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ویرایش:
نویسندگان: John S. Gero
سری:
ISBN (شابک) : 3031204174, 9783031204173
ناشر: Springer
سال نشر: 2023
تعداد صفحات: 818
[819]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 25 Mb
در صورت تبدیل فایل کتاب Design Computing and Cognition’22 به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب طراحی محاسبات و شناخت22 نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب گزارش تحقیق و توسعه ای را ارائه می دهد که نشان دهنده وضعیت هنر در هوش مصنوعی در طراحی، شناخت طراحی، شناخت عصبی طراحی، و نظریه های طراحی از دهمین کنفرانس بین المللی محاسبات طراحی و شناخت است. span> در گلاسکو، انگلستان، در سال 2022 برگزار شد. 48 فصل تحت عنوان پردازش و طراحی زبان طبیعی گروه بندی شده اند. شناخت طراحی؛ طراحی عصب شناختی؛ یادگیری و طراحی؛ طراحی خلاقانه و طراحی مشترک؛ گرامرهای شکل؛ محاسبات کوانتومی؛ و رفتار انسان این مشارکتها برای محققان طراحی و مربیان طراحی و همچنین برای کاربران محاسبات پیشرفته و علوم شناختی مورد توجه ویژهای هستند. این کتاب حاوی دانشی در مورد رفتار شناختی و عصبی شناختی طراحان است که برای کسانی که نیاز به درک بهتری از طراحی دارند ارزشمند است.
This book reports research and development that represent the state of the art in artificial intelligence in design, design cognition, design neurocognition, and design theories from the Tenth International Conference on Design Computing and Cognition held in Glasgow, UK, in 2022. The 48 chapters are grouped under the headings of natural language processing and design; design cognition; design neurocognition; learning and design; creative design and co-design; shape grammars; quantum computing; and human behavior. These contributions are of particular interest to design researchers and design educators, as well as to users of advanced computation and cognitive science. This book contains knowledge about the cognitive and neurocognitive behavior of designers, which is valuable to those who need to gain a better understanding of designing.
Preface List of Reviewers Contents Natural Language Processing and Design Extracting Information for Creating SAPPhIRE Model of Causality from Natural Language Descriptions Introduction Design Creativity and Design by Analogy Support for Design by Analogy Structured Representation from a Natural Language Description Research Questions and Research Methodology Opportunities for Research Research Questions Research Methodology Intercoder Reliability Study Goals of the Study Study Procedure Samples Used in the Intercoder Reliability Study and Results Proposed Process Process Descriptions Process Validation Developer Testing User Validation of the New Process Discussion Conclusions References Recognizing the Structure of Biological Designs in Text Documents Introduction Related Research Intelligent Biologically Inspired Design Structure Recognition in IBID Positive Example of IBID’s Structure Recognition Negative Examples of IBID’s Structure Recognition Experimentation and Results Comparing IBID’s Results and the Humans’ Results Adjusting for Sources of Discrepancies via Adjusting the Ontology and Relaxation of Matching Criteria Discussion Conclusions References Generative Design Ideation: A Natural Language Generation Approach Background Computer-Aided Design Ideation Pre-trained Language Model Aim Significance Method Case Study and Results Discussion and Future Work References The ABC (Affordance-Bias-Cognition) Reasoning of Product-Use Interaction: A Text Mining Approach Introduction Background Product-Use Interaction from a Cognitive Perspective Text Mining Approaches to Analyze Design Artifacts Theoretical Framework Data and Methodology Results Discussion Limitations and Future Developments Conclusions References Design Progress Dashboard: Visualising a Quantitative Divergent/Convergent Pattern of Design Team Progress Through Natural Language Processing Introduction Related Works Reframing a Design Problem The Importance of Divergence and Convergence in Design Design Process Across Products, Systems & Services Opportunity of Adopting NLP in Design Documentations Research Methodology Corpus Setup Data Collection Data Cleaning Using NLP Data Processing Data Visualisation Results and Discussion Data Visualisation Framework Individual, Team and Class Representation Final Peer Assessment Case Study Conclusion Limitations Future Work References TechNet 2.0: Expanding Technology Semantic Network with Qualitative Relations to Enhance Reasoning Capabilities Introduction Merging TechNet and EKG TechNet 2.0: New Reasoning Capabilities Discussions and Outlook References Design Cognition—1 A Classification of Methods and Constructs in Design Cognition Research Introduction Methods Defining Terms Research Methods for Investigating Design Cognition Self-report Behavioural Physiological Design Cognition Constructs Reasoning Logical Reasoning Visual Reasoning Dual-Process Theories of Reasoning Decision Making Knowledge and Memory Metacognition Executive Functions Attention Visual Perception and Mental Imagery Classifying