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David Botta

Bio: David Botta is an academic researcher from Simon Fraser University. The author has contributed to research in topics: Animation & Film editing. The author has an hindex of 2, co-authored 6 publications receiving 13 citations.

Papers
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01 Jan 2012
TL;DR: The anticipated increase in adoption of optimization tools has the potential to bring substantial benefits not only to architects and building engineers but also to the users and owners of buildings, and thereby address wider economic and sustainability concerns.
Abstract: Therefore, one important future challenge for software developers is to make optimization tools more accessible and more easily used by practitioners, but without compromising the rigor of use that is required to achieve valid results. The anticipated increase in adoption of optimization tools has the potential to bring substantial benefits not only to architects and building engineers but also to the users and owners of buildings, and thereby address wider economic and sustainability concerns.

5 citations

Journal ArticleDOI

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TL;DR: This research shows that a fine-grained, sub-topical linkograph of a design conversation can be used to identify the locations of topic shifts in that conversation.
Abstract: Knowing the locations of weak-to-strong topic shifts in a design history enables hierarchical segmentation of that history. The segmentation can be the basis of hierarchical visualization, that is, semantic zoom, and more, such as visualization of co-location, co-citation, and density of linking. This research shows that a fine-grained, sub-topical linkograph of a design conversation can be used to identify the locations of topic shifts in that conversation. A design conversation spanning 11 design meetings was captured; deictic (pointing-like) references were simulated by performing a sentence-by-sentence-level linkograph analysis of the conversation (that is, the conversation was not subjectively aggregated to topical segments prior to analysis); an algorithm used the linkograph to predict the locations of topic shifts; and the linkograph-predicted topic shift locations were compared with expected topic shift locations for the same conversation. The expected topic shift locations were defined as the heads of reference series (references to transcript units) that were made in a detailed report about the meetings. The model performed well (63–80 %) on large reference series (quartiles three and four) and poorly on small reference series (quartiles one and two, and singular references). Future research will work with linkographs that are automatically constructed by both text-based and graphic design systems and aim to develop a framework that can adapt to individual histories.

4 citations

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01 Jan 2012
TL;DR: It is found that architects wish to convey the subjective impact of design, but don’t know how to connect film editing techniques to architectural ends, and Computational design could fill this gap with, for example, drag-and-drop editing patterns.
Abstract: As part of our inquiry about the practice of architectural film and animation and where it might go, this paper presents the results of interviews with architects on space, and on animation. We present their rich sense of space, and explain how they structure architectural film and animation. We found that architects wish to convey the subjective impact of design, but don’t know how to connect film editing techniques to architectural ends. Computational design could fill this gap with, for example, drag-and-drop editing patterns.

2 citations

Book ChapterDOI

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05 Oct 2011
TL;DR: The paper discusses Jeddah, an interactive artwork that experiments with the relation between cursor and background art, and how the cursor is exaggerated in shape, scale, color and motion to blend in with the background art.
Abstract: The paper discusses Jeddah, an interactive artwork that experiments with the relation between cursor and background art. In addition to being functional, the cursor is also cast as an element of artistic expression. It is exaggerated in shape, scale, color and motion to blend in with the background art, and is constantly transforming in response to the art world. This is done to enhance the mood and experience of spatial exploration of Jeddah's world.

1 citations


Cited by
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Journal Article

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TL;DR: In this paper, the authors describe a multiple-view structure for generative components, which allows for multiple views onto the constraint model and simultaneous interaction across views, and describe one multiple view structure, its development and refinement through a large group of architecture practitioners.
Abstract: Parametric design systems model a design as a constrained collection of schemata. Designers work in such systems at two levels: definition of schemata and constraints; and search within a schema collection for meaningful instances. Propagation-based systems yield efficient algorithms that are complete within their domain, require explicit specification of a directed acyclic constraint graph and allow relatively simple debugging strategies based on antecedents and consequents. The requirement to order constraints appears to be useful in expressing specific designer intentions and in disambiguating interaction. A key feature of such systems in practice appears to be a need for multiple views onto the constraint model and simultaneous interaction across views. We describe one multiple-view structure, its development and refinement through a large group of architecture practitioners and its realization in the system Generative Components.

