Dissertations / Theses on the topic 'Sketching'
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Theophil, Sebastian Christoph. "Sketching Slides." Doctoral thesis, Humboldt-Universität zu Berlin, Mathematisch-Naturwissenschaftliche Fakultät II, 2011. http://dx.doi.org/10.18452/16368.
Full textThe efficiency of desktop publishing is severely limited by the lack of sophisticated automatic document layout systems. State-of-the-art algorithms either require the input to be written in a description language such as HTML and LaTeX, or to be a manually designed layout template. However, description languages are ill-suited to express layout problems with weak semantics and layout templates shift the burden from the end user to the template designer. The first contribution of this thesis is an algorithm that solves a general class of layout problems by treating them as equitable resource allocation problems. The available document area is a resource that is distributed among inter-element gaps. The layout problem is transformed into a lexicographic min-ordering optimization problem that is solved using linear programming techniques in real-time. If the layout problem is over-constrained, the quality of the solution layout degrades gracefully. The layout algorithm finds the solution layout with the most equitable distribution of constraint errors among the soft layout constraints, i.e., the solution closest to the user''s original intent. Conversely, the layout algorithm detects the under-constrained subproblems that adversely affect the solution layout. It adds the minimal number of constraints required to achieve the fully specified layout problem that is closest to the user''s input. The second contribution is the creation of an intuitive direct manipulation user interface that lets users create the aforementioned class of general constrained layout problems. It hides the complexity of the constraint system and avoids the usability problems that have plagued constraint drawing applications. It eliminates the need of document description languages and manually-created layout templates. In the evaluation, we show that the best state-of-the-art specialized table layout algorithms do not outperform the general ICBM layout algorithm by any significant margin.
Gunnarsson, Örn. "Sketching 3D faces." Thesis, University of Sheffield, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.531227.
Full textLoke, Shee Ming. "Sketching with words." Thesis, University of Sheffield, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.273736.
Full textZheng, Qingzheng. "Sketching-based skeleton extraction." Thesis, Durham University, 2011. http://etheses.dur.ac.uk/3249/.
Full textBodwin, Greg (Gregory MIchael). "Sketching distances in graphs." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118077.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 131-144).
Often in computer science, graphs are used to represent metrics: the nodes represent "locations," and the edges represent connectivity between locations. The salient properties of such a graph are the shortest path distances between its nodes - that is, the minimum length of a path from each point A to each point B, capturing the time or resource cost of travelling from one place to another in the space represented by the graph. There are plenty of nice algorithms and structure theorems that are used to understand or analyze shortest path distances. However, in the modern computing, we sometimes have to handle spaces that are too enormous to be efficiently handled by these classic methods. When this happens, it is often useful to "sketch" these enormous spaces, designing a graph or data structure that approximately encodes the distances of the original network, but in much smaller space. This dissertation is about the design of these graph sketches that encode distances. Some of the content will cover upper bounds: we will demonstrate some new ways to make sketches, and we will prove things about the tradeoff between the size of these sketches and their approximation error. Some of the content will cover lower bounds: we will design some very particular graphs, and we will prove that a certain size vs error tradeoff can't be achieved any sketch on these graphs. We will do this for a few different reasonable notions of "approximation" of distances. We will also consider some of these settings in the fault-tolerant model, where we imagine that nodes or edges of the graph can spontaneously "fail," and we want our sketches to be strongly robust to these failures.
by Greg Bodwin.
Ph. D. in Computer Science
Hannibal, Claire. "Digital sketching in architecture." Thesis, University of Liverpool, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.420293.
Full textRice, Susan Janis. "Sketching to learn, learning to sketch: students' ways of sketching in architectural designing." Thesis, The University of Sydney, 2008. http://hdl.handle.net/2123/8148.
Full textThiebaut, Jean-Baptiste. "Sketching music : representation and composition." Thesis, Queen Mary, University of London, 2010. http://qmro.qmul.ac.uk/xmlui/handle/123456789/406.
Full textAdams, Daniel B. "Feature-based Interactive Terrain Sketching." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/2288.
Full textFalcone, Roberta <1991>. "Supervised Classification with Matrix Sketching." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amsdottorato.unibo.it/9348/1/Falcone_PhD_Thesis.pdf.
Full textPANA-TALPEANU, RADU-MIHAI. "Trajectory extraction for automatic face sketching." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-142429.
