Architectural acoustic design: Observation of use cases including audio-only and multimodal auralizations

2021 ◽  
pp. 1351010X2110455
Author(s):  
David Thery ◽  
David Poirier-Quinot ◽  
Sebastien Jouan ◽  
Brian FG Katz ◽  
Vincent Boccara

Auralization technology has reached a satisfactory level of ecological validity, enabling its use in architectural acoustic design. Only recently have the actual uses of auralization in the consulting community been explored, resulting in the identification of a variety of uses, including (1) to present to clients, (2) to test design ideas, (3) as a verification tool, (4) as a verification tool, (5) as a marketing tool, and (6) to improve internal company discussions. Taking advantage of methodologies from ergonomics research, the present study investigates effective uses through the observation of a collaboration project between an acoustic research team and an acoustic consultant, as a case study. Two spaces have been auralized in the context of the conception of a new skyscraper during the design phase of the project. The two spaces faced different problematics: an Atrium for which three different acoustic treatment options were suggested and experienced through multi-modal auralizations and audio-only auralizations of an Auditorium where an intrusive noise was to be acoustically treated. The ergonomic observation and analysis of this project revealed key impediments to the integration of auralization in common acoustic design practices.

Author(s):  
Serhad Sarica ◽  
Binyang Song ◽  
Jianxi Luo ◽  
Kristin L. Wood

Abstract There are growing efforts to mine public and common-sense semantic network databases for engineering design ideation stimuli. However, there is still a lack of design ideation aids based on semantic network databases that are specialized in engineering or technology-based knowledge. In this study, we present a new methodology of using the Technology Semantic Network (TechNet) to stimulate idea generation in engineering design. The core of the methodology is to guide the inference of new technical concepts in the white space surrounding a focal design domain according to their semantic distance in the large TechNet, for potential syntheses into new design ideas. We demonstrate the effectiveness in general, and use strategies and ideation outcome implications of the methodology via a case study of flying car design idea generation.


2021 ◽  
Vol 9 (8) ◽  
pp. 1908-1912
Author(s):  
Neerja R. Sharma ◽  
Preeti Preeti ◽  
Parvesh Kumari

The menopausal stage is the condition where a female wants to be at ease but if other ailments occur where she has to face continuous pain and agony make is more uncomfortable along with the psychological disturbances. The present case is a female patient who came with the symptoms of Aamavata (R.A.) in her menopausal age and was diagnosed with the same (Aamvata). She received Dietary guidelines along with lifestyle modification (Pathya Palan), Panchakarma therapy i.e. Vaitran Basti (medicated enema) for 7 days, Ruksha Swedana (dry sudation), Aamvatari Rasa, Trivrata Avleha, Ajmodadi churna, Giloy Satva for 1 month, later only Ajmodadi Churna and dietary guidelines for 2 months. The application of the Ayurvedic principle shows remarkable results in this case where other treatment options are limited. Keywords: Aamvata, R.A., Pathya Palan


VISUALITA ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 31-44
Author(s):  
Irma Rochmawati

IWEARUP.COM is a website that is an e-commerce based. It contains information about buying, selling, distributing, and marketing fashion products. A business website is an example of using design as a marketing tool. Display of charming website with design is an attraction. However, a good website design must be able to display information clearly. Especially how to make the interface possible as it is not confused with the information displayed. Poor interfaces affect the users productivity or experience in visiting a website. This is a visual hierarchy which is the most important principles behind every website design. With an instrumental case study of the approach to produce conclusions that can be applied in designing e-commerce-based website. The goal is to make the website design in line with the content that will increase the website design and increase knowledge about the visual hierarchy of web design and its relation to the user interface.


2021 ◽  
Vol 23 (2) ◽  
pp. 129-137
Author(s):  
Mateusz Pawłowski ◽  
Andrzej Bojda ◽  
Piotr Morasiewicz ◽  
Bogdan Czapiga

This article presents the case of a female patient suffering from cervical myelopathy due to ossification of the posterior longitudinal ligament (OPLL) which was undiagnosed for a number of years. Besides presenting the clinical case, we describe the pathophysiology, symptoms, diagnostic methods and treatment options related to this condition, which is unusual in the European population.


Author(s):  
Zeynep Guney Celebi

Contemporary art museums are significant actors in the entertainment industry, which is recreated by new forms of leisure time activities every day. Entertainment that is used as an important and effective marketing tool in contemporary art museums is also a significant formative of the new relationship between contemporary art museums and their visitors. Therefore, the aim of this chapter is to explore the relationship between art, entertainment, leisure, and museum marketing with a literature review in order to find answers to questions like, What is the relationship between art and entertainment? and Which marketing techniques are used by contemporary art organizations? In this context, the relationship between leisure, entertainment, and contemporary art museums is explained; afterwards, contemporary art museums' marketing strategies are described in detail as the main scope of the study. Finally, as a case study, Istanbul Modern Art Museum's political-economical environment and marketing strategies are analyzed.


2013 ◽  
Vol 3 (2) ◽  
pp. 77-90 ◽  
Author(s):  
Wee Hoe Tan

This paper is a retrospective case study of a game-based learning (GBL) researcher who cooperated with a professional gamer and a team of game developers to design and develop a coaching system for First-Person Shooter (FPS) players. The GBL researcher intended to verify the ecological validity of a model of cooperation; the developers wanted to assist FPS players in overcoming a bottleneck that hindered players from becoming professional gamers; while the professional gamer desired to venture into professional game coaching. The synergy generated by these individuals resulted the creation of FPS Trainer. The key challenge encountered in producing the system was to make in-game coaching and learning outcomes explicit while preserving FPS Trainer as a fun game. This paper illustrates how the challenge was overcome and discusses lessons learnt from the case study. The outcomes of the case study would benefit academics or game developers who plan to initiate cross-disciplinary cooperation for making coaching or training games.


Author(s):  
Ji Han ◽  
Dongmyung Park ◽  
Feng Shi ◽  
Liuqing Chen ◽  
Min Hua ◽  
...  

Creativity is a crucial element of design. The aim of this study is to investigate the driving forces behind combinational creativity. We propose three driven approaches to combinational creativity, problem-, similarity- and inspiration-driven, based on previous research projects on design process, strategy and cognition. A case study involving hundreds of practical products selected from winners of international design competitions has been conducted to evaluate the three approaches proposed. The results support the three driven approaches and indicate that they can be used independently as well as complementarily. The three approaches proposed in this study have provided an understanding of how combinational creativity functions in design. The approaches could be used as a set of creative idea generation methods for supporting designers in producing creative design ideas.


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