scholarly journals FROM THE GENERAL DOCUMENTATION OF HADRIAN'S VILLA TO DESIGN ANALYSIS OF COMPLEX CUPOLAS: A PROCEDURAL APPROACH

Author(s):  
L. Cipriani ◽  
J. García-León ◽  
F. Fantini

<p><strong>Abstract.</strong> The paper illustrates the progress of Hadrian's Villa digital documentation with special emphasis on a series of modelling issues emerged while studying vaults and cupolas of the site. Together with the more general problem of giving scientific coherence to both active and passive sensor outputs – systematically gathered from 2013 – a methodological problem concerning data interpretation of complex <i>opus caementicium</i> vaults have become dramatically important for the interdisciplinary research team. A methodology for improving the understanding the original shapes of Hadrianic cupolas was designed to provide scholars and professionals operating at the Villa with reliable and easy to use outputs, for interpretation, restoration, maintenance practice. Sensors integration played a fundamental role since allowed researchers a global understanding of intrados and extrados surfaces using reverse modelling applications. Features and 2D primitives extracted from high-resolution models were analysed in order to create flexible procedural models of reconstruction hypothesis/completion of cupolas. Due to the very nature of these shapes (apparently irregular), but with a solid geometric conception, we applied the last achievements of Catmull-Clark bicubic surfaces in combination with Visual Programming Language (VPL).</p>

2020 ◽  
Vol 13 (37) ◽  
pp. 18
Author(s):  
Juan Carlos Travieso Torres ◽  
Daniel Galdámez González ◽  
Roberto Rodríguez Travieso ◽  
Arturo Rodríguez García

Nuestra principal contribución es la aplicación del lenguaje de programación visual (VPL, de sus siglas en inglés “Visual Programming Language”) y los dispositivos móviles (MD, de sus siglas en inglés “Mobile Devices”) para el aprendizaje de los sistemas de control, lo cual mejoró la comprensión de estudiantes regulares considerados dentro de un diseño cuasiexperimental. El empleo de un ambiente de enseñanza que emplea VPL y MD para abordar los sistemas de control de procesos fue la clave para resolver las dificultades de aprendizaje que tenían el estudiante con el método de enseñanza tradicional, y que perduraban a pesar de ya que se estaba considerando la alineación constructiva entre instrucción, aprendizaje y evaluación, actividades auténticas y un enfoque de aprendizaje basado en el diseño. Los elementos gráficos utilizados por VPL, tomados de una biblioteca hecha de bloques reutilizables, con diferentes formas y colores, facilitan la comprensión de los sistemas de control de procesos. También VPL muestra todo el sistema de control de procesos de un vistazo a través de los diferentes MD utilizados, que fueron computadoras portátiles, tabletas y teléfonos inteligentes. Ayudó que todos estos MD son bien conocidos y fáciles de usar para los estudiantes. La evaluación comparativa del rendimiento de aprendizaje de los estudiantes, con y sin el uso de VPL y MD, mostró la efectividad del rediseño en el modo de enseñanza. Se facilitó el aprendizaje de los sistemas de control de procesos, reduciendo las dificultades de la enseñanza tradicional y mejorando la comprensión de los estudiantes. Además, la autoeficacia de los estudiantes se vio afectada positivamente.


2021 ◽  
Author(s):  
◽  
William Briscoe

<p><b>In the context of urban design, generative design has been examined as a tool for expansion or optimisation of existing urban networks. This optimisation uses information such as geometry of the existing urban fabric and available space for expansion. However, very little research exists into designing around terrain factors, instead usually opting to consider difficult terrain as simply a boundary for network expansion. </b></p> <p>This research seeks to answer the question ‘How can generative design improve the way urban networks are designed in complex terrain?’ It does this by creating a tool that can interpret any terrain information, and with simple designer input, can create conceptual urban schemes in complex terrain. </p> <p>The tool is developed using visual programming language Grasshopper, an extension for the Rhinoceros3D modelling software. Its development and proof-of-concept scheme are executed in Wellington, New Zealand. The city is one uniquely situated between harbour and steep hills, leading to several typologies of hillside urban schemes to use as precedent and comparison with the tool’s outputs. The Wellington City Council Urban Growth Plan anticipates an increase of 80,000 people in the next 30 years, and the city requires additional areas to house the growing population. </p> <p>Through a discussion of urban theory and existing generative design exemplars, the thesis settles on an urban grid-based logic for the tool. The thesis then records the process of designing the tool, using a Wellington site as a base for development. </p> <p>Evaluation of the tool is undertaken using space syntax theory as a key framework, as well as qualitative comparisons with existing hill suburbs in Wellington.</p>


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Mark Noone ◽  
Aidan Mooney ◽  
Keith Nolan

This article details the creation of a hybrid computer programming environment combining the power of the text-based Java language with the visual features of the Snap! language. It has been well documented that there exists a gap in the education of computing students in their mid-to-late teenage years, where perhaps visual programming languages are no longer suitable and textual programming languages may involve too steep of a learning curve. There is an increasing need for programming environments that combine the benefits of both languages into one. Snap! is a visual programming language which employs “blocks” to allow users to build programs, similar to the functionality offered by Scratch. One added benefit of Snap! is that it offers the ability to create one’s own blocks and extend the functionality of those blocks to create more complex and powerful programs. This will be utilised to create the Hybrid Java environment. The development of this tool will be detailed in the article, along with the motivation and use cases for it. Initial testing conducted will be discussed including one phase that gathered feedback from a pool of 174 first year Computer Science students. These participants were given instructions to work with the hybrid programming language and evaluate their experience of using it. The analysis of the findings along with future improvements to the language will also be presented.


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