Full textDetta projekt består av en serie av algoritmer som används för att erhålla en förenklad men realistisk återgivning av ett mänskligt ansikte. Det slutgiltiga målet är att skissen ska ritas på papper av en robotarm med en gripare som håller ett ritinstrument. Tillämpningen är nöjesorienterad och kombinerar områdena människamaskin- interaktion, maskininlärning och bildbehandling. Den första delen fokuserar på att manipulera en mottagen digital bild så att banor i ett format lämpligt för roboten erhålls. Olika tekniker presenteras, testas och jämförs såsom kantdetektion, igenkänning av landmärke, spline-generering och principalkomponentanalys. Resultaten visade att en kantdetektor ger alltför många linjer och att spline-genererings-metoden leder till alltför förenklade ansikten. Den bästa ansiktsskildringen erhölls genom att kombinera lokalisering av landmärke med kantdetektering. De banor som erhållits genom de olika teknikerna överförs till armen genom ett högnivågränssnitt till ROS, Robot Operating System och sedan ritas på papper.
Sivaloganathan, Sangarappillai. "Sketching input for computer aided engineering." Thesis, City University London, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.292733.
Full textSmithnosky, Jesse Michael. "Enabling collaboration in the sketching domain." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33362.
Full textIncludes bibliographical references (leaf 47).
Sketching, although deceptively simple and seemingly primitive, is a powerful paradigm for designing and understanding many types of engineering systems. Many problem domains, such as designing electrical circuits, developing flow charts, and modeling simple mechanical devices, rely heavily on the ability to produce sketches efficiently in order to bring out the most salient features. Engineers working in these domains usually rely on pen and paper to generate their design sketches. They do this because more advanced technologies (such as notebook computers) are often unavailable, hard to learn, or cumbersome. It is important for engineers to collaborate with their colleagues while working on their sketches. Unfortunately, collaboration on sketches that exist only as pen and paper often proves to be tedious, requiring a minimum of a fax machine and scanner. Engineers could benefit from a more efficient means of collaboration when dealing with pen and paper sketches. The technology exists to improve the current situation and make pen and paper sketches a more effective medium for collaborative design. This thesis presents an implementation of a system that achieves three goals. First, the system allows two users to collaborate on the production of a sketch in much the same way they would collaborate when composing a document (with one user composing a sketch, then accepting or rejecting the changes of his collaborator).
(cont.) Second, it allows users to watch a collaborator's additions play in real time, like watching a movie. And finally, it links the sketch recognition and simulation software developed by the Design Rationale Group at MIT with a simple pen and paper interface, allowing engineers to run simulations of their design sketches. These goals are achieved by using a commercial pen produced by the Anoto Group that is capable of storing the strokes it draws. In essence, the user creates both a hard and soft copy of the sketch simultaneously, and can share the soft copy with any collaborator. Using this model of production, sketches can be collaboratively generated, edited, and reviewed quickly and easily, all using only a pen, paper, and a standard printer.
by Jesse Michael Smithnosky.
M.Eng.
Nelson, Jelani (Jelani Osei). "Sketching and streaming high-dimensional vectors." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66314.
Full textThis 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 (p. 136-145).
A sketch of a dataset is a small-space data structure supporting some prespecified set of queries (and possibly updates) while consuming space substantially sublinear in the space required to actually store all the data. Furthermore, it is often desirable, or required by the application, that the sketch itself be computable by a small-space algorithm given just one pass over the data, a so-called streaming algorithm. Sketching and streaming have found numerous applications in network traffic monitoring, data mining, trend detection, sensor networks, and databases. In this thesis, I describe several new contributions in the area of sketching and streaming algorithms. The first space-optimal streaming algorithm for the distinct elements problem. Our algorithm also achieves 0(1) update and reporting times. A streaming algorithm for Hamming norm estimation in the turnstile model which achieves the best known space complexity. The first space-optimal algorithm for pth moment estimation in turnstile streams for 0 < p < 2, with matching lower bounds, and another space-optimal algorithm which also has a fast O(log²(1/[epsilon]) log log(1[epsilon])) update time for (1+/-[epsilon])- approximation. A general reduction from empirical entropy estimation in turnstile streams to moment estimation, providing the only known near-optimal space-complexity upper bound for this problem. A proof of the Johnson-Lindenstrauss lemma where every matrix in the support of the embedding distribution is much sparser than previous known constructions. In particular, to achieve distortion (1+/-[epsilon]) with probability 1-[delta], we embed into optimal dimension 0([epsilon]-²log(1/[delta])) and such that every matrix in the support of the distribution has 0([epsilon]-¹ log(1/[delta])) non-zero entries per column.
by Jelani Nelson.
