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A Katana Design Experience

机译:katana设计经验

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摘要

Increases in computation power have allowed design software to become more complex. At the same time, big data and artificial intelligence, question the traditional tools of the human designer. Morphogenetic (concerned with the beginning of the form of an object) prototyping provides a method for designers to control this complexity by separating the design into pseudo developmental stages to enable the manipulation of its development at different stages. This paper investigates the tools, processes, theory and systems that would be needed to simulate this design experience. Through this process a katana sword is selected as the metaphor for the design experience to relate the affordance of cutting to the simulation of a pseudo biological sub division. A sword prototype is used to identify appropriate gestures to map to biological behaviours in order to trigger the simulation of staged pseudo biological processes in the design model. Finally, the tangible user interface (TUI) tool based on the katana sword is refined and future work is outlined.
机译:计算能力的增加使设计软件变得更加复杂。同时,大数据和人工智能,质疑人类设计师的传统工具。形态发生(关注物体形式的开始)原型设计为设计者提供了一种通过将设计分离成伪发展阶段来控制这种复杂性,以便在不同阶段操纵其发展。本文调查了模拟这种设计体验所需的工具,过程,理论和系统。通过这个过程,被选中Katana Sword作为设计经验的隐喻,以便在伪生物分部的模拟中涉及切割的可承受。剑原型用于识别以映射到生物行为的适当手势,以便在设计模型中触发分阶段伪生物过程的模拟。最后,基于Katana Sword的有形用户界面(TUI)工具被精制,未来的工作已概述。

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