Methods and Constructs Conclusions References Is the PSVT:R Suitable for Evaluating Spatial Skill in Design? A Critique Background/Motivation Aims Significance Method Results What Is the Origin of the Term “Gestalt Processing” in Spatial Ability Assessment? How Are Gestalt and Analytic Processing Defined? How Was It Determined That the PSVT:R Is the Test of Spatial Ability that Best Measures “Gestalt Processing”? What Are the Implications for Using the PSVT:R to Assess Spatial Ability? Conclusions References Effects of Open-Endedness on Problem Solving Behaviour Introduction Problem Solving Ill-Structured, Open-Ended Problems The Present Study Solution Variability Path Dependency Perceived Difficulty Method Participants and Experimental Design Experimental Conditions and Stimuli Design Procedure Measures Results Solution Variability Path Dependency Task Difficulty Discussion References A Focussed Literature Review of Dual-Process Thinking to Inform the Study of Hackathons Introduction Background and Motivation Dual-Process Theory A Dual-Process Theory of Design Description of Hackathons Study Objectives Methodology Findings Dual-Process Theory in the Hackathon Design Process Dual-Process Theory During Problem Definition Dual-Process Theory During Conceptual Design Dual-Process Theory During Preliminary Design Dual-Process Theory During Detailed Design Dual-Process Theory During Communication Impact of Environment on Cognition Discussion Future Research Directions Limitations Conclusion References A Systems Thinking Inspired Approach to Understanding Design Activity Introduction Background Systems and Systems Thinking Systems Thinking and Design Systems Mapping System Mapping for Analyzing Design Protocols: A Novel Approach Method Data Collection Generation of Maps Results Size of the Map Maps over Time Patterns in Maps Discussion Contributions and Significance Future Research Conclusion References Investigating the Cognitive Processes Involved in Design Ideation Using Psychological Tests Introduction Existing Behavioral Literature on Ideation Present Study Methods Participants Tasks and Procedure Ideation Tasks Novelty Assessment Procedure Results Correlations Between Novelty and Cognitive Processes Variance in Novelty Scores Accounted for by the Cognitive Processes Discussion Semantic Association Executive Functions Broad Retrieval Ability (Gr) Inhibition Working Memory Intelligence Mental Imagery Divergent Thinking Variance in Novelty Accounted for by the Cognitive Processes Limitations Conclusion References Design Neurocognition Brain and Behavior in Engineering Design: An Exploratory Study on Using Concept Mapping Introduction Background Using fNIRS to Explore Neurocognitive Activation and Brain Network Research Questions Methods Experiment Design Data Analysis Results Students’ Neurocognitive Activation Is Positively Correlated with Their Concept Mapping Performance Students’ Brain Network Features Are Negatively Correlated with Their Concept Mapping Performance Discussion Conclusion References EEG Microstate Characteristics in Product Conceptual Design: Increased Time Coverage of Microstate Class Related to the Default Mode Network Background/Motivation Aims and Hypotheses Method Participants Experimental Design EEG Data Acquisition and Processing Statistical Analysis Results Changes of Microstate Parameters in Non-Creative Conditions Changes of Microstate Parameters Among Creative Conditions Duration Occurrence Coverage Discussion Interpretation of the Thinking Modalities of Each Microstate Class Following the Results of the Non-Creativity Task (Rest, MI, and VF) Differences in Microstate Parameters Between the Creativity Tasks Conclusions References Neurophysiological Responses to Biophilic Design: A Pilot Experiment Using VR and EEG Background Aims Method Participants Environmental Simulation Experiment Procedure Data Collection and Processing Methods Data Analysis Methods Analysis of Results Effect of Biophilic Design on Relative Alpha (RA) Power Effect of Biophilic Design on Relative Beta (RB) Power Discussion Conclusion References Comparing Designers’ EEG Activity Characteristics for Common Association and Remote Association Introduction Methodology Participants Tasks Procedure EEG Recording and Equipment EEG Data Analysis Results Spectral Analysis ERPS Results EEG Signals Tendency Results Discussion Compare the Findings with Existing Studies Comparing the EEG Activities for Remote Association and Common Association Limitations and Future Research Conclusion References Characterization of Design Brain States Over Time When Using Morphological Analysis and TRIZ Introduction Background Two Approaches to Concept Generation: Characteristics of Morphological Analysis and TRIZ Using Dynamic Functional Connectivity to Identify Brain States Methodology Experiment Design Data Collection Data Analysis Results Identification of Brain States When Generating Concepts with Morphological Analysis Identification of Brain States When