Ph.D.
Harris, K. Paul Covach John Rudolph. "U2's creative process sketching in sound /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2007. http://dc.lib.unc.edu/u?/etd,806.
Full textTitle from electronic title page (viewed Dec. 18, 2007). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Music." Discipline: Music; Department/School: Music.
Ryan, Kathleen. "Sketching and creativity of interior design students." Online access for everyone, 2008. http://www.dissertations.wsu.edu/Thesis/Spring2008/K_Ryan_042508.pdf.
Full textTseng, Winger Sei-wo. "Functional knowledge and structure of sketching behaviour." Thesis, Coventry University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.323036.
Full textAxiotis, Kyriakos. "Algorithms for Subset Sum using linear sketching." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/122750.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 41-43).
Given n positive integers, the Modular Subset Sum problem asks if a subset adds up to a given target t modulo a given integer m. This is a natural generalization of the Subset Sum problem (where m = + [infinity symbol]) with ties to additive combinatorics and cryptography. The non-modular case was long known to be NP-complete but to admit pseudo-polynomial time algorithms and, recently, algorithms running in near-linear pseudo-polynomial time were developed [9, 211. For the modular case, however, the best known algorithm by Koiliaris and Xu [21] runs in time 0̃ (m⁵/⁴). In this thesis we tackle this problem by devising a faster algorithm for the Modular Subset Sum problem, running in 0̃(m) randomized time, which matches a recent conditional lower bound of [1] based on the Strong Exponential Time Hypothesis. Interestingly, in contrast to most previous results on Subset Sum, our algorithm does not use the Fast Fourier Transform. Instead, it is able to simulate the "textbook" Dynamic Programming algorithm much faster, using ideas from linear sketching. This is one of the first applications of sketching-based techniques to obtain fast algorithms for exact combinatorial problems in an offline setting.
by Kyriakos Axiotis.
S.M.
S.M. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Mustafa, Janan Abdulsattar. "Computer-based sketching and the productivity of the conceptual stage of design." Thesis, University of Edinburgh, 2013. http://hdl.handle.net/1842/8858.
Full textYusoff, Saiful Bahan Mohd. "Automotive sketching - Techniques from Education and Professional Practice." Thesis, Birmingham City University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.485979.
Full textPedro, Erez. "Sketching in design and CAID, a theoretical exploration." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape8/PQDD_0016/MQ47663.pdf.
Full textHua, Nan. "Space-efficient data sketching algorithms for network applications." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44899.
Full textSEGURA, VINICIUS COSTA VILLAS BOAS. "UISKEI: SKETCHING THE USER INTERFACE AND ITS BEHAVIOR." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=23595@1.
Full textDurante o estágio inicial do design de uma interface com usuário, diferentes soluções devem ser exploradas e refinadas iterativamente pela equipe de design. Nesse cenário de mudanças rápidas e constantes, uma ferramenta que permita e facilite essas mudanças é de grande valia. UISKEI explora o poder do desenho, possibilitando ao designer transmitir sua ideia com uma forma de expressão mais natural, e adiciona o poder computacional, facilitando a manipulação e edição dos elementos. Mais do que uma ferramenta de desenho de protótipos de interface, UISKEI também permite a definição do comportamento da interface, indo além da navegação entre contêineres de interfaces (por exemplo, janelas, páginas web, capturas de telas) e possibilitando definir mudanças nos estados dos elementos de interface (habilitando e desabilitando-os, por exemplo). Essa dissertação apresenta os conceitos principais por trás do UISKEI e um estudo de como ele se compara a ferramentas similares. A etapa de desenho da interface é detalhada, explicando como a conversão dos traços em widgets é feita através da combinação de um reconhecedor de traços, que usa a distância de Levenshtein como medida de similaridade, e a interpretação dos traços reconhecidos baseada em uma árvore de evoluções. Além disso, também são discutidas as diferentes soluções exploradas para endereçar o problema do desenho da interação, propondo uma visualização inovadora no estilo mind-map que possibilita ao usuário expressar o evento, as condições e ações de cada caso de interação, sem abandonar o paradigma da interação com caneta.
