scholarly journals Un/Folding Form: A Unified Strategy for Making and Visualising in 3D

2021 ◽  
Author(s):  
◽  
Kris Henning

<p>This thesis project “Un/Folding Form” is a design investigation that explores the transition between the virtual representation and physical fabrication of folded forms. Un/Folding Form refers to a unified strategy for making and visualising in 3D. Un/folding was a method used to explore the notions of form, space and structure and to develop an adaptable approach to mediate between the virtual and physical world. Designers who make and visualise in 3D need methods that allow for the prototyping of virtual designs in order to experience them physically. The development of a unified strategy that assists in closing the gaps between virtual representation and digital fabrication improves the designer’s understanding of the process of making, leading to more creative and resolved outcomes. This research suggests that there are methods that can transition seamlessly between the virtual representation and physical reality of folded forms. The final composition presented in this thesis is a demonstration of this notion of working towards a seamless digital process of making. The 3D Portal can be used to assess the ‘seams’ between the virtual and the physical and validate a methodology for making and visualising in 3D. In order to arrive at a unified strategy, the folding and unfolding of surface geometries was first explored through a series of physical experiments. These geometries were then 3D modelled and the surfaces manipulated digitally in order to create patterns for digital fabrication and physical reconstruction. The virtual representation of these folded designs was then investigated within a 3D stereoscopic projected environment. This involved the use of software to explore design interfaces to create immersive visual representations of physical forms. These series of experiments involved a process of moving back and forth between the virtual environment and physical form with the aim of moving closer towards a seamless transition between the two. This methodology was tested with the making of a final composition 3D Portal: a gateway to the virtual world and a play on the inter-relationship of 3D visualisation and its corresponding physical form. Thus, the focus of this thesis is twofold: to create an understanding of the process and evolution of design using folding as a technique; and to develop a methodology for designing a work using the folding technique.</p>

2021 ◽  
Author(s):  
◽  
Kris Henning

<p>This thesis project “Un/Folding Form” is a design investigation that explores the transition between the virtual representation and physical fabrication of folded forms. Un/Folding Form refers to a unified strategy for making and visualising in 3D. Un/folding was a method used to explore the notions of form, space and structure and to develop an adaptable approach to mediate between the virtual and physical world. Designers who make and visualise in 3D need methods that allow for the prototyping of virtual designs in order to experience them physically. The development of a unified strategy that assists in closing the gaps between virtual representation and digital fabrication improves the designer’s understanding of the process of making, leading to more creative and resolved outcomes. This research suggests that there are methods that can transition seamlessly between the virtual representation and physical reality of folded forms. The final composition presented in this thesis is a demonstration of this notion of working towards a seamless digital process of making. The 3D Portal can be used to assess the ‘seams’ between the virtual and the physical and validate a methodology for making and visualising in 3D. In order to arrive at a unified strategy, the folding and unfolding of surface geometries was first explored through a series of physical experiments. These geometries were then 3D modelled and the surfaces manipulated digitally in order to create patterns for digital fabrication and physical reconstruction. The virtual representation of these folded designs was then investigated within a 3D stereoscopic projected environment. This involved the use of software to explore design interfaces to create immersive visual representations of physical forms. These series of experiments involved a process of moving back and forth between the virtual environment and physical form with the aim of moving closer towards a seamless transition between the two. This methodology was tested with the making of a final composition 3D Portal: a gateway to the virtual world and a play on the inter-relationship of 3D visualisation and its corresponding physical form. Thus, the focus of this thesis is twofold: to create an understanding of the process and evolution of design using folding as a technique; and to develop a methodology for designing a work using the folding technique.</p>


2021 ◽  
Vol 83 (4) ◽  
pp. 100-111
Author(s):  
Ahmad Anwar Zainuddin ◽  

Internet of Things (IoT) is an up-and-coming technology that has a wide variety of applications. It empowers physical objects to be organized in a specialized framework to grow its convenience in terms of ease and time utilization. It is to convert the thought of bridging the crevice between the physical world and the machine world. It is also being use in the wide range of the technology in this current situation. One of its applications is to monitor and store data over time from numerous devices allows for easy analysis of the dataset. This analysis can then be the basis of decisions made on the same. In this study, the concept, architecture, and relationship of IoT and Big Data are described. Next, several use cases in IoT and big data in the research methodology are studied. The opportunities and open challenges which including the future directions are described. Furthermore, by proposing a new architecture for big data analytics in the Internet of Things, this paper adds value. Overall, the various types of big IoT data analytics, their methods, and associated big data mining technologies are discussed.


