scholarly journals Synaesthetic Sanctuary

2021 ◽  
Author(s):  
◽  
William Shaw

<p><b>Traditional scientific methods of visualising sound data have focused on techniques that attempt to capture distinct elements of the audio signal, such as volume and length. However, existing methods such as spectrograms and waveform analysis are limited in their expression of the characteristics associated with complex sounds such as bird song. This research explores strategies to visualise sound in an aesthetically engaging manner. It uses sound data from native New Zealand birds as a design tool for creating an audio-visual design system. The distinct focus on timing and pitch within these songs makes the data suitable for visual comparison. The design techniques explored throughout this research project attempt to express the unique characteristics of a variety of New Zealand bird songs and calls. It investigates how artistic audio-visual methods can be integrated with scientific techniques so that the auditory data can be made more accessible to non-specialists.</b></p> <p>More specifically, this research aims to take advantage of the natural phonaesthetic connections people make between sonic and visual elements. The final output of this research consists of a generative design system that uses auditory data to create visualisations of New Zealand bird song. These visualisations have a mathematical basis, as well as being audio-visual artworks in themselves.</p>

2021 ◽  
Author(s):  
◽  
William Shaw

<p><b>Traditional scientific methods of visualising sound data have focused on techniques that attempt to capture distinct elements of the audio signal, such as volume and length. However, existing methods such as spectrograms and waveform analysis are limited in their expression of the characteristics associated with complex sounds such as bird song. This research explores strategies to visualise sound in an aesthetically engaging manner. It uses sound data from native New Zealand birds as a design tool for creating an audio-visual design system. The distinct focus on timing and pitch within these songs makes the data suitable for visual comparison. The design techniques explored throughout this research project attempt to express the unique characteristics of a variety of New Zealand bird songs and calls. It investigates how artistic audio-visual methods can be integrated with scientific techniques so that the auditory data can be made more accessible to non-specialists.</b></p> <p>More specifically, this research aims to take advantage of the natural phonaesthetic connections people make between sonic and visual elements. The final output of this research consists of a generative design system that uses auditory data to create visualisations of New Zealand bird song. These visualisations have a mathematical basis, as well as being audio-visual artworks in themselves.</p>


2021 ◽  
Author(s):  
◽  
William Shaw

<p><b>Traditional scientific methods of visualising sound data have focused on techniques that attempt to capture distinct elements of the audio signal, such as volume and length. However, existing methods such as spectrograms and waveform analysis are limited in their expression of the characteristics associated with complex sounds such as bird song. This research explores strategies to visualise sound in an aesthetically engaging manner. It uses sound data from native New Zealand birds as a design tool for creating an audio-visual design system. The distinct focus on timing and pitch within these songs makes the data suitable for visual comparison. The design techniques explored throughout this research project attempt to express the unique characteristics of a variety of New Zealand bird songs and calls. It investigates how artistic audio-visual methods can be integrated with scientific techniques so that the auditory data can be made more accessible to non-specialists.</b></p> <p>More specifically, this research aims to take advantage of the natural phonaesthetic connections people make between sonic and visual elements. The final output of this research consists of a generative design system that uses auditory data to create visualisations of New Zealand bird song. These visualisations have a mathematical basis, as well as being audio-visual artworks in themselves.</p>


Author(s):  
А.И. Гайкович ◽  
С.И. Лукин ◽  
О.Я. Тимофеев

Процесс создания проекта судна или корабля рассматривается как преобразование информации, содержащейся в техническом задании на проектирование, нормативных документах и знаниях проектанта, в информацию, объем которой позволяет реализовать проект. Проектирование может быть представлено как поиск решения в пространстве задач. Построение цепочки последовательно решаемых задач составляет методику проектирования. Проектные задачи могут быть разбиты на две группы. Первая группа ‒ это полностью формализуемые задачи, для решения которых есть известные алгоритмы. Например, построение теоретического чертежа по известным главным размерениям и коэффициентам формы. Ко второй группе задач можно отнести трудно формализуемые или неформализуемые задачи. Например, к задачам этого типа можно отнести разработку общего расположения корабля. Важнейшим инструментом проектирования современного корабля или судна является система ав­томатизированного проектирования (САПР). Решение САПР задач первой группы не представляет проблемы. Введение в состав САПР задач второй группы подразумевает разработку специального ма­тематического аппарата, базой для которого, которым является искусственный интеллект, использующий теорию нечетких множеств. Однако, настройка искусственных нейронных сетей, создание шкал для функций принадлежности элементов нечетких множеств и функций предпочтений лица принимающего решения, требует участие человека. Таким образом, указанные элементы искусственного интеллекта фиксируют качества проек­танта как специалиста и создают его виртуальный портрет. The process of design a project of a ship is considered as the transformation of information contained in the design specification, regulatory documents and the designer's knowledge into information, the volume of which allows the project to be implemented. Designing can be represented as a search for a solution in the space of problems. The construction of a chain of sequentially solved tasks constitutes the design methodology. Design problems can be divided into two groups. The first group is completely formalizable tasks, for the solution of which there are known algorithms. For example, the construction of ship's surface by known main dimensions and shape coefficients. Tasks of the second group may in­clude those which are difficult to formalize or non-formalizable. For example, tasks of this type can include develop­ment of general arrangement of a ship. The most important design tool of a modern ship or vessel is a computer-aided design system (CAD). The solu­tion of CAD problems of the first group is not a problem. Introduction of tasks of the second group into CAD implies development of a special mathematical apparatus, the basis for which is artificial intelligence, which uses the theory of fuzzy sets. However, the adjustment of artificial neural networks, the creation of scales for membership functions of fuzzy sets elements and functions of preferences of decision maker, requires human participation. Thus, the above elements of artificial intelligence fix the qualities of the designer as a specialist and create his virtual portrait.


