Journal articles on the topic 'Sketching'

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1

Obrenovic, Željko, and Jean-Bernard Martens. "Sketching interactive systems with sketchify." ACM Transactions on Computer-Human Interaction 18, no. 1 (April 2011): 1–38. http://dx.doi.org/10.1145/1959022.1959026.

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Schmidt, Linda C., Noe Vargas Hernandez, and Ashley L. Ruocco. "Research on encouraging sketching in engineering design." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 26, no. 3 (August 2012): 303–15. http://dx.doi.org/10.1017/s0890060412000169.

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AbstractThe value of sketching in engineering design has been widely documented. This paper reviews trends in recent studies on sketching in engineering design and focuses on the encouragement of sketching. The authors present three experimental studies on sketching that look at (1) sketching assignments and their motivation, (2) the impact of a sketching lesson, and (3) the use of Smartpen technology to record sketching; overall these studies address the research question: Can sketching frequency be influenced in engineering education? Influencing sketching frequency is accomplished through motivation, learning, and use of technology for sketching, respectively. Results indicate that these three elements contribute to the encouragement of sketching in engineering design.
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Kaspar, Alexandre, Kui Wu, Yiyue Luo, Liane Makatura, and Wojciech Matusik. "Knit sketching." ACM Transactions on Graphics 40, no. 4 (August 2021): 1–15. http://dx.doi.org/10.1145/3476576.3476614.

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Kaspar, Alexandre, Kui Wu, Yiyue Luo, Liane Makatura, and Wojciech Matusik. "Knit sketching." ACM Transactions on Graphics 40, no. 4 (August 2021): 1–15. http://dx.doi.org/10.1145/3450626.3459752.

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Solar-Lezama, Armando, Gilad Arnold, Liviu Tancau, Rastislav Bodik, Vijay Saraswat, and Sanjit Seshia. "Sketching stencils." ACM SIGPLAN Notices 42, no. 6 (June 10, 2007): 167–78. http://dx.doi.org/10.1145/1273442.1250754.

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Jonson, Ben. "Sketching Now." International Journal of Art & Design Education 21, no. 3 (October 2002): 246–53. http://dx.doi.org/10.1111/1468-5949.00321.

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Jung, Amaury, Stefanie Hahmann, Damien Rohmer, Antoine Begault, Laurence Boissieux, and Marie-Paule Cani. "Sketching Folds." ACM Transactions on Graphics 34, no. 5 (November 3, 2015): 1–12. http://dx.doi.org/10.1145/2749458.

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SHORT, L. "Function Sketching." Teaching Mathematics and its Applications 11, no. 2 (1992): 88–91. http://dx.doi.org/10.1093/teamat/11.2.88.

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Su, Qingkun, Wing Ho Andy Li, Jue Wang, and Hongbo Fu. "EZ-sketching." ACM Transactions on Graphics 33, no. 4 (July 27, 2014): 1–9. http://dx.doi.org/10.1145/2601097.2601202.

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Simo-Serra, Edgar, Satoshi Iizuka, and Hiroshi Ishikawa. "Mastering Sketching." ACM Transactions on Graphics 37, no. 1 (January 31, 2018): 1–13. http://dx.doi.org/10.1145/3132703.

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Cormode, Graham. "Data sketching." Communications of the ACM 60, no. 9 (August 23, 2017): 48–55. http://dx.doi.org/10.1145/3080008.

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Cormode, Graham. "Data Sketching." Queue 15, no. 2 (April 2017): 49–67. http://dx.doi.org/10.1145/3084693.3104030.

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Turner, Alasdair, David Chapman, and Alan Penn. "Sketching space." Computers & Graphics 24, no. 6 (December 2000): 869–79. http://dx.doi.org/10.1016/s0097-8493(00)00089-3.

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Zimmermann, Johannes, Andrew Nealen, and Marc Alexa. "Sketching contours." Computers & Graphics 32, no. 5 (October 2008): 486–99. http://dx.doi.org/10.1016/j.cag.2008.05.006.

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Solar-Lezama, Armando. "Program sketching." International Journal on Software Tools for Technology Transfer 15, no. 5-6 (August 2, 2012): 475–95. http://dx.doi.org/10.1007/s10009-012-0249-7.