160 citations

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20 Aug 2002
TL;DR: An informal history capture and retrieval mechanism for collaborative, early-stage information design that enhances the design process itself, and provides new opportunities for reasoning about the design of complex artifacts.
Abstract: To form a deep understanding of the present; we need to construct and engage an account of the past. In this paper, we present an informal history capture and retrieval mechanism for collaborative, early-stage information design. This history system is implemented in the context of the Designers'' Outpost, a wall-scale, tangible interface for collaborative web site design. The interface elements in this history system are designed to be fluid and comfortable for early phase design. As demonstrated by an informal lab study with six professional web site designers, this history system enhances the design process itself, and provides new opportunities for reasoning about the design of complex artifacts.

143 citations

Book

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30 Nov 2010
TL;DR: The Handbook of Research on Methods and Techniques for Studying Virtual Communities as mentioned in this paper satisfies the need for methodological consideration and tools for data collection, analysis and presentation in virtual communities, making this reference a comprehensive source of research for those in the social sciences and humanities.
Abstract: Handbook of Research on Methods and Techniques for Studying Virtual Communities: Paradigms and Phenomena satisfies the need for methodological consideration and tools for data collection, analysis and presentation in virtual communities. Chapters cover studies on various types of virtual communities, making this reference a comprehensive source of research for those in the social sciences and humanities. Additionally, the book supports executives and corporate leaders concerned with the management of expertise, social capital, competence knowledge, and information and organizational development in different types of virtual communities and environments.

97 citations

Dissertation

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01 Jun 2018
TL;DR: This study puts forward suggestions to improve communication in the design process, through a storyboard represents users’ experiences in using an interactive communication system, which is being tested through a mock-up of the web application.
Abstract: The architectural design process involves the input of many stakeholders. Communication between them is crucial as it ensures an effective design process. The practice of architecture has been transformed by advances in hardware and software technologies, to the point where both the workflow and the design process are changing. These technologies have also impacted on the methods of representing and communicating design work. At present, traditional communication uses 2D and 3D drawings, as well as digital media such as animation, computer gaming or graphic design, which have impacted on architectural representations. While these tools are very useful, problems in communication between stakeholders are revealed. For instance, differences in architectural background knowledge and requirements lead to misunderstanding the design, confusion caused by working on inconsistent information, and use of incompatible software which causes difficulties in accessing work. This research project attempts to identify and analyse issues relating to communication within the design process in order to improve it. The study is undertaken using a number of key questions to guide the development and progress of the research. The extent of communication via digital media in the design process, in contemporary architectural practice, is examined, along with the perceived value of digital technology by stakeholders. Architectural design work would benefit from exploiting digital media and the Internet to provide an effective form of communication for enabling a user/stakeholder-oriented involvement in the design process. The work presented revisits the conventional methods of communication in design work, between various interested parties in any given project (stakeholders: architects, engineers, planners and clients), with a view to formulating an outline for a potential system that facilitates communication as part of a participatory design process. This study puts forward suggestions to improve communication in the design process, through a storyboard represents users’ experiences in using an interactive communication system. The suggestions are being tested through a mock-up of the web application, which is then presented to participants to receive feedback. Three guiding principles inform the development of the final system: interaction (to allow fast input and feedback); accessibility (to ensure any particular design software is able to interact with the system); and inclusivity (to allow both specialists and lay people to use the system).

17 citations

Proceedings ArticleDOI

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31 Aug 2017
TL;DR: A new interface for interactive comparisons of more than two alternative documents in the context of a generative design system that uses generative data-flow networks defined via directed acyclic graphs is presented and new difference visualizations for selected nodes and alternatives using additive and subtractive encodings are introduced.
Abstract: We present a new interface for interactive comparisons of more than two alternative documents in the context of a generative design system that uses generative data-flow networks defined via directed acyclic graphs. To better show differences between such networks, we emphasize added, deleted, (un)changed nodes and edges. We emphasize differences in the output as well as parameters using highlighting and enable post-hoc merging of the state of a parameter across a selected set of alternatives. To minimize visual clutter, we introduce new difference visualizations for selected nodes and alternatives using additive and subtractive encodings, which improve readability and keep visual clutter low. We analyzed similarities in networks from a set of alternative designs produced by architecture students and found that the number of similarities outweighs the differences, which motivates use of subtractive encoding. We ran a user study to evaluate the two main proposed difference visualization encodings and found that they are equally effective.

7 citations