Microprocessor Architecture and Design in Post Exascale Computing Era

Author(s):  
WANG Di ◽  
LI Hong-Liang
Author(s):  
S.M. MIKHAYLOV ◽  
◽  
A.S. MIKHAYLOVA ◽  

2020 ◽  
Vol 1 (1) ◽  
pp. 32-37
Author(s):  
I. Naydenova

As a research area, interior design took shape in the 20s of the last century, despite the fact that the practice of decorating living spaces dates back many hundreds of years. However, the "self-sufficiency" of design and its connection with architecture to this day is the subject of scientific discussions of urban specialists, historians, art historians, and anthropologists. The article discusses the leading artistic styles and trends that prevailed in architecture and design from the point of view of their mutual influence on each other. Time frame of the research: from the middle of XIX century to the first half of XX century. As a result of the research of foreign experience in the formation of interior design, the main stages of the movement development and its relationship with architecture in two formations were identified: activities directly dependent on architectural decisions, activities that determine the entire design process to a large extent: from the functional zoning of the premises to the features of the placement of utilities in the building. Entering the information era in art as a whole is characterized by the rejection of slogans that clearly delineate stylistic boundaries and determine the role of a designer in creating the living space. The determining factor influencing the integrity of the building’s appearance in a modern view is the harmony of the facade and the internal content, which was made possible thanks to the equal interaction of the architect and designer, starting from the first half of the 20th century.


Impact ◽  
2020 ◽  
Vol 2020 (2) ◽  
pp. 9-11
Author(s):  
Tomohiro Fukuda

Mixed reality (MR) is rapidly becoming a vital tool, not just in gaming, but also in education, medicine, construction and environmental management. The term refers to systems in which computer-generated content is superimposed over objects in a real-world environment across one or more sensory modalities. Although most of us have heard of the use of MR in computer games, it also has applications in military and aviation training, as well as tourism, healthcare and more. In addition, it has the potential for use in architecture and design, where buildings can be superimposed in existing locations to render 3D generations of plans. However, one major challenge that remains in MR development is the issue of real-time occlusion. This refers to hiding 3D virtual objects behind real articles. Dr Tomohiro Fukuda, who is based at the Division of Sustainable Energy and Environmental Engineering, Graduate School of Engineering at Osaka University in Japan, is an expert in this field. Researchers, led by Dr Tomohiro Fukuda, are tackling the issue of occlusion in MR. They are currently developing a MR system that realises real-time occlusion by harnessing deep learning to achieve an outdoor landscape design simulation using a semantic segmentation technique. This methodology can be used to automatically estimate the visual environment prior to and after construction projects.


2021 ◽  
pp. 105971232098268
Author(s):  
Rob Withagen ◽  
Alan Costall

Gibson once suggested that his ecological approach could provide architecture and design with a new theoretical basis. Erik Rietveld takes up this suggestion—the concept of affordances figures prominently not only in his philosophical and scientific work but also in the design practices he is engaged in. However, as Gibson introduced affordances as a functional concept, it seems ill-suited to capture the many dimensions of our lived experience of the (manufactured) environment. Can the concept of affordances also take on the expressive and aesthetic qualities of artifacts and buildings?


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