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Chen, Xuejin, Sing Bing Kang, Ying-Qing Xu, Julie Dorsey, and Heung-Yeung Shum. "Sketching reality." ACM Transactions on Graphics 27, no. 2 (April 2008): 1–15. http://dx.doi.org/10.1145/1356682.1356684.

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Page, Tom. "A Comparison of Haptic Sketching and Digital Sketching." International Journal of Information and Communication Technology Education 15, no. 2 (April 2019): 146–61. http://dx.doi.org/10.4018/ijicte.2019040109.

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This article compares and contrasts the use of haptic and digital sketching in the design process. It investigates the preferred sketching method of final year design students. In addition, it examines the relationship between effective communication and the use of haptic and digital sketching. A case study involving ten final year students studying product design courses at Nottingham Trent University was undertaken. The text explores the current literature and identifies the benefits of using the two methods. The inclusion of digital sketching tutorials in the undergraduate curriculum is discussed as well as the option of replacing haptic with digital sketching. The study concludes that while a wider survey with students from other design courses would be useful, the results provide strong evidence that final year students currently prefer haptic to digital sketching as an essential part of the design process.
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Kelley, Todd R., and Euisuk Sung. "Sketching by design: teaching sketching to young learners." International Journal of Technology and Design Education 27, no. 3 (January 30, 2016): 363–86. http://dx.doi.org/10.1007/s10798-016-9354-3.

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Urdziņa-Deruma, Māra, Austra Celmiņa-Ķeirāne, Austra Avotiņa, and Inguna Karlsone. "A Diagnostic Analysis of Observational Sketching: Examples from the University of Latvia." Acta Paedagogica Vilnensia 50 (August 22, 2023): 143–58. http://dx.doi.org/10.15388/actpaed.2023.50.9.

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The importance of freehand sketching is being updated and revised at a time when sketching by hand is, in many cases, being replaced by sketching with digital technologies. In addition, in Latvia, since the reform of the general education curriculum, sketching has been included in the new primary education curriculum, which requires primary school teachers to have experience and understanding of sketching. Freehand sketching is also part of the curriculum for future designers’ education. Researchers at the University of Latvia developed a task, criteria, and a description of the assessment levels (rubric) for sketching from an image to assess the initial preparedness and observational sketching skills of students on design and primary school education teachers’ programmes. The conclusion was that students’ sketching skills could be developed and extended by encouraging the use of different technical approaches and means of expression, as well as by practising the accuracy of observation.
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Rodriguez, Andres. "Sketching enactive interactions." Journal of Computer Science and Technology 20, no. 2 (October 29, 2020): e13. http://dx.doi.org/10.24215/16666038.20.e13.

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The continuous development of interactive technologies and the greater understanding of body importance in cognitive processes has driven HCI research, specifically on interaction design, to solve the user’s relationship with a multitude of beyond desktop devices. This has opened new challenges for having processes, methods and tools to achieve appropriate user experiences. Insofar as new devices and systems involve the body and social aspects of the human being, the consideration of paradigms, theories and support models that exceed the selection of navigation nodes and the appropriate visual organization of widgets and screens becomes more relevant. The interaction design must take care not only to get the product built properly but also to build the right product. This thesis is at the crossroads of three themes: the design of interactive systems that combine a foot in the digital and one in the physical, the theories of embodied and enactive cognition and the creative practices supported by sketching, in particular the processes of generation, evaluation and communication of interaction design ideas. This work includes contributions of different character. An in-depth study of the theories on embodied and enactive cognition, the design of interaction with digital devices and sketching as a basic tool of creative design is carried out. Based on this analysis of the existing literature and with a characterization of the enactive practice of enactive interactions based on ethnomethodological studies, a framework is proposed to conceptually organize this practice and a support tool for that activity conceived as a creative composition. The contributions are discussed, and possible lines of future work are considered.
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21

Kessler, Elizabeth A. "Sketching the nebulae." Journal for the History of Astronomy 46, no. 2 (May 2015): 237–39. http://dx.doi.org/10.1177/0021828614552245.

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22

Forbus, Kenneth D. "Vision and Sketching." Perception 41, no. 9 (January 2012): 1031–39. http://dx.doi.org/10.1068/p7292.

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Holmquist, Lars Erik. "Sketching in hardware." Interactions 13, no. 1 (January 2006): 47–60. http://dx.doi.org/10.1145/1109069.1109101.

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24

Hearst, M. A. "Sketching intelligent systems." IEEE Intelligent Systems 13, no. 3 (May 1998): 10–19. http://dx.doi.org/10.1109/5254.683174.

