Author: Poh Yee Tan
This project provides the public with an attractive and interactive interior design application using Augmented Reality. Nowadays, there are a lot of people familiar with the computer system and communication technologies. Hence this exploring the prospect of a new form of Virtual Reality (VR) application called Augmented Reality (AR) technology develops more rapidly. Augmented reality is a field of research which deals with the combination of real-world and virtual environment. It is an environment that applies between virtual reality and real environment. There are several problems induce me to create an interior design application in AR. Nowadays, people are busy with their work. People are no time to go to various stores to buy furniture for their home, shop or office. There is difficult to fulfil the customers contentment of decorate their room without imaginary picture to refer. Printed furniture catalog is basically a paper based information with lots of texts and images which does not provide any interaction for the user. And people can"t view a better graphics of visualization because the design layout is statically presented on papers. Due to that, AR and 3D technology must be applied into interior design area. It is an application which includes furniture and furnishings will develop in three-dimensional surface of object and present by using augmented reality. It will perform the interactive and attract the attention from the public. In this project, I choose Waterfall methodology as a guideline to develop my product throughout this project. By having a methodology, I can carry out my project successfully. As we know, augmented reality technology is still new in our country, but it is a fact that AR technologies would potentially to be the future technology trend to the public.
Author: Jo Ann Asher Thompson, Nancy Blossom
Publisher: John Wiley & Sons
"The Handbook of Interior Design offers a compilation of current ways of thinking that inform the discipline of interior design"--
Author: Sam Kubba
Publisher: McGraw Hill Professional
* A single-source, on-the-job resource to help interior designers and architects solve any space planning problem * Simplifies code compliance (International Building Code, ADA, and more) * Includes hundreds of plans and details for every building type * Checklists and guidelines throughout
Author: Maureen Mitton
Publisher: John Wiley & Sons
A newly updated and comprehensive guide to all aspects of visual design From doing a quick sketch to producing a fully rendered model, the ability to create visual representations of designs is a critical skill for every designer. Interior Design Visual Presentation, Fifth Edition offers thorough coverage of interior design communication used throughout the design process, complete with a broad range of real-world examples. This fully updated handbook presents a full range of styles and techniques used for interior design visual communication, from hand drawing to 3D computer modeling. Its accessible, how-to approach guides you through a variety of methods for executing creative and successful design graphics, models, and presentations. Recognizing the ongoing proliferation of digital tools for visual representation, this edition provides the latest information on software used in presentation such as Photoshop, and SketchUp, and covers the integration of Revit, and AutoCAD generated content into design presentations. • Covers all aspects of visual design and presentation for interior designers • Includes color illustrations that feature a wide range of project types including residential, healthcare and public projects, designed to highlight step-by-step instructions • Provides a discussion of incorporation of 3D digital models into presentations including use in virtual reality, and expanded information on scale models including a discussion of 3D printing • Includes a companion website for instructors, featuring PowerPoint lecture slides and an instructor's manual From traditional to cutting-edge techniques, Interior Design Visual Presentation, Fifth Edition gives students and professionals alike the tools to give life to their design vision.
Author: Elizabeth Hodge, Sharon Collins, Tracy Giordano
Publisher: Jones & Bartlett Publishers
Step into the world of virtual reality with your newly created avatar and begin to experience the tools that make this world interactive! During their infancy stage, virtual environments were largely based upon the gaming community and over time have been adapted to meet the growing number of users and educators. The Virtual Worlds Handbook, with CD-ROM, provides a user-friendly approach that will help trainers and educators create an effective and interactive environment within the Second Life virtual world. This book was written to help the novice user tackle the natural learning curve while providing the experienced user with tips, tools, and tricks to help any educator or trainer meet their professional goals faster. The opportunities using virtual reality are limitless and provide online students with a unique opportunity to connect both physically and educationally to one another, to faculty, to university, and to a worldwide market.
Author: Ann Latham Cudworth
Publisher: CRC Press
Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.
Author: Michael J. Smith, Richard John Koubek, Gavriel Salvendy, Don Harris
Publisher: CRC Press
This three volume set provides the complete proceedings of the Ninth International Conference on Human-Computer Interaction held August, 2001 in New Orleans. A total of 2,738 individuals from industry, academia, research institutes, and governmental agencies from 37 countries submitted their work for presentation at the conference. The papers address the latest research and application in the human aspects of design and use of computing systems. Those accepted for presentation thoroughly cover the entire field of human-computer interaction, including the cognitive, social, ergonomic, and health aspects of work with computers. The papers also address major advances in knowledge and effective use of computers in a variety of diversified application areas, including offices, financial institutions, manufacturing, electronic publishing, construction, and health care.
