scholarly journals Visual Culture, Disciplinary Engagement and Drawing: Pedagogical Possibilities for an Indian Way of Architectural Thinking

Author(s):  
Abu Talha Farooqi ◽  
◽  
Sourav Banerjea ◽  

Architectural thinking and design process have always been dependent upon the representational medium and language of architecture – conventional drawings, diagramming, models, and iconography, to name a few. As a result of technological advancement (therefore possibilities) and socio-economic change, representation techniques have evolved, from conventional processes to ‘augment-ed reality’. Representation techniques and means in the production of architecture are critical to cover the conceptual range in which architecture can be created. This paper places this issue within the larger heterogeneous culture comprising technological, social, eco-nomic aspects and aims to unravel the conceptual underpinnings of the existing architectural thinking, representational culture in India. It examines ‘drawing’ as a convincing and disciplinary medium of language and representation and steers towards a ‘representation-al maxim’ between technology and value, discipline and consumption, tradition and modernity in the context of architectural thinking process in India.The forces of capitalism, globalization, consumer culture, celebrity and media culture, visual culture, technocracy have been instrumental in creating reality-based representational systems, which are reluctant to engage with the discipline of architecture and think beyond it. Steenson1 remarks about Augmented Reality “A novel form of spatial representation, which substitutes for the actual experience”. With access to augmented reality technology, the client no longer has to interpret the traditional plans, section and elevations, nor look into printed photomontage or virtual walkthroughs. He will be able to stand in his yet to come living room, go, on foot, from there to the kitchen, visit the bedrooms and, by doing so, get an ‘augmented’ experience of those spaces. Software is the agent of consumption, and it is only in the architectural process (thinking & delving), that this consumptive culture subsides, notwithstanding the fact that, for many architects and students, software and technology are steadily and consciously becoming ‘ends’ rather than ‘means’ in the design process.

Author(s):  
Ahmad Hoirul Basori ◽  
Abdullah M. Al-Ghalib Al-Sharif ◽  
Atiah O. Faraj AL-Oufi ◽  
Alaa Omran Almagrabi ◽  
Omar M. Barukab

Most of the technologies of today’s world, which are enriched with various powerful features and amazing quality characteristics, enables software developers to come up with best possible software solutions, no matter what the context of the particular issue. Technologies such as Augmented Reality (AR), is utilized almost every kind of fields in today’s society. As computers become more advanced through mobile devices and wearable technology, augmented reality will become a seamless experience that is a part of our everyday lives. In the context of this work, an Intelligence mobile navigation application for the King Abdul Aziz University Rabigh is developed enabling the user to find specific locations on campus and offers the ability to explore the campus environment via AR. Furthermore, the system, Mobile Campus Navigation with Augmented Reality application is capable of giving guidance in outdoor location navigating and retrieving details of campus officials and lecturers. With the proposed system, it is expected to serve as a useful and informative navigate helper for both students of King Abdul Aziz University and for the visitors, at outdoor locations and to use as an application to check officials and lecturer availability and retrieve detail about them when they are not available at the office at any time.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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