interactive design
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2022 ◽  
Vol 41 (2) ◽  
pp. 1-16
Author(s):  
Benjamin Jones ◽  
Yuxuan Mei ◽  
Haisen Zhao ◽  
Taylor Gotfrid ◽  
Jennifer Mankoff ◽  
...  

We present an interactive design system for knitting that allows users to create template patterns that can be fabricated using an industrial knitting machine. Our interactive design tool is novel in that it allows direct control of key knitting design axes we have identified in our formative study and does so consistently across the variations of an input parametric template geometry. This is achieved with two key technical advances. First, we present an interactive meshing tool that lets users build a coarse quadrilateral mesh that adheres to their knit design guidelines. This solution ensures consistency across the parameter space for further customization over shape variations and avoids helices, promoting knittability. Second, we lift and formalize low-level machine knitting constraints to the level of this coarse quad mesh. This enables us to not only guarantee hand- and machine-knittability, but also provides automatic design assistance through auto-completion and suggestions. We show the capabilities through a set of fabricated examples that illustrate the effectiveness of our approach in creating a wide variety of objects and interactively exploring the space of design variations.


2022 ◽  
Vol 41 (2) ◽  
pp. 1-17
Author(s):  
Giacomo Nazzaro ◽  
Enrico Puppo ◽  
Fabio Pellacini

Tangles are complex patterns, which are often used to decorate the surface of real-world artisanal objects. They consist of arrangements of simple shapes organized into nested hierarchies, obtained by recursively splitting regions to add progressively finer details. In this article, we show that 3D digital shapes can be decorated with tangles by working interactively in the intrinsic metric of the surface. Our tangles are generated by the recursive application of only four operators, which are derived from tracing the isolines or the integral curves of geodesics fields generated from selected seeds on the surface. Based on this formulation, we present an interactive application that lets designers model complex recursive patterns directly on the object surface without relying on parametrization. We reach interactive speed on meshes of a few million triangles by relying on an efficient approximate graph-based geodesic solver.


2021 ◽  
Vol 2 (4) ◽  
Author(s):  
Yuxiao Tu ◽  
Zheng Li

From the perspective of the establishment of the subway media service system, the corresponding relationship between passenger travel purpose and advertising location is studied. The characteristics of convenient and efficient advertising in subway media to serve the crowd are used to form an optimized allocation of resources to maximize the effectiveness of advertising. Study the constituent factors of the subway media service system, and expound the relationship among the three areas of media, station cars, and crowds. Among them, it focuses on analyzing the occupations of passengers, economic income, viewing advertisements and travel purposes, etc., Using new interactive design methods to implement subway advertising strategies. Increasing the economic benefits and social influence of subway advertising.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Zhinan Gan ◽  
Sang-Bing Tsai

Along with the development and promotion of Internet technology, new media are increasingly diversified, enriching and changing our lives. This paper focuses on outdoor interactive advertising as a communication method, analyzing its creative features and applications. Unlike traditional advertising, where audiences receive passively, new media interactive advertising establishes a more direct communication method for consumers and products, creating different sensory stimulation and emotional experience environments according to the characteristics of products and conducting a series of interactions with consumers’ sensory systems such as vision, hearing, smell, taste, and touch. The advertising method has also changed from passive reception to active participation. Finally, combining the characteristics of accurate delivery and the diversity of presentation forms of interactive advertising under the big data platform, the theme conception and form design of interactive advertising is proposed. The interactive design principles of highlighting the simplicity of the theme are explored. The interactive design principle of highlighting the simplicity of the theme is proposed, and the combination of color, text, and graphics is explored by the aesthetic visual design of the audience and the premise of focusing on the audience’s feelings. Starting from the visual effect of outdoor interactive advertising, the change in the way advertising is conveyed is interpreting to us the arrival of a new communication concept, the arrival of the Internet-centered and technology-centered data integration era. The research in this paper aims to provide useful support for the diversified development of outdoor interactive advertising in the new media environment by exploring how to skillfully realize the creative expression of outdoor interactive advertising in the new media environment.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Weihua Zhang ◽  
Yufeng Jia

To improve the effect of modern art design, this study presents a camera pose estimation algorithm based on the least feature points of quaternion. Moreover, this study detects and matches the feature points of the camera image and establishes a system of formulas through the rigid constraints of the feature points, thereby constructing an eigenvalue problem to solve the camera pose. In addition, this study combines artificial intelligence technology to construct the modern art interactive design system and structure the system function structure. Finally, this study analyzes the logical structure and spatial structure of the system and uses the design to analyze the performance of the modern art interaction design model proposed in this study. Through experimental research, it can be known that the modern art interactive design system based on artificial intelligence technology proposed in this study can basically meet the artistic design needs of the new media era.


2021 ◽  
Author(s):  
◽  
Tuakana Metuarau

<p>This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early home video game consoles of the 1970s (Magnavox Odyssey, 1972). From the JAMMA (Japanese Amusement Machine and Marketing Association) arcade standard of the 80s to the high powered processors of Sonys PS4, video games have come a long way and left a wealth of audio-visual material in their wake. Much of this material, however, is archived and engaged within a traditional manner: through text books or museum exhibitions (Games Master, ACMI 2015). Through interactive design however, this data can be made easily comprehensible and accessible as interactive data-visualisation content. This design research project explores processes of data visualization, interactive design and video game production to open up video game history and communicate its developmental stages in a universally accessible manner. Though there has been research conducted utilising game engines for visualizations in other fields (from landscape architecture to bio-medical science) it has rarely been used to visualize the history of gaming itself. This visualization (utilising the Unreal Engine and incorporating historical video content) creates an accessible preservation and catalogue of video game history, and an interactive graphical interface that allows users to easily learn and understand the history of console development and the processes that lead video games to their current state.</p>


2021 ◽  
Author(s):  
◽  
Tuakana Metuarau

<p>This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early home video game consoles of the 1970s (Magnavox Odyssey, 1972). From the JAMMA (Japanese Amusement Machine and Marketing Association) arcade standard of the 80s to the high powered processors of Sonys PS4, video games have come a long way and left a wealth of audio-visual material in their wake. Much of this material, however, is archived and engaged within a traditional manner: through text books or museum exhibitions (Games Master, ACMI 2015). Through interactive design however, this data can be made easily comprehensible and accessible as interactive data-visualisation content. This design research project explores processes of data visualization, interactive design and video game production to open up video game history and communicate its developmental stages in a universally accessible manner. Though there has been research conducted utilising game engines for visualizations in other fields (from landscape architecture to bio-medical science) it has rarely been used to visualize the history of gaming itself. This visualization (utilising the Unreal Engine and incorporating historical video content) creates an accessible preservation and catalogue of video game history, and an interactive graphical interface that allows users to easily learn and understand the history of console development and the processes that lead video games to their current state.</p>


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