, Yi, Tingru Cui, Na Liu, Yimeng Deng, and Junpeng Guo. "Demystifying continuous participation in game applications at social networking sites." Internet Research 28, no. 2 (April 4, 2018): 374–92. http://dx.doi.org/10.1108/intr-11-2016-0347.

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Purpose Drawn from the social playfulness literature and the elaboration likelihood model, the purpose of this paper is to propose and test a research model to examine users’ continuous participation in SNS game applications. Design/methodology/approach A field survey with 133 subjects was conducted to test the research model. Findings Two identified design features, symbolic physicality and inherent sociability, are found to influence users’ perceived curiosity and perceived enjoyment toward playing SNS game applications. Perceived enjoyment is significantly associated with perceived curiosity and predicts users’ continuous participation of SNS game applications. The authors also observed a gender difference of social playfulness design on perceived curiosity. Research limitations/implications Use intention was used as a proxy for actual use behavior, since objective data on continuance behavior was not available. Additionally, the contributions of this study may be constrained by one single sample. Practical implications The findings of the study suggest practical guidelines for designing game applications in SNS through socialization design and symbolic physicality. Further, based on the findings of gender differences, a personalization game design strategy is provided. Originality/value The study contributes to the post-adoption IS literature and sheds light on the interesting area of social media participation. Additionally, this study enriches the online gaming research by demonstrating gender differences.
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Dissertations / Theses on the topic "Physicality in design"

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Hare, Joanna. "Physicality in the design and development of computer embedded products." Thesis, Cardiff Metropolitan University, 2015. http://hdl.handle.net/10369/7550.

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Computers have become commonplace in our daily lives; they are embedded within so many products that they have largely become invisible. Furthermore, computers are used to aid in the design of those products and it is possible for the entire design process to be performed digitally. But humans are physical beings; evolved to have an innate understanding of the physical world. In contrast, this digital world is very new. This research is an exploration of physicality in relation to the design and development of computer embedded products. Physicality is loosely defined for this thesis as the physical aspects or qualities of both an object and its interaction; this includes our physical bodies in relation to that object. The physical manifestations, or prototypes, used during the design of computer embedded products need to appear responsive to a user’s action. These prototypes can be made interactive through embedding electronics within the prototype or ‘faking’ the interaction. At the core of this research are two extensive studies for which a series of prototypes were created to answer the research question: can a better understanding of physicality help in the creation of more effective low-fidelity physical interactive prototypes? These studies uncovered significant new knowledge into the role of physicality in the design of computer embedded products. Specifically, the notion of active and passive physicality is proposed. Results suggest that, with a better understanding of active and passive physicality, designers can make more effective interactive prototypes for early stage user trials. Comparison of all the prototypes constructed revealed insights suggesting that the most effective prototypes balance both active and passive physicality equally. In addition, the notion of physicality can demonstrate why, in these studies; paper prototyping, screen-based prototypes and even Arduino prototypes produced unsatisfactory user data.
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Parkes, Amanda Jane. "Phrases of the kinetic : dynamic physicality as a dimension of the design process." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/51661.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.
Includes bibliographical references (p. 161-167).
At its core, the concept of Tangible Interfaces leverages the idea of using the movement of the body as an inherent part of the human side of a human-computer interaction, assuming that bodily engagement and tactile manipulation can facilitate deeper understanding and more intuitive experiences. However, as an interaction principle in our era of digital design, motion construction and control has been underutilized and little examined as a design tool, leaving open the possibilities of motion's natural ability to draw our attention, provide physical feedback, and convey information through physical change. This dissertation postulates that the ability to experiment, prototype, and model with programmable kinetic forms is becoming increasingly important as digital technology becomes more readily embedded in our objects and environments and need for tools and systems with which to create, manipulate and finesse motion in response to computational and material input remains an under-developed design area. This thesis aims to establish principles of kinetic design through the exploration of two approaches to motion construction and manipulation: motion prototyping as a methodology for design thinking, learning and communication and physically dynamic state memory as a methodology for organic form finding and transformation in the design process.
(cont.) To demonstrate these aims, I present three interface systems: Topobo, a system for motion construction and dynamics physics education with children; Kinetic Sketchup, a system for motion construction and prototyping in architecture and product design; and Bosu, an augmented textile interface offering an experimental approach to digitally augmented organic form finding in fashion and product design.
Amanda Jane Parkes.
Ph.D.
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Gravestock, Hannah. "Drawing and re-drawing : working with the physicality of the performing body in costume design." Thesis, University of the Arts London, 2011. http://ualresearchonline.arts.ac.uk/5654/.

