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The emergence and adoption of computational technologies has significantly changed design and design education beyond the replacement of drawing boards with computers or pens and paper with computer-aided design (CAD), computer-aided manufacturing (CAM), and computer-aided engineering (CAE) applications. Computational Design Methods and Technologies: Applications in CAD, CAM and CAE Education explores state-of-the-art developments in computational design methods and their impact on contemporary design education. Readers will find case studies, empirical research findings, pedagogical theories, and reflections. Researchers, educators, designers, and developers will better understand how applying pedagogical research and reflection has influenced and will continue to transform the field in the future.
This book presents new ways of facilitating design thinking, through the combination of cognitive design strategies and information technologies. It provides readers with an in-depth understanding of the traditional and digital design processes and activities that are employed in architecture, computational design, communication design and graphic design. The book is divided into three parts: Part I, which focuses on creativity, uses evidence derived from empirical studies to develop an understanding of the way computational environments shape design thinking and may lead to more inventive outcomes. Part II considers the cognitive dimensions of design teams, crowds and collectives. It investigates the ways digital design platforms promote interactive and collective thinking. Lastly, Part III addresses culture, examining the linguistic and cultural context of the globalised design ecosystem. Providing valuable insights into design thinking, this book helps readers engage with their local and global environments. It will appeal to academics, researchers and professionals with an interest in understanding design thinking in the context of creativity, collaboration and culture.
New computational design tools have evolved rapidly and been increasingly applied in the field of design in recent years, complimenting and even replacing the traditional design media and approaches. Design as both the process and product are changing due to the emergence and adoption of these new technologies. Understanding and assessing the impact of these new computational design environments on design and designers is important for advancing design in the contemporary context. Do these new computational environments support or hinder design creativity? How do those tools facilitate designers’ thinking? Such knowledge is also important for the future development of design technologies. Research shows that design is never a mysterious non-understandable process, for example, one general view is that design process shares a common analysis-synthesis-evaluation model, during which designers interact between design problem and solution spaces. Understanding designers’ thinking in different environments is the key to design research, education and practice. This book focuses on emerging computational design environments, whose impact on design and designers have not been comprehensively and systematically studied. It comprises three parts. The history and recent developments of computational design technologies are introduced in Part I. The main categories of technologies cover from computer-aided drafting and modelling tools, to visual programming and scripting tools for algorithmic design, to advanced interfaces and platforms for interactions between designers, between designers and computers, and between the virtual environment and the physical reality. To critically explore design thinking, especially in these new computational design environments, formal approaches to studying design thinking and design cognition are introduced and compared in Part II, drawing on literature and studies from the 70s to the current era. Part III concludes the book by exploring the impact of different computational design technologies on design and designers, using a series of case studies conducted by the author team building on their close collaboration over the past five years. The book offers new insights into designers’ thinking in the rapidly evolving computational design environments, which have not been critically and systematically studied and reported in the current literature. The book is meant for design researchers, educators and students, professional practitioners and consultants, as well as people who are interested in computational design in general.
New computational design tools have evolved rapidly and been increasingly applied in the field of design in recent years, complimenting and even replacing the traditional design media and approaches. Design as both the process and product are changing due to the emergence and adoption of these new technologies. Understanding and assessing the impact of these new computational design environments on design and designers is important for advancing design in the contemporary context. Do these new computational environments support or hinder design creativity? How do those tools facilitate designers' thinking? Such knowledge is also important for the future development of design technologies. Research shows that design is never a mysterious non-understandable process, for example, one general view is that design process shares a common analysis-synthesis-evaluation model, during which designers interact between design problem and solution spaces. Understanding designers' thinking in different environments is the key to design research, education and practice. This book focuses on emerging computational design environments, whose impact on design and designers have not been comprehensively and systematically studied. It comprises three parts. The history and recent developments of computational design technologies are introduced in Part I. The main categories of technologies cover from computer-aided drafting and modelling tools, to visual programming and scripting tools for algorithmic design, to advanced interfaces and platforms for interactions between designers, between designers and computers, and between the virtual environment and the physical reality. To critically explore design thinking, especially in these new computational design environments, formal approaches to studying design thinking and design cognition are introduced and compared in Part II, drawing on literature and studies from the 70s to the current era. Part III concludes the book by exploring the impact of different computational design technologies on design and designers, using a series of case studies conducted by the author team building on their close collaboration over the past five years. The book offers new insights into designers' thinking in the rapidly evolving computational design environments, which have not been critically and systematically studied and reported in the current literature. The book is meant for design researchers, educators and students, professional practitioners and consultants, as well as people who are interested in computational design in general.
This book presents new ways of facilitating design thinking, through the combination of cognitive design strategies and information technologies. It provides readers with an in-depth understanding of the traditional and digital design processes and activities that are employed in architecture, computational design, communication design and graphic design. The book is divided into three parts: Part I, which focuses on creativity, uses evidence derived from empirical studies to develop an understanding of the way computational environments shape design thinking and may lead to more inventive outcomes. Part II considers the cognitive dimensions of design teams, crowds and collectives. It investigates the ways digital design platforms promote interactive and collective thinking. Lastly, Part III addresses culture, examining the linguistic and cultural context of the globalised design ecosystem. Providing valuable insights into design thinking, this book helps readers engage with their local and global environments. It will appeal to academics, researchers and professionals with an interest in understanding design thinking in the context of creativity, collaboration and culture.
This two-volume set constitutes the refereed proceedings of the 16th International Conference on Collaborative Computing: Networking, Applications, and Worksharing, CollaborateCom 2020, held in Shanghai, China, in October 2020.The 61 full papers and 16 short papers presented were carefully reviewed and selected from 211 submissions. The papers reflect the conference sessions as follows: Collaborative Applications for Network and E-Commerce; Optimization for Collaborate System; Cloud and Edge Computing; Artificial Intelligence; AI Application and Optimization; Classification and Recommendation; Internet of Things; Collaborative Robotics and Autonomous Systems; Smart Transportation.
This two-volume set constitutes the refereed proceedings of the 16th International Conference on Collaborative Computing: Networking, Applications, and Worksharing, CollaborateCom 2020, held in Shanghai, China, in October 2020.The 61 full papers and 16 short papers presented were carefully reviewed and selected from 211 submissions. The papers reflect the conference sessions as follows: Collaborative Applications for Network and E-Commerce; Optimization for Collaborate System; Cloud and Edge Computing; Artificial Intelligence; AI Application and Optimization; Classification and Recommendation; Internet of Things; Collaborative Robotics and Autonomous Systems; Smart Transportation.
This book constitutes revised selected papers from the refereed proceedings of the First Human Centered Computing Conference, HCC 2014, that consolidated and further develops the successful ICPCA/SWS conferences on Pervasive Computing and the Networked World. The 54 full papers and 30 short papers presented in this volume were carefully reviewed and selected from 152 submissions. These proceedings present research papers investigating into a variety of aspects towards human centric intelligent societies. They cover the categories: infrastructure and devices; service and solution; data and knowledge; and community.
Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.
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