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Kho, Youngihn, and Michael Garland. "Sketching mesh deformations." ACM Transactions on Graphics 24, no. 3 (July 2005): 934. http://dx.doi.org/10.1145/1073204.1073291.

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Zeleznik, Robert. "Sketching in 3D." ACM SIGGRAPH Computer Graphics 32, no. 4 (November 1998): 45–49. http://dx.doi.org/10.1145/307710.307727.

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27

Balaguer, Jean-Francis, and Enrico Gobbetti. "Sketching 3D Animations." Computer Graphics Forum 14, no. 3 (August 1995): 241–58. http://dx.doi.org/10.1111/1467-8659.1430241.

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Hutchinson, D., F. Lin, and W. T. Hewitt. "Surface Graph Sketching." Computer Graphics Forum 15, no. 3 (August 1996): 301–10. http://dx.doi.org/10.1111/1467-8659.1530301.

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Barnes, Annette. "When Sketching Crucifixions." Christianity & Literature 66, no. 4 (September 2017): 706. http://dx.doi.org/10.1177/0148333117715253.

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Weidenbacher, Ulrich, Pierre Bayerl, Heiko Neumann, and Roland Fleming. "Sketching shiny surfaces." ACM Transactions on Applied Perception 3, no. 3 (July 2006): 262–85. http://dx.doi.org/10.1145/1166087.1166094.

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31

Balaguer, Jean-Francis, and Enrico Gobbetti. "Sketching 3D Animations." Computer Graphics Forum 14, no. 3 (August 1995): 241–58. http://dx.doi.org/10.1111/j.1467-8659.1995.cgf143_0241.x.

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32

Guha, Sudipto, Piotr Indyk, and Andrew McGregor. "Sketching information divergences." Machine Learning 72, no. 1-2 (May 14, 2008): 5–19. http://dx.doi.org/10.1007/s10994-008-5054-x.

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33

Zahidov, Sabir T. "Sketching on Viruses." Economic Strategies 144, no. 4 (184) (June 20, 2022): 113–19. http://dx.doi.org/10.33917/es-4.184.2022.113-119.

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“Viruses stand on the borders of the living and non-living. On the one hand, they have all the attributes of a living thing: they are born, assimilate, die and, to please those who are accustomed to seeing movement in the living, move. But in chemical laboratories viruses are sometimes transformed into powder, which in appearance doesn’t differ much from a mineral that has been ground into powder. And this "viral" powder is not born, does not assimilate, does not die and, of course, if it moves, then only for the same reasons as granulated sugar. But once the virus powder, sleeping in a “dead sleep” for a long time, longer than the “sleeping princess”, is “transferred” into a living environment, for example, tobacco mosaic virus is put onto tobacco leaves, the powder in the plant cells will turn into tailed living beings. If a virus is alive, why doesn't it die when it turns into a corpse? If it is lifeless, why, having resurrected, it lives like all living things?” (N.K. Koltsov)
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34

Seago, Andrew, and Madeline Seago. "An Architectural Perspective on Sketching." Journal of Traditional Building, Architecture and Urbanism, no. 4 (November 13, 2023): 273–91. http://dx.doi.org/10.51303/jtbau.vi4.673.

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Architects often rely heavily on hand-sketching to represent their ideas to others, but many have never formally studied what makes a good perspective sketch. Elements of perspective sketching such as medium, subject, and composition are examined along with analysis of the technique’s benefits for other aspects of an architect’s work. We introduce and briefly address several technical skills which perspective sketching both requires and cultivates, including the treatment of negative space, correct perspectival construction, shade and shadow, tone, color, and entourage. Considering the underrated nature of good sketching, some suggestions for incorporating sketching practice into one’s daily regimen are put forth.
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Hesenius, Marc, Markus Kleffmann, and Volker Gruhn. "AugIR Meets GestureCards: A Digital Sketching Environment for Gesture-Based Applications." Interacting with Computers 33, no. 2 (March 2021): 134–54. http://dx.doi.org/10.1093/iwcomp/iwab017.

