Complexity for Computer Graphics - Interior Design Aleesha

Top interior design courses in chennai- Aleesha Institute

Top interior design courses in chennai


Increased Complexity Any serious use of design context requires the broadest possible student exposure and occurs at different scales. By the end of the first semester, we have the architecture students create a habitable, freestanding structure. For example, one project required them to design a festival shelter using a specific technology (fabric and tensile structures) for an unfamiliar climate and culture (Native American) at a remote site (see Figure 6). During digital design, students also experience different types (nonrectilinear) of forms, nonuniform rational B-spline surfaces (Nurbs), and image processing and photo superimposition and collage. Context provides sources of inspiration everywhere. Designers can learn from looking at precedents in their own narrowly defined field of study or in the allied arts. The ubiquitous use of computer graphics has not only crossed disciplinary boundaries but also acted as a catalyst to blur other lines of distinction. From graphic design to furniture design, architects, interior designers, industrial designers, artists, and others perform overlapping tasks for their clients. The increased variety of university design programs simultaneously satisfies student and industry demand for increasingly focused study and allows students in one design discipline to connect with opportunities and advances in others. In this milieu, beginning students can be informed by precedents of different scales, with instructors mixing lessons in design with lessons in structure, form, order, representational graphics, lighting, and materiality. For example, architecture or interior design students might study a chair to analytically deconstruct and mine it for design principles and then apply those principles to design a restaurant or café (see Figure 7). They design the project digitally using previously learned skills. However, for this detailed small-scale project, they now include lighting, materials, and a preliminary schematic structure, all of which the digital product must represent. (They also learn the difference between ray tracing and radiosity.) Students study texture, shadows, light intensity and reflectivity, color cast, and so on, in the context of their project. The individual projects teach process and methodology, and the breadth of possibilities becomes evident in the collective presentations.
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When students enter a professional design program, regardless of their skill level, they want to design whatever object or space they believe is at  When students enter a professional design program, regardless of their skill level, they want to design whatever object or space they believe is at the core of their chosen discipline. For interior design students, this might be a complex interiorplanning project that lets them deal with space planning on multiple levels, from small-scale furniture design to wall-covering design. For architecture students, it’s a free-standing building (see Figure 8). The building’s particular purpose doesn’t matter; it could vary from residential to commercial to institutional. Whatever the particular program, it’s important to continue to expose students to new concepts while providing an opportunity early in their studies to develop various proficiencies—especially in applying computer graphics to design and presentation. Consequently, these tools will facilitate rather than hinder their progress as their projects’ complexity grows. Attractive, accessible physical contexts (such as waterfront sites along the New Jersey shore) help encourage environmental and programmatic responsibility and raise the level of expectation and aspiration for the graphic presentations. It’s reasonable to believe that students who invest much effort in a project become emotionally attached to, and proud of, their work. Growing up in an era of high graphic standards and expectations, they push themselves and each other to succeed. Performance Criteria and Expectations After students complete the first year, they should be able to select and use the appropriate software application for a design project. By carefully designing the project, instructors can require students to use at least two different modeling programs to reinforce the concept that they should use each tool for what it does best and that design objectives are more important than using any single computer graphics application. Freshman students at NJIT experiment with both polygonal and Nurbs models, and it isn’t surprising to see them work with multiple programs open, ■ creating an object in one program for import into another program, ■ working on that object in a paint program, ■ modifying it in an image-processing application, and ■ compositing it in yet another application to use in a presentation. A systems approach to design is consistent with the idea of using different applications for different purposes and merging, transferring, and adapting files as necessary to serve the design. This also makes the additional layering of buildinginformation-modeling applications easier. The final submission’s appearance should be intentional rather than be determined by an application’s defaults or proclivities. The many tasks that advanced students face—from a detailed investigation of sustainable building materials, to structural design, to construction or manufacturing processes—means that the first year will include much preparatory work. Although teachers can’t introduce all computer graphics issues, they can expect that students will develop facility with many of the applications they use. Furthermore, a flexible attitude toward using and changing applications will help them continue to develop.

There are more computer graphics concepts and skills to be learned than we can present in the first year. Whereas some students might, out of personal interest, move forward faster, most fill any available time working on design projects. Yet skill-building always has been, and remains, an important task for beginning students. Exposure to a variety of issues, skill-building, introduction to studio culture, and the development of comfort with iterative processes in both design and image creation are important objectives in the beginning of a design program. When computer graphics is taught in the context of other disciplines, the timetable inevitably stretches. Furthermore, computer graphics is developing more rapidly than the techniques available with traditional media have. Changes in materials and media that used to span multiple decades are now collapsed into years or even months. New applications and new versions of existing applications demand continuous learning throughout the academic program. Teaching and learning skills don’t end in the first or second year. At NJIT, building information modeling is introduced in the first year, but its power isn’t unleashed without a parallel understanding of the structure and materials used in construction. Industrial designers’ solid-modeling tools don’t make complete sense until students understand manufacturing processes. Also, although students might begin to learn how to model a human figure, study and observation of expression are needed to effectively communicate emotion. Every design discipline requires additional study of computer graphics after the initial exposure, and the media used during design can and do affect the nature of the design. Nevertheless, there are pedagogical and expedient reasons to teach computer graphics in the context of the design environment relevant to the profession using the tools. Although the specific examples I’ve previously described pertain to beginning students, the processes and the integrated nature of the pedagogy persist throughout the curriculum.

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