Author(s):  
Guy Phuong ◽  
Sylvester Abanteriba ◽  
Paul Haley ◽  
Philippe Guillerot

Volutes are widely used in centrifugal compressors for industrial processes, refrigeration systems, small gas turbines and gas pipelines. However, large costs associated with the volute design and analysis process can be reduced with the introduction of a software design system that ties together both geometry creation and mesh generation having the ultimate intent of improving stage efficiency. Computational Fluid Dynamics (CFD) has become an integral part of engineering design. High quality grids need to be produced as part of the analysis process. Engineers of different expertise may be required to determine volute design constraints and parameters, produce the geometry, and generate a high quality grid. The current research aims to develop and demonstrate a volute design tool that allows design engineers the ability to easily and efficiently generate volute geometry and automate grid generation by means of geometrical constraints using functional relationships. The approach was outlined in [1]. Visualization of volute geometry can be in two-dimensional (2D) or three-dimensional (3D) modes. Control of the diffuser upstream of the scroll, the scroll itself and the conic are totally integrated in the design system. The user can position the conic anywhere in space and control the shape of the conic centroid curve, therefore having complete control over the development of the tongue region. The program will output data for automated grid generation where user can control resulting grid properties. Once the desired design configuration has been determined, the users can output the geometry surfaces and wireframes to a Computer Aided Design (CAD) package for production. Every little detail is also incorporated into the software from volute draft angle, discharge conic centroid shape, to cross section fillet radii. Upon entering all the required constraints and parameters of the volute, the geometry is created in seconds. Grids can be generated in minutes accommodating geometrical changes thus reducing the bottlenecks associated with geometry/grid generation for CFD applications.


2013 ◽  
Vol 644 ◽  
pp. 374-377
Author(s):  
Xue Peng Liu ◽  
Dong Mei Zhao

By investigating the characteristics of mold design in mechanical engineering, a framework of computer aided design tool is designed. A standard part library based on Client/Server mode and management tools are designed. The system improves the intelligence by introducing case-based design method


Author(s):  
Andrew Messenger ◽  
Richard Williams ◽  
Grant Ingram ◽  
Simon Hogg ◽  
Philip Reggentin

Abstract This paper reports on the latest phase of the development of a new rotating machinery sealing technology, which was a successful seal test in a high temperature steam test facility at TU Brauschweig in Germany. The “Aerostatic Seal” is a dynamic clearance seal that is capable of maintaining very small clearances with a rotor and has the potential for a wide range of rotating machinery applications. It has been developed in recent years at Durham University, UK, in collaboration with a major OEM, with a focus on steam turbine sealing, and has previously been reported on in a number of ASME Turbo Expo papers. Previous work has reported on the design tool, and two air test facilities; testing in steam addressed the effect of high temperature components and the working fluid, and was an opportunity to verify the design system. The seal is a development of a retractable gland seal and so in a low load condition it is retracted from the rotor with a large rotor clearance and then when the pressure ratio is sufficient moves to an operational small clearance. At its operational clearance the seal is capable of moving with rotor vibrations which means the design clearance can be smaller than any expected rotor movement. The benefits include a significant reduction in leakage when compared to conventional sealing technologies and also the ability to react to large transients or thermal growths caused by rapid changes in machine loads and speeds. The seal is shown to operate well in this environment and this work moves the technology closer to deployment in industry.


Author(s):  
Michael Casey ◽  
Frank Gersbach ◽  
Chris Robinson

A software tool has been created to aid in automated impeller design within an integrated design system for radial flow impellers. The design tool takes the results from the 1D preliminary design process and uses these to define a parameterized blade geometry, which incorporates features that are required for low mechanical stresses and simple manufacturing. This geometry is then adjusted to minimize a global objective function using a throughflow computation. The adjustment is based on selection with a breeder genetic algorithm. The initial population includes “elite” designs from a database of earlier well-proven experience, and the final design is honed to perfection with a hill-climbing method. With the help of a suitable global objective function incorporating mechanical and aerodynamic criteria, and taking into account wide experience with the design of impellers, the tool provides a fast screening of various design possibilities to produce a geometrical input for more advanced computational fluid dynamic and mechanical analysis. This is demonstrated through the redesign of an impeller previously designed by conventional methods. Comparisons of the results of the CFD analysis of the new impeller with that of the earlier design demonstrate that the tool can rapidly produce nearly optimal designs as an excellent basis for further refinement by the more complex analysis methods.