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Abstract To gain a common understanding of an application’s layouts, dialogs and interaction flows, development teams often sketch user interface (UI). Nowadays, they must also define multi-touch gestures, but tools for sketching UIs often lack support for custom gestures and typically just integrate a basic predefined gesture set, which might not suffice to specifically tailor the interaction to the desired use cases. Furthermore, sketching can be enhanced with digital means, but it remains unclear whether digital sketching is actually beneficial when designing gesture-based applications. We extended the AugIR, a digital sketching environment, with GestureCards, a hybrid gesture notation, to allow software engineers to define custom gestures when sketching UIs. We evaluated our approach in a user study contrasting digital and analog sketching of gesture-based UIs.
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36

Heidari, Parvin, and Çiğdem Polatoğlu. "Pen-and-paper versus digital sketching in architectural design education." International Journal of Architectural Computing 17, no. 3 (April 12, 2019): 284–302. http://dx.doi.org/10.1177/1478077119834694.

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This study aimed to compare and evaluate the digital-based sketching versus conventional pen-and-paper sketching through conducting an experiment via protocol study in educational field. To this aim, the linkography analysis technique was used to obatin the related data from the protocol study. Linkography technique allows analyzing design as a system and is capable of tracing the design ideas and their connections; therefore, it facilitated the purposes of the current study. The results demonstrated that designers had a richer design process and more opportunities for generating ideas in the pen-and-paper sketching versus digital sketching. Furthermore, the designers’ performance in the digital media with two-dimensional sketching software was more satisfactory than the digital session with three-dimensional sketching software. However, digital media encouraged designers to make more integration among the ideas.
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Tung, Yu-Hsin, and Chun-Yen Chang. "How three-dimensional sketching environments affect spatial thinking: A functional magnetic resonance imaging study of virtual reality." PLOS ONE 19, no. 3 (March 11, 2024): e0294451. http://dx.doi.org/10.1371/journal.pone.0294451.

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Designers rely on sketching to visualize and refine their initial ideas, and virtual reality (VR) tools now facilitate sketching in immersive 3D environments. However, little research has been conducted on the differences in the visual and spatial processes involved in 3D versus 2D sketching and their effects on cognition. This study investigated potential differences in spatial and visual functions related to the use of 3D versus 2D sketching media by analyzing functional magnetic resonance imaging (fMRI) data. We recruited 20 healthy, right-handed students from the Department of Horticulture and Landscape Architecture with at least three years of experience in freehand landscape drawing. Using an Oculus Quest VR headset controller and a 12.9-inch iPad Pro with an Apple Pencil, we tested participants individually with 3D and 2D sketching, respectively. When comparing 2D and 3D sketches, our fMRI results revealed significant differences in the activation of several brain regions, including the right middle temporal gyrus, both sides of the parietal lobe, and the left middle occipital gyrus. We also compared different sketching conditions, such as lines, geometrical objects (cube), and naturalistic objects (perspective view of a tree), and found significant differences in the spatial and visual recognition of brain areas that support visual recognition, composition, and spatial perception. This finding suggests that 3D sketching environments, such as VR, may activate more visual–spatial functions during sketching compared to 2D environments. The result highlights the potential of immersive sketching environments for design-related processes and spatial thinking.
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Yang, Maria C., and Jorge G. Cham. "An Analysis of Sketching Skill and Its Role in Early Stage Engineering Design." Journal of Mechanical Design 129, no. 5 (May 19, 2006): 476–82. http://dx.doi.org/10.1115/1.2712214.

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Previous studies have demonstrated the importance of sketching in design cognition, particularly in the early stages of engineering design. The goal of this preliminary study is to consider the role of a designer’s sketching ability and to examine the potential link between sketching skill and measures of engineering design performance. Sketching ability was evaluated on three distinct aspects relevant to engineering design: visual recall, rendering, and novel visualization. These evaluations were correlated with each other and with measures for sketch fluency, reviewer ranking, and design project outcome. The results of this study suggest that sketching skill is not comprehensive nor is it solely task based. Rather, a designer’s sketching ability lies between these two poles. Positive correlations were found between the quantity of sketches produced and two of the sketching skills that emphasize drawing facility, but a negative correlation was found between sketch quantity and a skill related to mechanism visualization. No conclusive correlations were found between the sketching skills and design outcome and reviewer ranking. This study's findings suggest an important interplay between a designer's ability to sketch and their ability to visualize in their heads or through prototypes. Results also suggest that designers who are given sketch instruction tended to draw more overall.
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Falkenberg, Kjetil, Hans Lindetorp, Adrian Benigno Latupeirissa, and Emma Frid. "Creating Digital Musical Instruments With and for Children: Including Vocal Sketching as a Method for Engaging in Codesign." Human Technology 16, no. 3 (November 30, 2020): 348–71. http://dx.doi.org/10.17011/ht/urn.202011256768.

