scholarly journals Through the Looking Glass

2021 ◽  
Author(s):  
◽  
Kimberly Moh

<p>This thesis questions, what characteristics constitute architecture and how can a design based body of research push the boundaries to question standard convention of architecture? My research proposes that there is a lost opportunity in conventional architecture design when the limitation of two-dimensional images cannot fully convey the reality of space. Conventionally architecture is viewed as static and unchanging however, this research disagrees with this proposition and explores the opportunity for there to be an immersive experience throughout the design stage. This research project asks how can we bridge the gap between the architecture created in the physical world versus the virtual?  Scaled physical modeling is traditionally the key visual representation of architectural design. However, people often can’t fully understand the intricacies of a scaled model. Through my research, I explore how VR technology could provide solutions to let people experience the materiality and craft of a real-life model. Restrictions in perception of scale, materiality and circulation hinder the thorough understanding of experience in space.   There is an opportunity to collaborate and merge the experience of physical modeling in the digital realm. By using handcrafted physical models, my work brings the imperfection of real life into the digital realm. Allowing the materiality from the real world to ground the project with the familiarity that only real space can induce.   Papercraft and modeling by card are the chosen material and method of constructing these real-life scaled models. Photogrammetry is used as a process to translate these physical “objects” into digital mesh. The physical and virtual world can work together harmoniously to create interesting results. The material properties of physical models are highlighted but have the advantage of being able to be easily manipulated (scale, multiply, move etc) in the digital realm. By using VR in order to explore these created environments allows the users to grasp the full nature of the materials and craftsmanship of physical models in a 1:1 scale. This hybrid way of designing celebrates the benefits and advantage of both the physical and virtual world and is a start to bridge the gap between them.</p>

2021 ◽  
Author(s):  
◽  
Kimberly Moh

<p>This thesis questions, what characteristics constitute architecture and how can a design based body of research push the boundaries to question standard convention of architecture? My research proposes that there is a lost opportunity in conventional architecture design when the limitation of two-dimensional images cannot fully convey the reality of space. Conventionally architecture is viewed as static and unchanging however, this research disagrees with this proposition and explores the opportunity for there to be an immersive experience throughout the design stage. This research project asks how can we bridge the gap between the architecture created in the physical world versus the virtual?  Scaled physical modeling is traditionally the key visual representation of architectural design. However, people often can’t fully understand the intricacies of a scaled model. Through my research, I explore how VR technology could provide solutions to let people experience the materiality and craft of a real-life model. Restrictions in perception of scale, materiality and circulation hinder the thorough understanding of experience in space.   There is an opportunity to collaborate and merge the experience of physical modeling in the digital realm. By using handcrafted physical models, my work brings the imperfection of real life into the digital realm. Allowing the materiality from the real world to ground the project with the familiarity that only real space can induce.   Papercraft and modeling by card are the chosen material and method of constructing these real-life scaled models. Photogrammetry is used as a process to translate these physical “objects” into digital mesh. The physical and virtual world can work together harmoniously to create interesting results. The material properties of physical models are highlighted but have the advantage of being able to be easily manipulated (scale, multiply, move etc) in the digital realm. By using VR in order to explore these created environments allows the users to grasp the full nature of the materials and craftsmanship of physical models in a 1:1 scale. This hybrid way of designing celebrates the benefits and advantage of both the physical and virtual world and is a start to bridge the gap between them.</p>


1980 ◽  
Vol 20 (03) ◽  
pp. 151-174 ◽  
Author(s):  
G.L. Stegemeier ◽  
D.D. Laumbach ◽  
C.W. Volek

