Mimar Sinan Güzel Sanatlar Üniversitesi Açık Bilim, Sanat Arşivi

Açık Bilim, Sanat Arşivi, Mimar Sinan Güzel Sanatlar Üniversitesi tarafından doğrudan ve dolaylı olarak yayınlanan; kitap, makale, tez, bildiri, rapor gibi tüm akademik kaynakları uluslararası standartlarda dijital ortamda depolar, Üniversitenin akademik performansını izlemeye aracılık eder, kaynakları uzun süreli saklar ve yayınların etkisini artırmak için telif haklarına uygun olarak Açık Erişime sunar.

MSGSÜ'de Ara
Gelişmiş Arama

Basit öğe kaydını göster

dc.contributor.authorTuker, Cetin
dc.contributor.authorErhan, Halil
dc.date.accessioned2025-01-09T20:03:38Z
dc.date.available2025-01-09T20:03:38Z
dc.date.issued2014
dc.identifier.isbn978-988190265-8
dc.identifier.urihttps://hdl.handle.net/20.500.14124/7645
dc.descriptionet al.; FORUM8 Co., Ltd.; Hewlett-Packard Japan, Ltd.; Informatix Incorporated; Kokuyo Furniture Co., Ltd.; Taiyo Kogyo Corporationen_US
dc.description19th International Conference on Computer-Aided Architectural Design Research in Asia - Rethinking Comprehensive Design: Speculative Counterculture, CAADRIA 2014 -- 14 May 2014 through 17 May 2014 -- Kyoto -- 106466en_US
dc.description.abstractModeling 3D architectural environments for games and design visualization is different than modelling for other purposes, such as for construction. These models include only the outer surfaces as 'skin' structures of the facades for rendering for which existing tools are too complex. After interviewing fourteen domain experts and evaluating available modelling tools, we observed a need for new modelling methods for rapid visualizations that leaves redundant model parts out for efficiency. We have developed a surface modelling method and a formalism for modelling architectural environments by slicing a building into layers with strips of façade element sequences. In the first prototype, we focused on parametric structures using user-defined architectonic vocabulary such as voids and solids. We conducted an expert review study with four participants: two userexperience and two domain experts. All participants responded that the method is easy to learn even for non-experts. Based on the tasks completed, they agreed that the method can speed the process of modelling large continuous façades, single-mass single-storey geometries, and repetitive floor layers; they also made suggestions for improvement. The results from the initial evaluation show that the method presented has some merits to be used in practice. © 2014, The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong.en_US
dc.language.isoengen_US
dc.publisherThe Association for Computer-Aided Architectural Design Research in Asia (CAADRIA)en_US
dc.relation.ispartofRethinking Comprehensive Design: Speculative Counterculture - Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia, CAADRIA 2014en_US
dc.rightsKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.subject3D modellingen_US
dc.subjectFacade reconstructionen_US
dc.subjectGameen_US
dc.subjectVisualizationen_US
dc.titleAn architectural modeling method for game environments and visualizationen_US
dc.typeconferenceObjecten_US
dc.departmentMimar Sinan Güzel Sanatlar Üniversitesien_US
dc.identifier.startpage605en_US
dc.identifier.endpage614en_US
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.identifier.scopus2-s2.0-84904646354en_US
dc.identifier.scopusqualityN/A
dc.indekslendigikaynakScopus
dc.snmzKA_20250105


Bu öğenin dosyaları:

DosyalarBoyutBiçimGöster

Bu öğe ile ilişkili dosya yok.

Bu öğe aşağıdaki koleksiyon(lar)da görünmektedir.

  • Տcopus [1543]
    Scopus | Abstract and citation database

Basit öğe kaydını göster