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A class of master of science students and a group of preschool children codesigned new digital musical instruments based on workshop interviews involving vocal sketching, a method for imitating and portraying sounds. The aim of the study was to explore how the students and children would approach vocal sketching as one of several design methods. The children described musical instruments to the students using vocal sketching and other modalities (verbal, drawing, gestures). The resulting instruments built by the students were showcased at the Swedish Museum of Performing Arts in Stockholm. Although all the children tried vocal sketching during preparatory tasks, few employed the method during the workshop. However, the instruments seemed to meet the children’s expectations. Consequently, even though the vocal sketching method alone provided few design directives in the given context, we suggest that vocal sketching, under favorable circumstances, can be an engaging component that complements other modalities in codesign involving children.
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40

Chieng, Wei-Hua, and D. A. Hoeltzel. "A Combinatorial Approach for the Automatic Sketching of Planar Kinematic Chains and Epicyclic Gear Trains." Journal of Mechanical Design 112, no. 1 (March 1, 1990): 6–15. http://dx.doi.org/10.1115/1.2912581.

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Automatic mechanism sketching can be considered to be a computational approach for converting the graph representation of a mechanism into its skeleton diagram representation, subject to the constraint of the avoidance of crossing links. The purpose of sketching is to obtain a clearer understanding of the topological and functional characteristics of a mechanism. Since the avoidance of link crossing alone cannot provide control over the numerical solution to the sketching problem, the graph-to-mechanism conversion process, subject to the constraint of link crossing avoidance, can be classified as an ill-constrained problem. The application of heuristics and semi-algorithmic methods have been applied by a number of authors in an attempt to overcome this numerical barrier. This paper introduces a new computational model, based on a combinatorial approach, for algorithmically solving the numerically continuous mechanism sketching problem as a discrete domain problem. This new approach can systematically generate explicit, concrete sketching constraints, thereby providing a well defined methodology for mechanism sketching.
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41

Howell, Bryan, Asa River Jackson, Alexandra M. Edwards, Katherine Kilbourn-Barber, Kaylee Bliss, and Addie Payne Morgan. "ASSESSING EYE GAZE PATTERNS BETWEEN INTERMEDIATE AND ADVANCED DESIGN SKETCHERS." Proceedings of the Design Society 3 (June 19, 2023): 657–66. http://dx.doi.org/10.1017/pds.2023.66.

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AbstractOne difficulty with sketching pedagogy is the tendency to assess growth according to outcomes, as opposed to processes. We assessed eye gaze patterns between advanced and intermediate design sketchers and anticipated correlations between eye-gaze practices and sketching proficiency. Participants sketched two different objects using analogue materials, a potted plant from memory, and a MacBook from observation.The study utilised Tobii 3 adjustable eye-tracking glasses and Tobii Pro data processing software. Twenty-five design sketching students and six design sketching instructors participated in the study.Metrics measured include the quantity of reference line gazes, eye movement during line creation (targeting vs tracking), eye fixation duration, work checks per minute and subject gazes per minute.The results show a difference in gaze patterns between intermediate and advanced sketchers, both in terms of practice and consistency. Eye-tracking sketching behaviours has revealed a new understanding of how teaching gaze habits could lead to improved methods of design sketching instruction.
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Avotiņa, Austra, Inguna Karlsone, Māra Urdziņa-Deruma, and Austra Celmiņa-Ķeirāne. "Sketching as an external representation of thinking results and processes in education." Drawing: Research, Theory, Practice 8, no. 2 (October 1, 2023): 295–310. http://dx.doi.org/10.1386/drtp_00122_1.