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How does the act of drawing enable the costume designer to design costumes that work effectively with the physicality of the performing body? This research is located in the field of scenography and refers specifically to costume design practices within this field. The research project developed from a growing visibility of performances developed and created primarily from the physicality of the body rather than from a text. In these performance environments, where there is no initial text to work from and sound, lighting and set have yet to be developed the costume designer must predominantly respond to the physicality of the performing body. However, if the costume designer is to ensure that their designs and costumes work effectively with the ideas developed by the performer they must also address the relationship between their interpretation of the performing body and the intentions of the performer. My research responds to limited resources that examine and document how a costume designer can address this relationship and create designs that work with the physicality of the performing body rather than designs that work with a text. As a result of the limited resources in this area of costume design I refer to an additional field for reference. Using training practices based in figure skating to structure my drawing process my research provides new insight into how a costume designer can create costume designs that work with and enhance the physicality of the performing body. By using this repetitive drawing process to both interpret the performing body and initiate a dialogue with the performer my research enhances collaborative practices in costume design and within the field of scenography. In the absence of relevant literature in figure skating, the drawing and redrawing approach I use is primarily examined and supported using a combination of performance and training approaches developed by Jacques Lecoq. These approaches address and explore how performance is created through an awareness of the physicality of the body in relation to the physicality of mark making, and through a repetitive training structure similar to that used in figure skating. Drawing is used as the primary research method, applied within a methodology based on Merleau-Ponty's phenomenological philosophy. This methodological approach both facilitates the costume designer's encounter with the physicality of the performing body and enables an examination of this encounter in order to understand how the designer interprets and makes sense of this body. These encounters are structured through and conducted within three ethnographic case studies based in theatre performance, costume design and figure skating. The research case studies are contextualised using interviews, diaries and background research and are analysed using a structure that draws on Corbin and Strauss's Grounded Theory. The research concludes by outlining three main stages through which the process of drawing and re-drawing is applied and used to create costume designs that work effectively with the physicality of the performing body. In describing and explaining these three stages I outline how the repetitive drawing process integrates within a performance process and as a result becomes a vehicle for collaboration between the costume designer and the performer.
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Fisher, Christina Angela. "Desire, Obsession and the Body." VCU Scholars Compass, 2007. http://scholarscompass.vcu.edu/etd_retro/89.

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Driven by the crippling command of Eros, my work provides a veiled exposure to my secret life in love, desire, fear, and obsession. My sculptures are the physical evidence of an emotional realm coming forth in a coded language that is, even to me, only remotely accessible. The Demon that Lives in My Bedroom, the saga of the Cat People, the stories of Trasnichi and the Love Crusade; all came to me in a beam of thought. Once the beam takes hold, it becomes my obsession, and the era of that work begins. I can trace my development through these eras of obsessions.
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Burczykowski, Ludovic. "Par-delà l'écran : dimension physique et espace numérique." Thesis, Paris 8, 2014. http://www.theses.fr/2014PA080020.

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En art numérique, une pratique tend à se développer chez un nombre croissant de créateurs. Cette pratique correspond à la mise en relation d’une image numérique projetée, immatérielle, avec un support, matériel, généralement non standardisé, qui conserve par rapport à celle-ci une certaine indépendance ou autonomie. Il s’agit dans ces créations de partir d’une distinction, d’une opposition ou d’une distance entre un élément virtuel et un élément physique, qui, à partir de leur rapprochement, permet de faire émerger un sens que ce type de création devient prédisposé à porter. Devenant ainsi une façon particulière de traduire une relation au monde, cette articulation est un mode d’expression du sensible qui a sa singularité et qui dispose de spécificités.L’objectif de ce mémoire est de mettre en avant certaines pistes de réflexion pour la création, des méthodes de mise en œuvre, ainsi que des mécanismes de perception éventuels quand se joue cette rencontre de l’image, de l’objet, de la scène. Non seulement afin de comprendre la raison de l’expansion de cette pratique grandissante en ce début de 21e siècle, mais aussi d’orienter certains axes de travail envisageables pour des réalisations ou des analyses d’œuvres
In digital arts, a practice is being developed by an increasing number of creators. This practice puts in relation an immaterial projected digital image, with a material medium, generally non standardized, that ensures a certain kind of independence or autonomy towards the image. In these creations, it’s about starting from a distinction, an opposition or a distance between a virtual element and a physical element, and by moving it closer, make emerging a sense that this type of creation is becoming susceptible to carry. Becoming a specific way to express a relationship to the word, this articulation is a way to express sensible world with its own singularity and specificities. The purpose of this thesis is to outline various approaches for creation, methods of implementation, and potential mechanisms of perception when this meeting between image, object and scene is on. Not only to understand the reason of the expansion of this growing practice in the early 21st century, but also to guide some possible working areas for productions or analysis of art works
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Inal, Yavuz. "Physically Interactive Educational Game Design For Children: Defining Design Principles." Phd thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613972/index.pdf.