During the early user interface design phase, different solutions should be explored and iteratively refined by the design team. In this rapidly evolving scenario, a tool that enables and facilitates changes is of great value. UISKEI takes the power of sketching, allowing the designer to convey his or her idea in a rough and more natural form of expression, and adds the power of computing, which makes manipulation and editing easier. More than an interface prototype drawing tool, UISKEI also features the definition of the prototype behavior, going beyond navigation between user interface containers (e.g. windows, web pages, screen shots) and allowing to define changes to the state of user interface elements and widgets (enabling/disabling widgets, for example). This dissertation presents the main concepts underlying UISKEI and a study on how it compares to similar tools. The user interface drawing stage is detailed, explaining how the conversion of sketches to widgets is made by combining a sketch recognizer, which uses the Levenshtein distance as a similarity measure, and the interpretation of recognized sketches based on an evolution tree. Furthermore, it discusses the different solutions explored to address the issue of drawing an interaction, suggesting an innovative mind-map-like visualization approach that enables the user to express the event, conditions and actions of each interaction case while still keeping the pen-based interaction paradigm in mind.
Göransson, Andreas, and Fernando Barrajon. "Sketching a set of multi-touch design principles." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22583.
Full textPache, Martin Walter. "Sketching for conceptual design empirical results and future tools /." [S.l.] : [s.n.], 2005. http://deposit.ddb.de/cgi-bin/dokserv?idn=977692973.
Full textChao, William O. "Improvisational interfaces for visualization construction and scalar function sketching." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/41982.
Full textRazenshteyn, Ilya. "High-dimensional similarity search and sketching : algorithms and hardness." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113934.
Full textThis 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 241-255).
We study two fundamental problems that involve massive high-dimensional datasets: approximate near neighbor search (ANN) and sketching. We obtain a number of new results including: ' An algorithm for the ANN problem over the ℓ₁ and ℓ₂ distances that, for the first time, improves upon the Locality-Sensitive Hashing (LSH) framework. The key new insight is to use random space partitions that depend on the dataset. ' An implementation of the core component of the above algorithm, which is released as FALCONN: a new C++ library for high-dimensional similarity search. ' An efficient algorithm for the ANN problem over any distance that can be expressed as a symmetric norm. ' For norms, we establish the equivalence between the existence of short and accurate sketches and good embeddings into ℓp spaces for 0 < p - 2. We use this equivalence to show the first sketching lower bound for the Earth Mover's Distance (EMD).
by Ilya Razenshteyn.
Ph. D.
Balu, Raghavendran. "Privacy-aware and scalable recommender systems uing sketching techniques." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S047/document.
Full textIn this thesis, we aim to study and evaluate the privacy and scalability properties of recommender systems using sketching techniques and propose scalable privacy preserving personalization mechanisms. Hence, the thesis is at the intersection of three different topics: recommender systems, differential privacy and sketching techniques. On the privacy aspects, we are interested in both new privacy preserving mechanisms and the evaluation of such mechanisms. We observe that the primary parameter in differential privacy is a control parameter and motivated to find techniques that can assess the privacy guarantees. We are also interested in proposing new mechanisms that are privacy preserving and get along well with the evaluation metrics. On the scalability aspects, we aim to solve the challenges arising in user modeling and item retrieval. User modeling with evolving data poses difficulties, to be addressed, in storage and adapting to new data. Also, addressing the retrieval aspects finds applications in various domains other than recommender systems. We evaluate the impact of our contributions through extensive experiments conducted on benchmark real datasets and through the results, we surmise that our contributions very well address the privacy and scalability challenges
Craft, B. R. "A sketching-oriented design method for information visualization software." Thesis, University College London (University of London), 2007. http://discovery.ucl.ac.uk/1445401/.
Full textWeisman, Luke 1974. "A foundation for intelligent multimodal drawing and sketching programs." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/9489.
Full textIncludes bibliographical references (p. 76-77).
Computers should be able to assist an engineer or designer at all stages of design without chasing the engineer away or frustrating her. In order for this to occur, the computer needs to be able to understand what the engineer is doing and provide unobtrusive help. Furthermore the engineer needs to be able to interact with the computer in a natural manner. To support this design methodology I implement a foundation on which a programmer can make such applications. I provide two illustrative applications which demonstrate the foundation's power.
by Luke Weisman.
S.M.