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In recent decades, there has been a growing interest in the role of sketching in the fields of art, design and architecture, as well as education more generally. Sketching can play a unique role in promoting effective learning by helping to represent both concrete and abstract spatial relationships. This study aims to determine whether sketching is an advisable tool for expressing the results of human thinking in different situations of professional life, not only in art and design education but much more widely. The article uses an analytical examination of empirical material collected from eight interviews with experts to answer the following research questions: (1) is sketching an activity that can be classified as a mundane, methodical design-thinking technique? (2) Is sketching a hands-on exercise, necessary for a sense of freedom in the process of fixing thought, aimed at finding a creative solution in every new situation? and (3) should sketching be part of the educational process in all areas of teaching and science? The analytical findings offer a critical perspective and argue that sketching is a recommended and valuable tool for expressing the results of human creative thinking in different situations of professional life. The widespread impact of new digital technologies on the visualization of ideas compared to older, analogue visualization methods, as well as the increasing influence of artificial intelligence, creates a challenge to raise awareness of the need to use sketching in the educational process so that students can understand the role and importance of sketching in the creative and cognitive process as an essential tool for capturing thinking outcomes.
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43

Uziak, Jacek, and Ning Fang. "Improving students’ freehand sketching skills in mechanical engineering curriculum." International Journal of Mechanical Engineering Education 46, no. 3 (November 29, 2017): 274–86. http://dx.doi.org/10.1177/0306419017744156.

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Freehand sketching is a fundamental skill in mechanical engineering and many other engineering disciplines. It not only serves as a communication tool among engineers, but plays a critical role in engineering design and problem solving. However, as computer-aided drafting has replaced traditional drawing classes nowadays, the training of students’ freehand sketching skills has been almost completely eliminated in modern engineering curricula. This paper describes the attributes of freehand sketching and its roles in several essential aspects of engineering; in particular, in its roles in problem solving, of which current literature has ignored. Representative examples are provided to show students’ freehand sketching skills in problem solving in a foundational undergraduate mechanical engineering course. Pedagogical suggestions are made on how to teach freehand sketching to engineering students.
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Ayaz Ali Jarah and Dr. Shazra Hussain. "A critical Review Of Selected Female Sketches Writers Of Urdu Literature." Dareecha-e-Tahqeeq 4, no. 3 (October 30, 2023): 28–35. http://dx.doi.org/10.58760/dareechaetahqeeq.v4i3.133.

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In Urdu literature, sketching is a very popular and heartwarming genre like fiction. Sketch is also a separate genre like essay, fiction, drama, and story. Its religious symbols are also called (photo type, sketch). It is believed and recognized as gender, The art of sketching is both easy and difficult, language is also taken into account in sketching, is a very complex genre (which is consumed by sign language).When we mention sketching in Urdu literature, like other genres, there are very few creations of women in sketching. But the women who wrote sketches are of very high quality, but a question arises in the mind. Why hasn't physical examination been done in Khangari, and what is the reason for it, so many questions arise in the mind, is it the dominance of men over women in this society due to which women are being degraded, so maybe the rest of the castes Similarly, the tendency of women in sketching is less, famous sketchers of Urdu literature, who have written very good sketches, names of some of them are listed and comments are being made on the sketching of selected women. Saliha Abid Hussain, Hamida Akhtar Hussain Raipuri, Bano Qudsia and Razia Sajjad Zaheer are prominent among these women.
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Shiranita, Kazuhiko, Kenichiro Hayashi, and Akifumi Otsubo. "Sketching for Porcelain Using Image Processing." Journal of Robotics and Mechatronics 10, no. 6 (December 20, 1998): 515–20. http://dx.doi.org/10.20965/jrm.1998.p0515.

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We developed a system for automatically sketching patterns on the surface of porcelain. The system consists of two parts - measurement for the three-dimensional (3-D) porcelain piece using slit lighting and automatic pattern sketching. Since we classified porcelain pieces into two types by shape, two 3-D measurements were developed. We propose calculating of 3-D coordinates simply and quickly. Sketching uses numerical control. Numerical control data for sketching patterns onto porcelain were generated using results measured by the measurement and CAD systems. Experimental results verified the system's effectiveness.
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46

Joundi, J., Y. Christiaens, J. Saldien, P. Conradie, and L. De Marez. "AN EXPLORATIVE STUDY TOWARDS USING VR SKETCHING AS A TOOL FOR IDEATION AND PROTOTYPING IN PRODUCT DESIGN." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 225–34. http://dx.doi.org/10.1017/dsd.2020.61.

