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  • 學位論文

互動式呈現媒材在建築設計應用上的四點現象

Four Phenomena in the Applications of Interactive Representing Media in Architectural Design

指導教授 : 劉育東

摘要


呈現媒材(representing media)除了是建築師用來做設計、溝通以及連結與傳遞建築想法的工具外,亦是建築尚未被實現前受檢視的依據,其為建築師、業主與施工者三者間重要的溝通媒介,同時也提供業主或無專業設計背景人士另一個容易且直接的溝通方式。數位時代的來臨,電腦已成為傳統媒材外一種新的設計呈現方式,數位模型(digital model)的多樣性使其成為近年建築師與業主間重要的溝通媒介。 數位媒材開啟了傳統呈現方式外更多的可能,建築師透過電腦運算與後製合成的3D模擬圖營造具擬真感、材質感與空間感的氛圍呈現予業主,以電腦動畫讓觀看者具體考量建築空間,更清楚傳達動線、空間關係。然而,3D 模擬圖與電腦動畫等呈現方式於溝通時的主導權皆處於建築設計者一方,對於業主而言,卻形成「有什麼,看什麼」的情況,除了眼前所見,其餘部分僅經由想像而來,能否有效閱讀與理解設計仍須取決於設計者所選用的工具。 本研究透過Quest3D互動式瀏覽介面的建置,將可即時瀏覽、具備自由視點及媒材主控權等特點結合,為現今建築設計案提供一種新的呈現方式。以訪談研究(interview)與實作研究(implementation)兩步驟從新定義與釐清建築設計者與業主於設計討論過程透過何種呈現因子與媒材特性溝通;不論數位與否,現今的媒材已能滿足雙方對於設計溝通與呈現未實現建築的需求了嗎?建築設計溝通媒材不再只是一種影像式的觀察,而是提供建築空間更好模擬的媒介。

並列摘要


For architects, representing media is regarded not only a tool concerning design, communication, and concept connection but a review instrument between architects, owners and constructors as well before architecture projects are put into action. In addition, such a method also offers a much easier and direct way for owners to smooth conversation with people lacking design experience. Given the diverse nature of digital technology, digital model has played an essential role when it comes to bridging consensus between architects and owners. Some architects would employ photorealistic 3D architectural renderings, which can create interactive architectural visualization in terms of the project's material, space and reality, to present their works. Nevertheless, no matter how the project is presented, either in the form of 3D rendering or animation, the architects still enjoy the advantage of the communication process. On the contrary, owners are forced to play a less-dominant role while engaging in the communications with the architects. Apart from this, the communication between the two will be carried out on the imagination grounds. We try to employ the software Quest3D combined with the features of instantaneity, free viewpoint and media initiative, the space of "being inside" interface would therefore be created. The purpose of this research seeks to explore the depth of the issue by Quest3D through two methods: interview and ongoing project implementation. Several questions below have been raised regarding how to redefine the relationship between architect and owner, as well as how to clear out the confusion occurred through the design layout presentation at the same time. In addition, to what extent can the media representation nowadays, whether being presented digitally or traditionally, fulfill the needs between architect and owner? From this perspective, communication on representing media should not be seen as visual observation, but should be regarded as space simulation for the purpose of further assessment before the projects are turned into reality.

參考文獻


Ben and Catherine Plaisant. Designing the User Interface: Strategies for Effective Human-Computer Interaction, 4th ed. Boston: Addison Wesley Professional, 2004.
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被引用紀錄


林生瑋(2014)。應用層級分析法評估建築競圖人員專業能力之研究〔碩士論文,國立臺北科技大學〕。華藝線上圖書館。https://doi.org/10.6841/NTUT.2014.00577

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