Abstract Scaled models of steam processes have contributed significantly to the design and implementation of many field projects. These models provide a means of answering pertinent questions, including the effect of (1) injection rate, (2) production pressure, (3) completion interval, (4) pattern size and type, (5) aquifers, (6) heterogeneities, and (7) steam quality. Parameters are presented for scaling up physical-model results to full scale and for relating physical-model results to full scale and for relating one oil field to another. These relationships are generated by casting the governing equations in dimensionless form. A set of similarity parameters then are determined by inspectional analysis. In physical models, unfortunately, it is not possible to physical models, unfortunately, it is not possible to match all similarity parameters. Consequently, based on engineering judgment, a set containing a reduced number of parameters, called scaling parameters, is generated that generally can be matched between scaled model and field prototype. Techniques to implement this scaling are discussed, including a description of the laboratory models, typical materials, and procedures for conducting the experiments. Results of model studies for Mt. Poso and Midway Sunset prototypes are presented. presented. Introduction Physical modeling technology has been developed to Physical modeling technology has been developed to the extent that detailed descriptions of steam processes can be provided for field projects in which processes can be provided for field projects in which the number of wells is large, patterns are irregular, or asymmetry occurs from dip or water influx. In many of these cases, sufficient complexity can be introduced to provide both prediction of overall response and specific guidance for operating policies on a well-by-well basis. The fine detail attainable in physical models arises from the large number of physical models arises from the large number of beads or sand grains, typically in excess of 10 million, that are used in the packed bed. By comparison, present-day numerical steam simulators are limited present-day numerical steam simulators are limited practically to about 1,000 grid blocks. Besides practically to about 1,000 grid blocks. Besides offering this capability of representing additional geometrical and geological complexity, the physical models have the advantage that physical phenomena are not constrained by specified relationships but are free to interact subject only to scaling factors. This additional insight can be important in new processes for which relationships are not known or are difficult to formulate. Limitations of physical models arise because of the unavailability of materials and fluids having physical properties that will satisfy all scaling requirements. properties that will satisfy all scaling requirements. Effects of compromises in scaling often can be observed with simple geometric configurations in mathematical simulators. Conversely, improved mathematical simulation often is possible after determining important parameters experimentally. Consequently, the two serve complementary roles in determining the important mechanisms for a particular process. particular process.Our thermal models do not represent processes in which steam distillation, solution gas, chemical reactions, or compressibility are important. The choice of whether to model physically or to calculate numerically depends on the actual process being studied and the capabilities one has developed in each of these technologies. Scaling rules for steam-injection processes have evolved from those for isothermal and hot-water processes. Isothermal reservoir processes have been processes. Isothermal reservoir processes have been the subject of a number of scaling studies. Scaling for the hot-water drive has been reported in the work of Geertsma et al., Baker, and Dietz; scaling for combustion processes has been given by Binder et al. SPEJ P. 151


2011 ◽  
Vol 121-126 ◽  
pp. 239-243
Author(s):  
Yi Cui ◽  
Guang Ning Wu ◽  
Yang Luo ◽  
Kai Jiang Cao

The inverter-fed traction motor is one of the key components in the locomotive. However, the motor insulation failures have repeatedly occurred in premature. The failure mechanism for insulation under continuous impulses is different from that under sine waves. The single stress approach in design stage and also in ageing studies offers relative simplicity, but it is inapplicable to real life operating conditions which mostly are of multi-stress type. In this paper, a novel test apparatus of insulation failure time was designed for accelerating aging test. Meanwhile, electrical breakdown experiments on magnet wire insulating polyimide film (FCR 100) used in the inter-turn insulation of JD117 inverter-fed motor was conducted. The effects of multi-stress including impulse amplitude-temperature and impulse frequency-temperature were investigated respectively. The test results under different conditions were analyzed based on statistic analysis of Weibull distribution. Finally, insulation life models under combined thermal and electrical stresses were proposed using the multi-stress approach. A fitted formula for ageing life was presented which had two independent variables of voltage and temperature. The generality of the model lies in the fact that it can be used for designing of insulation system of all electrical components containing solid insulating materials surrounded by gas. Since the model is based on the probability of insulation deterioration under the action of the stresses applied, that gives us the opportunity to calculate the life time of insulation system for given system of stresses, the materials selected and the requested probability of failureless system operation.


Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


2021 ◽  
Vol 11 (15) ◽  
pp. 6881
Author(s):  
Calvin Chung Wai Keung ◽  
Jung In Kim ◽  
Qiao Min Ong

Virtual reality (VR) is quickly becoming the medium of choice for various architecture, engineering, and construction applications, such as design visualization, construction planning, and safety training. In particular, this technology offers an immersive experience to enhance the way architects review their design with team members. Traditionally, VR has used a desktop PC or workstation setup inside a room, yielding the risk of two users bump into each other while using multiuser VR (MUVR) applications. MUVR offers shared experiences that disrupt the conventional single-user VR setup, where multiple users can communicate and interact in the same virtual space, providing more realistic scenarios for architects in the design stage. However, this shared virtual environment introduces challenges regarding limited human locomotion and interactions, due to physical constraints of normal room spaces. This study thus presented a system framework that integrates MUVR applications into omnidirectional treadmills. The treadmills allow users an immersive walking experience in the simulated environment, without space constraints or hurt potentialities. A prototype was set up and tested in several scenarios by practitioners and students. The validated MUVR treadmill system aims to promote high-level immersion in architectural design review and collaboration.