Author(s):  
Mikael Wiberg

Computing is increasingly intertwined with our physical world. From smart watches to connected cars, to the Internet of Things and 3D-printing, the trend towards combining digital and analogue materials in design is no longer an exception, but a hallmark for where interaction design is going in general. Computational processing increasingly involves physical materials, computing is increasingly manifested and expressed in physical form, and interaction with these new forms of computing is increasingly mediated via physical materials. Interaction Design is therefore increasingly a material concern. – Welcome to a book on the materiality of interaction, welcome to a book on material-centered interaction design! In this introduction to this book, “The Materiality of Interaction – Notes on the Materials of Interaction Design”, I describe the contemporary trend in interaction design towards material interactions, I describe how interaction design is increasingly about materials, and I propose “Material-centered interaction design” as a method for working with materials in interaction design projects.


Author(s):  
Subrata Dasgupta

The story so far has been a narrative about the development of two very contrasting types of computational artifacts. On the one hand, Alan Turing conceived the idea of a purely abstract and formal artifact—the Turing machine—having no physical reality whatsoever, an artifact that belongs to the same realm of symbols and symbol manipulation, as do mathematical objects. On the other hand, the major part of this narrative has been concerned with a material artifact, the computer as a physical machine that, ultimately, must obey the laws of physics—in particular, the laws governing electromagnetism and mechanics. This was as true for Babbage’s machines (which were purely mechanical) as for Hollerith’s tabulator, as true for the electromechanical machines, as for the Harvard Mark I and the Bell Telephone computers, as true for the ABC and the ENIAC, as for the EDSAC and the Manchester Mark I. Beginning with the EDVAC report, and especially manifest in the development of the first operational stored-program computers, was the dawning awareness of a totally new kind of artifact, the likes of which had never been encountered before. Philosophers speak of the ontology of something to mean the essential nature of that thing, what it means to be that thing. The ontology of this new kind of artifact belonged neither to the familiar realm of the physical world nor the equally familiar realm of the abstract world. Rather, it had characteristics that looked toward both the physical and the abstract. Like Janus, the Roman god of gates, it looked in two opposite directions: a two-faced artifact—which, as we will see, served as the interface between the physical and the abstract, between the human and the automaton; a liminal artifact, hovering ontologically between and betwixt the material and the abstract (see Prologue, Section IV ). So uncommon was this breed that even a name for it was slow to be coined. During the Cambridge conference in England in 1949, we find a session devoted to programming and coding.


Author(s):  
Mikael Wiberg

Computing is increasingly intertwined with our physical world. From smart watches to connected cars, to the Internet of Things and 3D-printing, the trend towards combining digital and analogue materials in design is no longer an exception, but a hallmark for where interaction design is going in general. Computational processing increasingly involves physical materials, computing is increasingly manifested and expressed in physical form, and interaction with these new forms of computing is increasingly mediated via physical materials. Interaction Design is therefore increasingly a material concern. In this book, “The Materiality of Interaction – Notes on the Materials of Interaction Design”, Mikael Wiberg investigates this trend towards material interactions. In doing so he describes how the field of human-computer interaction has moved, through the material turn, from a representation-driven design paradigm, towards a paradigm which he calls material-centered interaction design. Wiberg examines what this emergent paradigm implies for the practice of doing interaction design, he proposes a design method for doing material-centered interaction design, and he discusses the implications for moving forward given an interaction design paradigm that focuses on the materiality of interaction.


2021 ◽  
Author(s):  
Wim Vegt

As children one of the first epiphanies we learn, when we go to school, are the three States of Aggregations of water. The amazing effect that ice, water and steam are all the same. Just water in three different states. This concept version claims that like water, there are three different States of Aggregations of Light. Compared to water: Like ice is the solid state of water, Light is the solid State of Light. Matter is the First State of Light, bounded by the Electromagnetic Force and Gravity (which is the secondary effect of confined Light). Like water is the liquid state, the free light we already know from the day we were born is the second State of Aggregation of Light. Free Light is the Second State of Light of light and can travel freely through space. cannot travel through matter because light has been bounded and confined by the electromagnetic force. Like steam is the gaseous state of water, the Third State of Light is the unknown State of Light. The state in which light can travel feely through matter and is invisible for our physical world. The light which does not interact with our measurements and physical experiments because this state of light is free of the confining electromagnetic force. The light which travels with the infinite speed because this is the light without inertia. This invisible world of the Third State of Light has been called the Spiritual World. The world of the Soul. The world of feelings. The world of thoughts. The world from which we really see and hear and feel and experience. The world where we were before we were born and the same world where we will be after we pass away. This is the world excluded till now by science.