Hie, Brian. "Stitching and sketching large-scale single-cell transcriptomic data." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/121734.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 57-65).
Researchers are generating single-cell RNA sequencing (scRNA-seq) profiles of diverse biological systems [1]-[7] and every cell type in the human body [8] at an unprecedented scale, with scRNA-seq experiments regularly profiling gene expression in hundreds of thousands or even millions of cells [9]. Leveraging this data to gain unprecedented insight into biology and disease requires algorithms that can scale to the tremendous amount of data being generated and can integrate information across multiple experiments, laboratories, and technologies. Here, we present two algorithms that aim to aid researchers in gaining better insight from scRNA-seq data sets. The first, Scanorama, inspired by algorithms for panorama stitching, achieves accurate integration of heterogeneous scRNA-seq data sets, which we use to integrate a number of large and complex collections of data sets. The second algorithm, geometric sketching, is a sampling approach that aims to evenly cover the low-dimensional manifold spanned by the cells to capture more of the rare transcriptional structure than would uniform subsampling with equal probability for each cell, obtaining sketches that better capture the transcriptional heterogeneity of the original data. Moreover, geometric sketching can be used to improve the computational efficiency of algorithms for single-cell integration, including Scanorama. We anticipate that both algorithms will play an important role in the analysis and interpretation of large-scale single-cell transcriptomic data sets.
by Brian Hie.
S.M.
S.M. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Moussette, Camille. "Simple haptics : Sketching perspectives for the design of haptic interactions." Doctoral thesis, Umeå universitet, Institutionen Designhögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-60221.
Full textKeriven, Nicolas. "Apprentissage de modèles de mélange à large échelle par Sketching." Thesis, Rennes 1, 2017. http://www.theses.fr/2017REN1S055/document.
Full textLearning parameters from voluminous data can be prohibitive in terms of memory and computational requirements. Furthermore, new challenges arise from modern database architectures, such as the requirements for learning methods to be amenable to streaming, parallel and distributed computing. In this context, an increasingly popular approach is to first compress the database into a representation called a linear sketch, that satisfies all the mentioned requirements, then learn the desired information using only this sketch, which can be significantly faster than using the full data if the sketch is small. In this thesis, we introduce a generic methodology to fit a mixture of probability distributions on the data, using only a sketch of the database. The sketch is defined by combining two notions from the reproducing kernel literature, namely kernel mean embedding and Random Features expansions. It is seen to correspond to linear measurements of the underlying probability distribution of the data, and the estimation problem is thus analyzed under the lens of Compressive Sensing (CS), in which a (traditionally finite-dimensional) signal is randomly measured and recovered. We extend CS results to our infinite-dimensional framework, give generic conditions for successful estimation and apply them analysis to many problems, with a focus on mixture models estimation. We base our method on the construction of random sketching operators such that some Restricted Isometry Property (RIP) condition holds in the Banach space of finite signed measures with high probability. In a second part we introduce a flexible heuristic greedy algorithm to estimate mixture models from a sketch. We apply it on synthetic and real data on three problems: the estimation of centroids from a sketch, for which it is seen to be significantly faster than k-means, Gaussian Mixture Model estimation, for which it is more efficient than Expectation-Maximization, and the estimation of mixtures of multivariate stable distributions, for which, to our knowledge, it is the only algorithm capable of performing such a task
Ferreira, Isabelle Martins dos Santos. "Sketching behaviour and the copying, recall and creation of objects." Thesis, Lancaster University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.518186.
Full textSong, Huaguang. "Multi-scale data sketching for large data analysis and visualization." Scholarly Commons, 2012. https://scholarlycommons.pacific.edu/uop_etds/832.
Full textKihlström, Andreas. "Design Tools for Sketching of Dome Productions in Virtual Reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152251.
Full textHewson, Rachel. "Marking and making : a characterisation of sketching for typographic design." Thesis, Open University, 1994. http://oro.open.ac.uk/56454/.
Full textGuerreiro, José Manuel Nunes Serra. "Sketching, desenho de ideias e comunicação de conceitos em design industrial." Master's thesis, Universidade de Évora, 2014. http://hdl.handle.net/10174/12227.
Full textHaapasalo, H. (Harri). "Creative computer aided architectural design:an internal approach to the design process." Doctoral thesis, University of Oulu, 2000. http://urn.fi/urn:isbn:9514257545.