2021 ◽  
Vol 99 (4) ◽  
pp. 315-316
Author(s):  
Flavio Malcher ◽  
Diego Laurentino Lima ◽  
Leandro Totti Cavazzola ◽  
Raquel Nogueira CL Lima ◽  
Eduardo Parra Davila ◽  
...  

Buildings ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 59
Author(s):  
Abraham Yezioro ◽  
Isaac Guedi Capeluto

Improving the energy efficiency of existing and new buildings is an important step towards achieving more sustainable environments. There are various methods for grading buildings that are required according to regulations in different places for green building certification. However, in new buildings, these rating systems are usually implemented at late design stages due to their complexity and lack of integration in the architectural design process, thus limiting the available options for improving their performance. In this paper, the model ENERGYui used for design and rating buildings in Israel is presented. One of its main advantages is that it can be used at any design stage, including the early ones. It requires information that is available at each stage only, as the additional necessary information is supplemented by the model. In this way, architects can design buildings in a way where they are aware of each design decision and its impact on their energy performance, while testing different design directions. ENERGYui rates the energy performance of each basic unit, as well as the entire building. The use of the model is demonstrated in two different scenarios: an office building in which basic architectural features such as form and orientation are tested from the very beginning, and a residential building in which the intervention focuses on its envelope, highlighting the possibilities of improving their design during the whole design process.


Author(s):  
Ian Ashcroft ◽  
Melissa Burton ◽  
David Farnsworth

<p>The tall building world is seeing a trend pushing building heights and slenderness ratios to levels previously unseen. The design of these buildings for both strength and serviceability is typically governed by the dynamic response of the building to wind. Comfort of building occupants during relatively low return period wind events is a key challenge, and engineers are increasingly turning to damping technologies to limit building accelerations rather than adding stiffness or mass. Large tuned mass dampers (TMDs) are a commonly used solution.</p><p>This paper suggests that integrating viscous dampers within a tall building’s structure can deliver a cost- effective alternative to TMDs, delivering high performing buildings with additional benefits in terms of robustness and space efficiency.</p><p>Two case studies are presented. Firstly, measured data from a tower in New York with viscous dampers integrated into the structure is provided, comparing design stage predictions to real-life performance. Furthermore, a case study for a super-slender tower is described, demonstrating the potential for enhanced performance and significant cost and space savings using integrated damping.</p>


2012 ◽  
Vol 5 (1) ◽  
Author(s):  
Bernadett Koles ◽  
Peter Nagy

Virtual social environments opened the door to individual experiences that may not be feasible or possible in real physical settings; in turn bringing to question the applicability of certain more traditional theories to digital environments. Addressing some of this gap in the available literature, in the current study, we compare virtual and real life identities simultaneously, as well as explore the impact of selfconsciousness on virtual identity. Our results indicate that while some of the overall trends are similar between identities constructed in the physical world and those constructed in virtual settings, different identity elements and dimensions tend to be emphasized to different degrees. Furthermore, we find evidence for the role of private in addition to public self-consciousness as influencing virtual existence. In other words, in addition to the general emphasis concerning the  role of socially influenced external elements in the formulation of virtual identities, the current study highlights the importance of more internalized and  individual level attitudes and perceptions, including one’s inner thoughts, emotions, and perspectives. Implications and future directions are discussed.


2020 ◽  
Vol 1 (2) ◽  
pp. 75
Author(s):  
Diah Sulistiyowati ◽  
Nur Fauziyah ◽  
Fatimatul Khikmiyah

ABSTRAK The purpose of this research is to develop ODOPOS (one day one problem one solution) program in realistic mathematic that is based online. By application of realistic mathematics is expected to have students the ability to understand mathematics in real life.            The sample of this study is 33 students at V grade of Elementary School of Muhammadiyah Manyar at 2019-2020 academic years. The research instrument is a pretest-posttest test and student response questionnaire sheet.            Result of the study: (1) Development of ODOPOS (one day one problem one solution) program in realistic mathematic based online is: (a) Analyze stage, includes analysis of student characteristics and material analysis (b) Design stage, there is a use case diagram that is: home, profile, log in, summary and examples of problems, exercises, scores and class progress (c) Development stage is developing the ODOPOS program design based on the use case diagram. (d) Implementation stage, is the result of the development ODOPOS program being applied in learning for one week (e) evaluation stage, is giving a pretest-posttest test and student questionnaire response sheet (2) there is an increase in student achievement 84 , 84%. The students get an n-gain score of  0.7 for the high category from the use of the ODOPOS (one day one problem one solution) program. (3) Students responses to the ODOPOS program, based on the content criteria, the result is 93.49% or very feasible


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