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Physically Interactive Games (PIGs) have emerged as a new game genre and potential as an educational tool in classrooms. In PIGs, children are allowed to interact with game environment and solving problems by using their bodily movements and voices without using mouse or keyboard by being active physically and cognitively. Designing PIGs is critical and difficult process because it is vital that educational content and entertainment parts of a game should be balanced properly considering interaction between children and game environment. The current dissertation aims to explore principles of designing and developing physically interactive educational games for children. Mainly, qualitative data collection techniques were used in the study. Also, Reeves&rsquo
Development Research Model was administered under the Design-Based Research. Both Mathematics and Physical Education subjects were integrated within the game environments. Totally four physically interactive games were designed and developed. During the design and development phases, field experts, subject-matter experts and children&rsquo
s expectations, needs and recommendations were taken into account. During the development phase, 5 teachers with 3 Mathematics and 2 Physical Education teachers as subject matter experts participated to the study. Also, 10 v children with 5 boys and 5 girls participated to the design phase. In the implementation phase, 30 children with 17 boys and 13 girls participated in Pilot Implementation and 50 children with 27 boys and 23 girls participated to the Final Implementation phase. The study revealed that camera screen was the main deterministic factor in order to play physically interactive educational games properly. Girls and boys had different considerations about the developed games. The bigger camera screen physically interactive games had, the higher motivation children had during gameplay. At the end of the study, design principles of physically interactive educational games were defined.
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Arvin, Scott Anthony. "Physically based mechanical metaphors in architectural space planning." Diss., Texas A&M University, 2004. http://hdl.handle.net/1969.1/395.

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Physically based space planning is a means for automating the conceptual design process by applying the physics of motion to space plan elements. This methodology provides for a responsive design process, allowing a designer to easily make decisions whose consequences propagate throughout the design. It combines the speed of automated design methods with the flexibility of manual design methods, while adding a highly interactive quality and a sense of collaboration with the design. The primary assumption is that a digital design tool based on a physics paradigm can facilitate the architectural space planning process. The hypotheses are that Newtonian dynamics can be used 1) to define mechanical metaphors to represent the elements in an architectural space plan, 2) to compute architectural space planning solutions, and 3) to interact with architectural space plans. I show that space plan elements can be represented as physical masses, that design objectives can be represented using mechanical metaphors such as springs, repulsion fields, and screw clamps, that a layout solution can be computed by using these elements in a dynamical simulation, and that the user can interact with that solution by applying forces that are also models of the same mechanical objects. I present a prototype software application that successfully implements this approach. A subjective evaluation of this prototype reveals that it demonstrates a feasible process for producing space plans, and that it can potentially improve the design process because of the quality of the manipulation and the enhanced opportunities for design exploration it provides to the designer. I found that an important characteristic of this approach is that representation, computation, and interaction are all defined using the same paradigm. This contrasts with most approaches to automated space planning, where these three characteristics are usually defined in completely different ways. Also emerging from this work is a new cognitive theory of design titled 'dynamical design imagery,' which proposes that the elements in a designer's mental imagery during the act of design are dynamic in nature and act as a dynamical system, rather than as static images that are modified in a piecewise algorithmic manner.
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Tan, Jie. "Locomotion synthesis in complex physically simulated environments." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54238.