Full textLaViola, Joseph J. "Mathematical sketching : a new approach to creating and exploring dynamic illustrations /." View online version; access limited to Brown University users, 2005. http://wwwlib.umi.com/dissertations/fullcit/3174634.
Full textCleesattel, Michelle. "A Study in Using Sketching Techniques to Develop Cohesive Narrative Art." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/art_design_theses/84.
Full textGuay, Martin. "Sketching free-form poses and motions for expressive 3D character animation." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GRENM016/document.
Full textFree-form animation allows for exaggerated and artistic styles of motions such as stretching character limbs and animating imaginary creatures such as dragons. Creating these animations requires tools flexible enough to shape characters into arbitrary poses, and control motion at any instant in time. The current approach to free-form animation is keyframing: a manual task in which animators deform characters at individual instants in time by clicking-and-dragging individual body parts one at a time. While this approach is flexible, it is challenging to create quality animations that follow high-level artistic principles---as keyframing tools only provide localized control both spatially and temporally. When drawing poses and motions, artists rely on different sketch-based abstractions that help fulfill high-level aesthetic and artistic principles. For instance, animators will draw textit{lines of action} to create more readable and textit{expressive} poses. To coordinate movements, animators will sketch textit{motion abstractions} such as semi-circles and loops to coordinate a bouncing and rolling motions. Unfortunately, these drawing tools are not part of the free-form animation tool set today. The fact that we cannot use the same artistic tools for drawing when animating 3D characters has an important consequence: 3D animation tools are not involved in the creative process. Instead, animators create by first drawing on paper, and only later are 3D animation tools used to fulfill the pose or animation. The reason we do not have these artistic tools (the line of action, and motion abstractions) in the current animation tool set is because we lack a formal understanding relating the character's shape---possible over time---to the drawn abstraction's shape. Hence the main contribution of this thesis is a formal understanding of pose and motion abstractions (line of action and motion abstractions) together with a set of algorithms that allow using these tools in a free-form setting. As a result, the techniques described in this thesis allow exaggerated poses and movements that may include squash and stretch, and can be used with various character morphologies. These pose and animation drafting tools can be extended. For instance, an animator can sketch and compose different layers of motion on top of one another, add twist around strokes, or turning the strokes into elastic ribbons. The main contributions of this thesis are summarized as follows: -The line of action facilitating expressive posing by directly sketching the overall flow of the character's pose. -The space-time curve allowing to draft full coordinated movements with a single stroke---applicable to arbitrary characters. -A fast and robust skeletal line matching algorithm that supports squash-and-stretch. -Elastic lines of action with dynamically constrained bones for driving the motion of a multi-legged character with a single moving 2D line
Adler, Aaron D. (Aaron Daniel) 1979. "Segmentation and alignment of speech and sketching in a design environment." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/16959.
Full textIncludes bibliographical references (p. 203-205).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
by Aaron D. Adler.
M.Eng.
Sung, Woongki. "Sketching in 3D : towards a fluid space for mind and body." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82285.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 80-82).
This thesis explores a new type of computer-aided sketching tool for 3-dimensional designs. Sketching, as a process, has been used as an effective way to explore and develop ideas in the design process. However, when designers deal with volumetric designs in 3-dimensional space, current sketching means, including traditional free-hand sketching and contemporary computer-aided design (CAD) modeling have limitations such as dimensional inconsistency, and non-intuitive interactions. By observing the roles of sketching in the design process and reviewing the history of design tools, this thesis investigates and proposes new digital methods of 3-dimensional sketching that take advantage of motion detecting and computer-vision technology that is widely available today. In this thesis, two prototype tools were developed and compared. The first prototype uses a motion detecting sensor, projection screen, and gesture tracking software. The movement of the user's hands becomes the intuitive interface to shape 3-dimensional objects in the virtual space. The second prototype, developed in collaboration with Nagakura, uses a hand-held tablet computer with marker-based augmented reality technique. The hand-held device displays the virtual object from desired angles and works as a virtual tool like a chisel, plane, drill, and glue gun to shape virtual objects in 3-dimensional space. Testing these two prototypes for use, and comparing the resulting objects and user responses revealed the strengths and weaknesses of these different 3-dimensional sketching environments. The proposed systems provide a possible foundation for novel computer-aided sketching application that takes advantages of both the physical and virtual worlds.
by Woongki Sung.