Author: Peter Vink
Publisher: CRC Press
What should every airline and manufacturer know about comfort? What can we learn from studies in the scientific literature? What do most passengers know about comfort and how can we translate that into interior design? Where can I find the latest knowledge and research useful for designing aircraft seats? Although the answers to these questions are available, they have often been hard to find. Until now. Based on studies conducted by the author and the latest knowledge on comfort, Aircraft Interior Comfort and Design links scientific research on customer likes and dislikes with technical know-how of aircraft interior design. It contains theoretical information on comfort gathered directly from the voice of the passenger, specific tips and photographs on passenger likes and dislikes, and an overview of the latest scientific demands for passenger seats. Presenting the results of current research and development in the aircraft interior industry, this book provides insight that, when applied to the daily work of managing the passenger experience, can lead to further improvements. The author makes the case for using improved comfort as a selling tool and identifies new opportunities for comfort improvement in the different phases of the passenger experience. He demonstrates how by optimizing the passengers’ senses at each phase, you can design comfort back into flying.
Author: Sarah Richardson
Publisher: Simon and Schuster
A comprehensive interior design guide by the host of HGTV's Sarah 101 provides illustrated instructions for aesthetically transforming every room in a house. 35,000 first printing. TV tie-in.
Author: Lennart Andersson, Kyla Farrell, Oleg Moshkovich, Cheryle Cranbourne
Implementing Virtual Design and Construction using BIM outlines the team structure, software and production ecosystem needed for an effective Virtual Design and Construction (VDC) process through current real world case studies of projects both in development and under construction. It provides the reader with a better understanding of the successful implementation of VDC and Building Information Modeling (BIM), and the benefits to the project team throughout the design and construction process. For readers already familiar with VDC, the book will provide invaluable examples of best practices and real world solutions. Richly illustrated in color with actual VDC documentation, visualizations, and statistics, the reader is shown the real processes undertaken and outputs generated when working on high profile building information models. Online animations, interviews with practitioners, and downloadable templates, forms and files make this an interactive and highly engaging way to learn a crucial set of skills. While keeping up with current industry practice is a minimum requirement, this book goes further by helping you prepare for the next level of virtual design and construction. This is essential reading for project managers, construction managers, architects, design managers, and anybody with a role in BIM or virtual construction.
Author: Maia Engeli
Edited by Professor Maia Engeli and with a contribution by Professor Gerhard Schmitt, both of the Swiss Federal Institute of Technology (ETH Z rich), this book presents 33 exciting new projects which demonstrate the growing significance of CAAD for today's architects. Divided into 5 main chapters: Design in Space and Time; Learning and Creative Collaboration; Virtual Environments; IT and Practice; and Blurring Boundaries, the projects illustrate how computers can be used innovatively and creatively in designing physical, virtual and hybrid architecture. Particular emphasis is placed on the interaction between man and computer, and also on the aesthetic aspects. The book is accompanied by a CD-Rom which documents the design processes through animation sequences, demonstrating the dynamic features of the projects. Whilst these tools, installations and multi-media projects have arisen out of the field of architecture, they exceed the narrow confines of this discipline to touch upon areas such as interior design, graphic design and information technology. The designs presented are colourful and complex, seeking to fire the imagination in creating a fitting environment for today's society.
Author: Jason Jerald
Publisher: Morgan & Claypool
Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.
Author: Lucio Tommaso De Paolis, Antonio Mongelli
This book constitutes the refereed proceedings of the Second International Conference on Augmented and Virtual Reality, AVR 2015, held in Lecce, Italy, in September 2015. The 32 papers and 8 short papers presented were carefully reviewed and selected from 82 submissions. The SALENTO AVR 2015 conference brings together a community of researchers from academia and industry, computer scientists, engineers, and physicians in order to share points of views, knowledge, experiences, and scientific and technical results related to state-of-the-art solutions and technologies on virtual and augmented reality applications for medicine, cultural heritage, education, industrial sectors, as well as the demonstration of advanced products and technologies.