2021 ◽  
Author(s):  
◽  
Hayley Webber

<p>Play is an act of discovery and stimulation. As children, we play to learn and grow. As adults, we play for freedom and to escape from reality. The action of play is a largely neglected aspect of peoples experience in urban public space. It is the un-functional and impractical use of the environment that fulfils a human instinct and curiosity that can spark conversation and spontaneity in public spaces. The development of the built environment has centred on improving the efficiency of daily life and little attention has been given to the informal synergies that urban public space can enable. Yet this space plays a central role in the formation of our culture and communities. With increasing trends of migration and urbanisation, New Zealand has become a multicultural society, but the quality of our public spaces and a distinct lack of meaningful interaction is causing increased levels of social fragmentation. The universal action of play can be used as a design tool to increase the level of meaningful activity and interaction in these spaces.   This thesis aims to understand how the inclusion of play and playful behaviour can create polycentric environments that can contribute to the reversal of social fragmentation between our ethnic communities and improve social cohesion and resilience within Newtown and Berhampore, socially deprived suburbs in Wellington, New Zealand.   The method of this research focuses on combining methods of spatial assessment and community engagement to develop a holistic understanding of play across social, cultural and physical dimensions. Observational studies, public surveying and community workshops combined with a comparative study across a series of case studies provided a foundation of knowledge that was then able to be applied to the design of physical playful spaces.  The design response across three test sites vary in scale between small tactical additions and overall redesign of space. These responses display how play can facilitate new forms of social interaction and spark spontaneity. The improved sense of community, familiarity and overall playfulness, increase overall resilience and overturn effects of social fragmentation. This thesis demonstrates how landscape architects can engage with the concept of play to reignite passion within a community and support social network growth.</p>


2021 ◽  
Author(s):  
◽  
Hayley Webber

<p>Play is an act of discovery and stimulation. As children, we play to learn and grow. As adults, we play for freedom and to escape from reality. The action of play is a largely neglected aspect of peoples experience in urban public space. It is the un-functional and impractical use of the environment that fulfils a human instinct and curiosity that can spark conversation and spontaneity in public spaces. The development of the built environment has centred on improving the efficiency of daily life and little attention has been given to the informal synergies that urban public space can enable. Yet this space plays a central role in the formation of our culture and communities. With increasing trends of migration and urbanisation, New Zealand has become a multicultural society, but the quality of our public spaces and a distinct lack of meaningful interaction is causing increased levels of social fragmentation. The universal action of play can be used as a design tool to increase the level of meaningful activity and interaction in these spaces.   This thesis aims to understand how the inclusion of play and playful behaviour can create polycentric environments that can contribute to the reversal of social fragmentation between our ethnic communities and improve social cohesion and resilience within Newtown and Berhampore, socially deprived suburbs in Wellington, New Zealand.   The method of this research focuses on combining methods of spatial assessment and community engagement to develop a holistic understanding of play across social, cultural and physical dimensions. Observational studies, public surveying and community workshops combined with a comparative study across a series of case studies provided a foundation of knowledge that was then able to be applied to the design of physical playful spaces.  The design response across three test sites vary in scale between small tactical additions and overall redesign of space. These responses display how play can facilitate new forms of social interaction and spark spontaneity. The improved sense of community, familiarity and overall playfulness, increase overall resilience and overturn effects of social fragmentation. This thesis demonstrates how landscape architects can engage with the concept of play to reignite passion within a community and support social network growth.</p>


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Xinmei Zhang

Music is an indispensable part of our life and study and is one of the most important forms of multimedia applications. With the development of deep learning and neural network in recent years, how to use cutting-edge technology to study and apply music has become a research hotspot. Music waveform is not only the main form of music frequency but also the basis of music feature extraction. This paper first designs a method of note extraction based on the fast Fourier transform principle of the audio signal packet route under the self-organizing map (SOM neural network) which can accurately extract the musical features of the note, such as amplitude, loudness, period, and so on. Secondly, the audio segments are divided into summary by adding window moving matching method, and the music features such as amplitude, loudness, and period of each bar are obtained according to the performance of audio signal in each bar. Finally, according to the similarity of the audio music theory of the adjacent summary of each bar, the audio segments are divided, and the music features of each segment are obtained. The traditional recurrent neural network (RNN) is improved, and the SOM neural network is used to recognize the audio emotion features. The final experimental results show that the proposed method based on SOM neural network and big data can effectively extract and analyze music waveform features. Compared with previous studies, this paper creatively proposed a new algorithm, which can more accurately and quickly extract and analyze the data sound waveform, and used SOM neural network to analyze the emotion model contained in music for the first time.


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