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Understanding and synthesizing locomotion of humans and animals will have far-reaching impacts in computer animation, robotic and biomechanics. However, due to the complexity of the neuromuscular control and physical interactions with the environment, computationally modeling these seemingly effortless locomotion imposes a grand challenge for scientists, engineers and artists. The focus of this thesis is to present a set of computational tools, which can simulate the physical environment and optimize the control strategy, to automatically synthesize locomotion for humans and animals. We first present computational tools to study swimming motions for a wide variety of aquatic animals. This method first builds a simulation of two-way interaction between fluid and an articulated rigid body system. It then searches for the most energy efficient way to swim for a given body shape in the simulated hydrodynamic environment. Next, we present an algorithm that can synthesize locomotion of soft body animals that do not have skeleton support. We combine a finite element simulation with a muscle model that is inspired by muscular hydrostat in nature. We then formulate a quadratic program with complementarity condition (QPCC) to optimize the muscle contraction and contact forces that can lead to meaningful locomotion. We develop an efficient QPCC solver that solves a challenging optimization problem at the presence of discontinuous contact events. We also present algorithms to model human locomotion with a passive mechanical device: riding a bicycle in this case. We apply a powerful reinforcement learning algorithm, which can search for both the parametrization and the parameters of a control policy, to enable a virtual human character to perform bicycle stunts in a physically simulated environment. Finally, we explore the possibility to use the computational tools that are developed for computer animation to control a real robot. We develop a simulation calibration technique which reduces the discrepancy between the simulated results and the performance of the robot in the real environments. For certain motion planning tasks, this method can transfer the controllers optimized for a virtual character in a simulation to a robot that operates in a real environment.
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Bin, Sheng. "Image-based modeling and physically-based design in virtual environment." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1676958.

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Deremaux, Yann 1978. "Physically-based, real-time visualization and constraint analysis in multidisciplinary design optimization." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/16993.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Aeronautics and Astronautics, 2003.
Includes bibliographical references (p. 147-150).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
As computational tools becomes a valuable part of the engineering process, multidisciplinary design optimization (MDO) has become a popular approach for the design of complex engineering systems. MDO has had considerable impact by improving the performance, lowering the lifecycle cost and shortening product design time for complex systems; however, lack of knowledge on the design process is often expressed by the engineering community. This thesis addresses this issue by proposing a novel approach that brings visualization into the MDO framework and delivers a physically-based real-time constraint analysis and visualization. A framework and methodology are presented for effective, intuitive visualization of design optimization data. The visualization is effected on a Computer-Aided-Design (CAD)-based, physical representation of the system being designed. The use of a parametric CAD model allow real-time regeneration by using the Computational Analysis PRogramming Interface (CAPRI). CAPRI is used to link a general optimization framework to the CAD model. An example is presented for multidisciplinary design optimization of an aircraft. The new methodology is used to visualize the path of the optimizer through the design space. Visualizing the optimization process is also of interest for optimization health monitoring. By detecting flaws in the optimization definition, useless computations and time can be saved. Visualization of the optimization process enables the designer to rapidly gain physical understanding of the design tradeoffs made by the optimizer. The visualization framework is also used to investigate constraint behavior. Active constraints are displayed on the CAD model and the participation of design variables in a given constraint is represented in a physically intuitive manner. This novel visualization approach serves to dramatically increase the amount of learning that can be gained from design optimization tools and also proves useful as a diagnostic tool for identifying formulation errors.
by Yann Deremaux.
S.M.
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Books on the topic "Physicality in design"

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Ballast, David Kent. Design for the physically disabled. Monticello, Ill., USA: Vance Bibliographies, 1988.

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Borsay, Anne. Housing design for physically disabled people. Lampeter: Saint David's University College, 1988.

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Thorpe, Stephen. Wheelchair housing design guide. Watford: Construction Research Communications Ltd, 1997.

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Association, Habinteg Housing. Design guide: A design guide and technical manual for accessible new build housing. 3rd ed. London: Habinteg Housing Association, 1992.

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Robinette, Gary O. Barrier-free exterior design: Anyone can go anywhere. New York: Van Nostrand Reinhold, 1985.

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Branson, Gary D. The complete guide to barrier-free housing: Convenient living for the elderly and the physically handicapped. Edited by Swinson Hilary W. White Hall, Va: Betterway Publications, 1991.

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Rowson, N. J. Landscape design for disabled people in public open space. [Bath]: University of Bath, 1985.