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AbstractThe advancements in the field of VR allow designers to use VR as a technology for sketching ideas in a virtual space. In this paper, Gravity Sketch (a VR sketching software) is used as an ideation sketching tool in the process of product styling. The goal of this research is to examine the advantages and points-of-pain when using virtual reality tools in the process of product styling. 29 Master students used the VR sketching tool in their design process and all of them had feedback and insights on the tool.
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47

Lin, Ling, Nitikorn Onyon, and Tiansong Wang. "Effect of Project-based Learning on Art Basic Sketching Ability of Second-Year Vocational Students in the Academic Year of 2023 of Chongqing University of Arts and Engineering." International Journal of Sociologies and Anthropologies Science Reviews 4, no. 1 (January 14, 2024): 103–12. http://dx.doi.org/10.60027/ijsasr.2024.3370.

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Background and aim: This study adopted the teaching mode of project-based learning to change the traditional art education teaching methods to improve the art basic sketching ability of secondary vocational students. The purpose of this study was 1) to compare the students’ art basic sketching ability before and after learning through the project-based learning method, 2) to compare the students’ art basic sketching ability after learning through the project-based learning method with the criterion set at 70% and 3) to assess the students’ satisfaction after learning through the project-based learning method. Materials and methods: In this experimental study, 40 secondary vocational students from Class 1 in the academic year of 2023, Chongqing University of Arts and Engineering were investigated. This study used an art basic sketching ability evaluation form to evaluate the students’ art basic sketching ability before and after learning. Data were collected and analyzed by using arithmetic mean, standard deviation, and t-test for independent samples, and t-test for one sample. Results: It was found that the 1) students’ art basic sketching ability scores after learning through the project-based learning method (M = 82.030, S.D.=5.609) was higher than before learning through the project-based learning method (M = 64.980, S.D.=7.084) at .05 statistically significant level (t39=11.934 p <0.05). 2) students’ art basic sketching ability after learning through the project-based learning method was statistically higher than the determined criterion of 70% at a .05 level of statistical significance (t 39=13.559, p <0.05). 3) students’ satisfaction with the using project-based Learning method in the fundamentals of art sketching course was at the highest level (M = 4.729, S.D.=0.447). Conclusion: The project-based learning method has a significant effect on improving the art basic sketching ability of secondary vocational students.
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Ranscombe, Charlie, Wenwen Zhang, Jacob Rodda, and David Mathias. "Digital Sketch Modelling: Proposing a Hybrid Visualisation Tool Combining Affordances of Sketching and CAD." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 309–18. http://dx.doi.org/10.1017/dsi.2019.34.

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AbstractVisualisation of ideas and emergent designs is an essential ingredient in design practice. Sketching and CAD represent two widely used visualisation tools, each with complementary affordances that dictate their typical use during the design process. Sketching has affordances of fast and fluent visualisation whereas CAD affords easy modification of detailed designs. This paper proposes a hybrid tool, Digital Sketch Modelling, investigating the extent to which it can deliver complementary affordances of both sketching to CAD. Analysis of diary entries made by 62 postgraduate designers using sketching, digital sketch modelling and CAD within a design project forms the basis of the study. Results illustrate how digital sketching over crude 3d digital models, combined with benefits of digital image editing software enhance affordance for easy visualisation of ideas. Concurrently, the level of software used in Digital Sketch modelling led to fewer concerns over the level of difficulty to modify designs, enhancing the affordance for easy modification. As such we conclude Digital Sketch Modelling does combine affordances indicating its potential benefit in use between sketching and CAD.
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Seybold, Carsten, and Frank Mantwill. "3D SKETCHES IN VIRTUAL REALITY AND THEIR EFFECT ON DEVELOPMENT TIMES." Proceedings of the Design Society 1 (July 27, 2021): 1–10. http://dx.doi.org/10.1017/pds.2021.1.

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AbstractIn the product development process, digital support continues to advance. Some work steps during product development are still carried out without assistance. Sketch creation is one of these. Therefore, the content created here is rarely documented due to the effort required for digital transformation. An alternative can be sketching in virtual reality. This article explores whether 3D sketching in VR enables faster sketching and can offer the basic features of hand-drawn sketches. To verify this, a tool for 3D sketching was developed. 27 test subjects were asked to solve one out of two different design tasks using this tool. The experiments were evaluated using video coding to identify the subjects actions. The created solutions have been analyzed about quality. The study showed initial indications that sketching in VR generally enables faster processing while maintaining the same solution quality.
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Rambo, Carol. "Sketching as Autoethnographic Practice." Symbolic Interaction 30, no. 4 (November 2007): 531–42. http://dx.doi.org/10.1525/si.2007.30.4.531.

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