S.M.in Architecture Studies
Smith, Rebecca A. (Rebecca Anna). "Analyzing patterns of writing and sketching in the product design process." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/54491.
Full text"June 2009." Cataloged from PDF version of thesis.
Includes bibliographical references (p. 23).
Design notebooks, or logbooks, are typically used to record notes during the design process. These notes consist of text entries as well as sketches with varying levels of detail. Previous research on the design process has focused on sketches, including their effect on design outcome, differences based on prior sketching experience, and more. This paper looks at the interplay between text entries and sketches in design notebooks, and analyzes patterns that appear over the course of the design process. Data collected from eighteen logbooks from the class Design-a-palooza shows that trends exist between writings and drawings in the design process. The results of analysis of this data show that the number of sketches in a logbook increases following drawing instruction, and the design process typically starts with more text entries in logbooks, including customer needs research, followed by this increased number of sketches and then a decrease in all entries as prototyping occurs. The analysis was inconclusive in determining if students who write more ideas with text will sketch fewer ideas, as well as the relationship between partners' logbook entries. Recommendations for future research in these areas of design research are presented.
by Rebecca A. Smith.
S.B.
Alex, John 1977. "Hybrid sketching : a new middle ground between 2- and 3-D." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/28749.
Full textIncludes bibliographical references (leaves 124-133).
This thesis investigates the geometric representation of ideas during the early stages of design. When a designer's ideas are still in gestation, the exploration of form is more important than its precise specification. Digital modelers facilitate such exploration, but only for forms built with discrete collections of high-level geometric primitives; we introduce techniques that operate on designers' medium of choice, 2-D sketches. Designers' explorations also shift between 2-D and 3-D, yet 3-D form must also be specified with these high-level primitives, requiring an entirely different mindset from 2-D sketching. We introduce a new approach to transform existing 2-D sketches directly into a new kind of sketch-like 3-D model. Finally, we present a novel sketching technique that removes the distinction between 2-D and 3-D altogether. This thesis makes five contributions: point-dragging and curve-drawing techniques for editing sketches; two techniques to help designers bring 2-D sketches to 3-D; and a sketching interface that dissolves the boundaries between 2-D and 3-D representation. The first two contributions of this thesis introduce smooth exploration techniques that work on sketched form composed of strokes, in 2-D or 3-D. First, we present a technique, inspired by classical painting practices, whereby the designer can explore a range of curves with a single stroke. As the user draws near an existing curve, our technique automatically and interactively replaces sections of the old curve with the new one. Second, we present a method to enable smooth exploration of sketched form by point-dragging. The user constructs a high-level "proxy" description that can be used, somewhat like a skeleton, to deform a sketch independent of
(cont.) the internal stroke description. Next, we leverage the proxy deformation capability to help the designer move directly from existing 2-D sketches to 3-D models. Our reconstruction techniques generate a novel kind of 3-D model which maintains the appearance and stroke structure of the original 2-D sketch. One technique transforms a single sketch with help from annotations by the designer; the other combines two sketches. Since these interfaces are user-guided, they can operate on ambiguous sketches, relying on the designer to choose an interpretation. Finally, we present an interface to build an even sparser, more suggestive, type of 3-D model, either from existing sketches or from scratch. "Camera planes" provide a complex 3-D scaffolding on which to hang sketches, which can still be drawn as rapidly and freely as before. A sparse set of 2-D sketches placed on planes provides a novel visualization of 3-D form, with enough information present to suggest 3-D shape, but enough missing that the designer can 'read into' the form, seeing multiple possibilities. This unspecified information--this empty space--can spur the designer on to new ideas.
by John Alex.
Ph.D.
Parsons, Clare. "Sketching the 'Sôtêria Tou Biou' : Plato and the art of measurement." Thesis, Durham University, 2007. http://etheses.dur.ac.uk/1320/.
Full textAlzahrani, Adel Bakheet. "Understanding Outdoor Social Spaces: Use of Collaborative-Sketching to Capture Users' Imagination as a Rich Source of Needs and Desires." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/73897.
Full textPh. D.
Aronson, Eran. "Sketches of shadows and light." Thesis, KTH, Skolan för teknik och hälsa (STH), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-117347.
Full textBiehl, Marten. "Sketching Movement-based Interactions : Defining Guidelines for Tool Support in Interdisciplinary Teams." Thesis, Uppsala universitet, Människa-datorinteraktion, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-213228.
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