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Canada. Dept. of Public Works. Design and Construction Branch. Barrier-Free Design: Access to and Use of Buildings by Physically Disabled People. S.l: s.n, 1985.

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W, Swinson Hilary, ed. The complete guide to barrier-free housing: Convenient living for the elderly and physically handicapped. White Hall, Va: Betterway Publications, 1991.

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Polly, Welch, ed. Strategies for teaching universal design. Boston, Mass: Adaptive Environments, 1995.

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Book chapters on the topic "Physicality in design"

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Sirkin, David. "Physicality in Distributed Design Collaboration." In Design Thinking, 165–78. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13757-0_10.

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Hare, Joanna, Steve Gill, Gareth Loudon, and Alan Lewis. "The Effect of Physicality on Low Fidelity Interactive Prototyping for Design Practice." In Human-Computer Interaction – INTERACT 2013, 495–510. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40483-2_36.

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Halak, Basel. "Physically Unclonable Functions: Design Principles and Evaluation Metrics." In Physically Unclonable Functions, 17–52. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76804-5_2.

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Kadi, Z., and A. Rockwood. "The Design of Physically Accurate Fluid Flow." In Geometric Modelling, 165–75. Vienna: Springer Vienna, 1998. http://dx.doi.org/10.1007/978-3-7091-6444-0_13.

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Pereira, C. M., T. V. Heitor, and A. Heylighen. "Improving Pool Design: Interviewing Physically Impaired Architects." In Breaking Down Barriers, 77–87. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75028-6_7.

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Haumann, David, Jakub Wejchert, Kavi Arya, Bob Bacon, Al Khorasani, Alan Norton, and Paula Sweeney. "Aspects of Motion Design for Physically-Based Animation." In Scientific Visualization of Physical Phenomena, 147–60. Tokyo: Springer Japan, 1991. http://dx.doi.org/10.1007/978-4-431-68159-5_9.

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Liu, Yi, Jiang Chen, Wa An, and Tao Wang. "Interactive Behavior Model for Physically Disabled People Based on Airport Travel Scene." In Design, User Experience, and Usability. Design for Contemporary Interactive Environments, 666–82. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49760-6_47.

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Turchet, Luca, Stefania Serafin, Smilen Dimitrov, and Rolf Nordahl. "Conflicting Audio-haptic Feedback in Physically Based Simulation of Walking Sounds." In Haptic and Audio Interaction Design, 97–106. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15841-4_11.

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Maksimovic, C. "Fundamentals of Physically-Based Rainfall / Runoff Models." In Hydroinformatics Tools for Planning, Design, Operation and Rehabilitation of Sewer Systems, 95–115. Dordrecht: Springer Netherlands, 1998. http://dx.doi.org/10.1007/978-94-017-1818-9_5.

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Swapna, S., and K. Siddappa Naidu. "Design of Hybrid Electrical Tricycle for Physically Challenged Person." In Intelligent Computing in Engineering, 789–801. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-2780-7_85.

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Conference papers on the topic "Physicality in design"

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Macris, Vincent, Lieve Weytjens, Kenny Geyskens, Marc Knapen, and Griet Verbeeck. "Design Guidance for Low-Energy Dwellings in Early Design Phases: Development of a simple design support tool in SketchUp." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.1.691.

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Wu, Tienyu, and Taysheng Jeng. "Reforming Design Studios: Experiments in integrating bim, parametric design, digital fabrication, and interactive technology." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.1.049.

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Koltsova, Anastasia, Bige Tuncer, Sofia Georgakopoulou, and Gerhard Schmitt. "Parametric Tools for Conceptual Design Support at the Pedestrian Urban Scale: Towards inverse urban design." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.1.279.

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Zarzycki, Andrzej. "Component-based Design Approach Using BIM." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.1.067.

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Zarzycki, Andrzej. "Component-based Design Approach Using BIM." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.1.067.

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Chien, Sheng-Fen, and Yee-Tai Yeh. "On Creativity and Parametric Design: A preliminary study of designer’s behaviour when employing parametric design tools." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.1.245.

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Asanowicz, Aleksander. "Design: Analogue, Digital, and Somewhere in Between." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.2.273.

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Asanowicz, Aleksander. "Design: Analogue, Digital, and Somewhere in Between." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.2.273.

