Visual computing and descriptive geometry are multidisciplinary fields addressing the handling of images, 3D models, and other computer graphics. These ideas are experiencing a revival due to emergent technologies and applications available to developers. Based in traditional forms of design and architecture, these fields are currently experiencing a bounty of new research based on old principles. The Handbook of Research on Visual Computing and Emerging Geometrical Design Tools seeks to add to this knowledge base by considering these technologies from a designer’s perspective rather than reiterating the principles of computer science. It combines aspects of geometry and representation with emerging tools for CAD, generation, and visualization while addressing the digital heritage of such fields. This book is an invaluable resource for developers, students of both graphic and computer-generated design, researchers, and designers. This book is the result of a scientific challenge, the creation of a wide international network of experts with different background and expertise, from academic institutions and from the world of practice, that are pursuing the innovation in the fields of visual computing, descriptive geometry and digital design media. The books collects peer-reviewed chapters dedicated to the emerging design tools and their new frontiers of knowledge where geometry is the starting point of generative design processes and a keyword for the understanding of our World heritage. Riccardo Migliari in 2005 wrote a paper entitled Has Perspective a future? (Has Man a future?) addressing the “analogies between questions on the future of Man in the face of the disasters of the indiscriminate use of science and technology (during the era of the Cold War, but still of interest today) and some considerations on the future of the perspective (and the descriptive geometry) in the automatons era”. With the outstanding contribute of Migliari, disciplines related to descriptive geometry are living a great revival thanks to new horizons opened by digital media and visual computing potential. These studies support the architectural and industrial design practice bridging the conceptual development through Cad tools with the final fabrication needs, allowing the visualization, the construction and the invention of complex forms (Migliari, 2009). Visual computing is a multidisciplinary environment for scholars, practitioners, makers and users engaging the traditional challenges of design. Its broad field of influence makes studies about the subject attracting and continuously related to the evolution of workflows. For this reason the book includes chapters that cover several topics like geometry, descriptive geometry, digital design media, digital heritage, perspective-based design tools, generative tools, stereotomic design, technology and digital fabrication. applications related to the Second Industrial Revolution introduced by digital design media; as in the words of William J. Mitchell and Malcolm McCullough, a designer’s view point is taken throughout: devices and techniques are introduced as a means of pursuing serious design intentions rather than as illustrations of the principles of computer science and technology (Mitchell & McCullough, 1995). The aim to combine knowledge about geometry, representation and descriptive geometry with emerging tools for cad, generation and visualization of shapes and spaces and new technologies applications is giving the opportunity to develop also a source about digital heritage and its multidisciplinary fields of applications. The book addresses a multidisciplinary target and research challenges, as requested from market and industrial/institutional bodies, encompassing the specialist audience, academics and scholars, and the end-users, students, practitioners and company employees. The effort is to encounter the strong interest about publications that starting from the solid roots of fundamentals and demonstrate how emerging processes and digital tools are innovating the fields of design and educational practices.

Handbook of Research on Visual Computing and Emerging Geometrical Design Tools

AMORUSO, GIUSEPPE
2016-01-01

Abstract

Visual computing and descriptive geometry are multidisciplinary fields addressing the handling of images, 3D models, and other computer graphics. These ideas are experiencing a revival due to emergent technologies and applications available to developers. Based in traditional forms of design and architecture, these fields are currently experiencing a bounty of new research based on old principles. The Handbook of Research on Visual Computing and Emerging Geometrical Design Tools seeks to add to this knowledge base by considering these technologies from a designer’s perspective rather than reiterating the principles of computer science. It combines aspects of geometry and representation with emerging tools for CAD, generation, and visualization while addressing the digital heritage of such fields. This book is an invaluable resource for developers, students of both graphic and computer-generated design, researchers, and designers. This book is the result of a scientific challenge, the creation of a wide international network of experts with different background and expertise, from academic institutions and from the world of practice, that are pursuing the innovation in the fields of visual computing, descriptive geometry and digital design media. The books collects peer-reviewed chapters dedicated to the emerging design tools and their new frontiers of knowledge where geometry is the starting point of generative design processes and a keyword for the understanding of our World heritage. Riccardo Migliari in 2005 wrote a paper entitled Has Perspective a future? (Has Man a future?) addressing the “analogies between questions on the future of Man in the face of the disasters of the indiscriminate use of science and technology (during the era of the Cold War, but still of interest today) and some considerations on the future of the perspective (and the descriptive geometry) in the automatons era”. With the outstanding contribute of Migliari, disciplines related to descriptive geometry are living a great revival thanks to new horizons opened by digital media and visual computing potential. These studies support the architectural and industrial design practice bridging the conceptual development through Cad tools with the final fabrication needs, allowing the visualization, the construction and the invention of complex forms (Migliari, 2009). Visual computing is a multidisciplinary environment for scholars, practitioners, makers and users engaging the traditional challenges of design. Its broad field of influence makes studies about the subject attracting and continuously related to the evolution of workflows. For this reason the book includes chapters that cover several topics like geometry, descriptive geometry, digital design media, digital heritage, perspective-based design tools, generative tools, stereotomic design, technology and digital fabrication. applications related to the Second Industrial Revolution introduced by digital design media; as in the words of William J. Mitchell and Malcolm McCullough, a designer’s view point is taken throughout: devices and techniques are introduced as a means of pursuing serious design intentions rather than as illustrations of the principles of computer science and technology (Mitchell & McCullough, 1995). The aim to combine knowledge about geometry, representation and descriptive geometry with emerging tools for cad, generation and visualization of shapes and spaces and new technologies applications is giving the opportunity to develop also a source about digital heritage and its multidisciplinary fields of applications. The book addresses a multidisciplinary target and research challenges, as requested from market and industrial/institutional bodies, encompassing the specialist audience, academics and scholars, and the end-users, students, practitioners and company employees. The effort is to encounter the strong interest about publications that starting from the solid roots of fundamentals and demonstrate how emerging processes and digital tools are innovating the fields of design and educational practices.
2016
IGI Global
9781522500292
Architectural Heritage, Baroque Creativity, Computer Visualization, Point-Based Rendering, Post-Parametric Attitude, Projective Visualization, Renaissance Architecture, Vernacular Architecture, Virtual Reality
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1019554
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