2017 ◽  
Vol 13 (3) ◽  
pp. 4747-4750
Author(s):  
Devin Hardy

Many attempts have been made at the unification of General Relativity (GR) and Quantum Theory (QT), but there is a fundamental error made with these attempts, as we will discuss. What is the point of such theories? Well, obviously to describe the physical world we live in. QT describes what happens on the tiny scale, and GR describes what happens to bodies on a large scale. The fundamental error in unifying the two subjects is that QT doesn’t provide the physical happenings for GR to work, or in other words, QT describes why the world is the way it is, but not how, and this does not philosophically suffice in GR. Must we simply give up, in that the subjects are two different entities? I think the answer is that we mustn’t. I think that we should put one theory in terms of the basic mechanics of the other, perhaps by simplifying, or perhaps by taking the physical reality to be our guide. Do I believe QT describes the world? Accurately. Do I believe that QT is the physical truth? Of course not… it is simply a mathematical construct to provide a model that allows for us to predict future outcomes. I will begin very simplistic, but the goal for the first part of the paper is to Classically describe the physical mechanics of QT. I will stick with particles in their ground state, and hence no translational motion.


Author(s):  
Kendall Heitzman

Siegfried Kracauer was a German cultural critic and theorist. He wrote film and cultural criticism for the Frankfurter Zeitung in the 1920s and early 1930s. From 1933 to 1941 he was in exile in France before moving to the United States. He wrote criticism for various New York publications in the 1940s and 1950s. His major works include From Caligari to Hitler: A Psychological History of the German Film (1947), Theory of Film: The Redemption of Physical Reality (1960) and the posthumously published History: The Last Things before the Last (1969). Kracauer is perhaps most famous for his essay ‘The Mass Ornament’ (1927), which was an exploration of the relationship of the geometrical patterns produced by the Tiller Girls, precision dance troupes popular across Europe and the United States at the time, to contemporary economic and political realities.


2020 ◽  
Vol 12 (9) ◽  
pp. 3859
Author(s):  
Kanokwan Masuwan ◽  
Pusit Lertwattanaruk

In Thailand, the concept and measurement of urban planning rely on conventional zoning, which includes land use, building usage, and open space ratio. Conventional zoning focuses on both the growth of buildings in terms of physical dimensions and their usability in lowland areas. The guidelines and measures used in urban planning do not reflect the spatial relationship of the community, as they have a less detailed design and place no emphasis on the identity of the district. Urban planning might not protect the sense of any given place, as it often uses a one-size-fits-all plan that is then applied to whole communities. Form-Based Codes (FBCs) are urban planning tools that are used to maximize land use, benefit the public, focus on creating a specific physical form, and design the development and public spaces in a way that matches the community’s vision. FBCs are the result of the cooperation between stakeholders, architects, urban planners, government agencies, and members of the local community who are willing to create a plan for their public space and to preserve the physical characteristics of the city. In this paper, we aimed to understand the relationship between various historical contexts and the FBCs using the case study of Phuket’s old town, which has a fusion of Sino–Portuguese architecture. Building form standards suitable for Phuket’s old town were created by comparing them to a baseline case that uses existing codes and regulations and using the FBCs’ components. FBCs have the potential to enhance the character and vibrancy of the historic area by improving façade design and preserving the sense of place and community pride. The results support the hypothesis that FBCs are able to supplement conventional zoning in historic districts. Recommendations for a local historic preservation commission and communities that are considering the adoption of FBCs for historic resources and districts are provided.


2000 ◽  
Vol 6 (3) ◽  
pp. 265-283 ◽  
Author(s):  
David Deutsch ◽  
Artur Ekert ◽  
Rossella Lupacchini

§1. Mathematics and the physical world. Genuine scientific knowledge cannot be certain, nor can it be justified a priori. Instead, it must be conjectured, and then tested by experiment, and this requires it to be expressed in a language appropriate for making precise, empirically testable predictions. That language is mathematics.This in turn constitutes a statement about what the physical world must be like if science, thus conceived, is to be possible. As Galileo put it, “the universe is written in the language of mathematics”. Galileo's introduction of mathematically formulated, testable theories into physics marked the transition from the Aristotelian conception of physics, resting on supposedly necessary a priori principles, to its modern status as a theoretical, conjectural and empirical science. Instead of seeking an infallible universal mathematical design, Galilean science usesmathematics to express quantitative descriptions of an objective physical reality. Thus mathematics became the language in which we express our knowledge of the physical world — a language that is not only extraordinarily powerful and precise, but also effective in practice. Eugene Wigner referred to “the unreasonable effectiveness of mathematics in the physical sciences”. But is this effectiveness really unreasonable or miraculous?Numbers, sets, groups and algebras have an autonomous reality quite independent of what the laws of physics decree, and the properties of these mathematical structures can be just as objective as Plato believed they were (and as Roger Penrose now advocates).


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