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Gürsoy, Benay. "The Hands-On Basics of Contemporary Design Education." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.2.059.

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Kepczynska-Walczak, Anetta. "Impact of digital design methods on physical performance." In eCAADe 2012 : Digital Physicality. eCAADe, 2012. http://dx.doi.org/10.52842/conf.ecaade.2012.1.023.

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Reports on the topic "Physicality in design"

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Letcher, Theodore, Sandra LeGrand, and Christopher Polashenski. The Blowing Snow Hazard Assessment and Risk Prediction model : a Python based downscaling and risk prediction for snow surface erodibility and probability of blowing snow. Engineer Research and Development Center (U.S.), March 2022. http://dx.doi.org/10.21079/11681/43582.

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Blowing snow is an extreme terrain hazard causing intermittent severe reductions in ground visibility and snow drifting. These hazards pose significant risk to operations in snow-covered regions. While many ingredients-based forecasting methods can be employed to predict where blowing snow is likely to occur, there are currently no physically based tools to predict blowing snow from a weather forecast. However, there are several different process models that simulate the transport of snow over short distances that can be adapted into a terrain forecasting tool. This report documents a downscaling and blowing-snow prediction tool that leverages existing frameworks for snow erodibility, lateral snow transport, and visibility, and applies these frameworks for terrain prediction. This tool is designed to work with standard numerical weather model output and user-specified geographic models to generate spatially variable forecasts of snow erodibility, blowing snow probability, and deterministic blowing-snow visibility near the ground. Critically, this tool aims to account for the history of the snow surface as it relates to erodibility, which further refines the blowing-snow risk output. Qualitative evaluations of this tool suggest that it can provide more precise forecasts of blowing snow. Critically, this tool can aid in mission planning by downscaling high-resolution gridded weather forecast data using even higher resolution terrain dataset, to make physically based predictions of blowing snow.
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Simon, James E., Uri M. Peiper, Gaines Miles, A. Hetzroni, Amos Mizrach, and Denys J. Charles. Electronic Sensing of Fruit Ripeness Based on Volatile Gas Emissions. United States Department of Agriculture, October 1994. http://dx.doi.org/10.32747/1994.7568762.bard.

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An electronic sensory system for the evaluation of headspace volatiles was developed to determine fruit ripeness and quality. Two prototype systems were designed, constructed, and later modified. The first is an improved version of our original prototype electronic sniffer using a single head sensing unit for use as a single or paired unit placed on an individual fruit surface for applications in the field, lab, or industry. The second electronic sniffer utilizes a matrix of gas sensors, each selected for differential sensitivity to a range of volatile compounds. This system is more sophisticated as it uses multiple gas sensors, but was found to enhance the ability of the sniffer to classify fruit ripeness and quality relative to a single gas sensor. This second sniffer was designed and constructed for the sampling of fresh-cut or whole packs of fruits such as packaged strawberries and blueberries, and can serve as a prototype for research or commercial applications. Results demonstrate that electronic sensing of fruit ripeness based on aromatic volatile gas emissions can be used successfully with fresh frits. Aroma sensing was successful for classifying ripeness in muskmelons, including different cultivars, apples, blueberries, strawberries, and in a complimentary BARD project on tomatoes. This system compared favorably to the physicochemical measurements traditionally employed to assess fruit maturity. This nondestructive sensory system can detect the presence of physically damaged fruits and shows excellent application for use in quality assessment. Electronic sensors of the tin oxide type were evaluated for specificity toward a wide range of volatiles associated with fruit ripeness. Sensors were identified that detected a broad range of alcohols, aldehydes, esters, hydrocarbons, and volatile sulfur compounds, as well as individual volatiles associated with fruit ripening across a wide concentration range. Sensors are not compound specific, thus, the matrix of sensors coupled with discrimination analysis provides a fingerprint to identify the presence of compounds and to assess alterations in fresh products due to alterations in volatile emissions. Engineering developments led to the development of a system to compensate for temperature and relative humidity relative to on-line aroma sensing with melons for ripeness determination and to reduce response time, thus permitting the electronic sniffer to be used for monitoring both fresh and processed food products. The sniffer provides a fast, reliable and nondestructive tool to assess fruit ripeness and quality. We hope that our work will foster the introduction and utilization of this emerging technology into the agricultural and horticultural
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