Generating Concepts with TRIZ Discussion and Limitations Conclusion References Learning and Design Representing Design Cognition Through 3-D Deep Generative Models Background Aims Significance Project Concept Context Analyzing the Data Experiment 1: LiDAR Scanner Experiment 2: Mesh Model—Partition with a Grid Experiment 3: Partition with Design References Methodology Data Pre-Processing Learning the Underlying Structure Generating New Samples Results Conclusions References Classifying Building and Ground Relationships Using Unsupervised Graph-Level Representation Learning Introduction Building and Ground Relationships Graph Representation Learning Unsupervised Graph Level Representation Learning (UGLRL) Topology Methodology Experiment Case Study Experiment Results Learning Rate Number of Epochs Batch Size Conclusion References Data-Based Generation of Residential Floorplans Using Neural Networks Background Disadvantages of Common GD Applications The Dataset Related Work Methods Pixel-Based Methods Image Classification Using a Neural Network (NN) Image Generation Using a Generative Adversarial Neural Network (GAN) Interior Layout Generation Using Pix2Pix Graph-Based Methods Adjacency Matrix Generation Using a GAN Random Walk Generation Using a GAN Variational Auto-Encoders (VAE) Autoregressive Models From Graph to Plan Results Conclusion References Voxel Substitutional Sampling: Generative Machine Learning for Architectural Design Introduction Naïve Method Neighbourhood Pattern Neighbourhood Radius Transition Matrix Toy Example Proposed Method Best Matching Neighbourhood Neighbourhood Pattern with Block Selection Grid Selection and Grid Replacement Noise-Initialised Input Model Remix Mode Applying Global Function Scaling Inputs Masking Voxels Results Prototype Failures Conclusion References Creative Design and Co-design The ‘Atlas’ of Design Conceptual Space: A Design Thinking Framework with Cognitive and Computational Footings Background and Motivation The Role of Experience in Creative Design Conceptual Space Exploration as a Model for Designing Process The Uncertain Relationship Between Prior Design Information and Design Outputs Aims and Significance Methodology ‘Reference Frames’ and ‘Thinking by Moving’ The ‘Atlas’ of Design Conceptual Space: The ‘Reference Frame’ for Design Thinking Discussions and Future Work Conclusions References Computer Games for Design Creativity Research: Opportunities and Challenges Introduction Background Games and Serious Games Design and Games Creativity and Games Method Literature Search Overview Game Search Overview Results Computer Game Use Reported in the Literature Results from the Search of Potential Games Discussion Conclusion References Exploring Designers’ Encounters with Unexpected Inspirational Stimuli Introduction Related Works Processes Designers Use to Search for Inspiration Designers’ Preferences for and Use of Inspirational Stimuli Methods Participant Information Multi-modal Search Tool Design Task Identification of Search Behaviors from Task and Think-Aloud Data Results and Discussion Selection of Unexpected Inspirational Stimuli Motivations for Selecting Unexpected Inspirational Stimuli Conclusion References Collaborative Design: Evolution of Project’s Information and Role of the Graphic Interactions Motivation Background Existing Research Aim Method Environment Data Collection Results Typical Design Activities Recurrent Information Associations Importance of Graphical Traces Conclusion References Collaborative-Knowledge Construction Activity Method to Analyse Design-Learning in VR Co-design Crits Introduction Design Activities Through Codesign The Representational Ecosystem for Supporting Codesign Design Learning Through Codesign Critiques Design-Learning Assessment Through Co-KCA: A Proposed Method Methods of Design Learning Assessment Linkography The Function-Behaviour-Structure (FBS) Ontology Design Conversations Knowledge Construction Activity (KCA) The Co-KCA Method Case Study Preliminary Results Co-KCA Analysis Discussion Conclusions References Revisiting Darke: Tracing the Emergence of Design Generators in Architectural Design Introduction Primary Generators and Design Interpretation Modeling and Visualizing Interpretation as a Situated Activity Motivation Objectives and Scope Significance Method Preliminary Trial Task Participants and Setup Data Processing Visualizing the Effects of PGs on Interpretation and Designing Simplifying Diagrams and Extracting Patterns Results Episode 1—Rooftop Field in Suburb Episode 2—Vertical and Horizontal Windows Episode 3—Frame-like Terrace Episode 4—Vertical Windows Coherent with Surroundings Modeling PGs in Designing Discussion Conclusion References Design Cognition—2 Inspirational Stimuli Attain Visual Allocation: Examining Design Ideation with Eye-Tracking Introduction Background Eye-Tracking Technology Eye-Tracking Data Eye-Tracking in Design Ideation Research Experimental Method Participants Experiment Procedure and Calibration Hardware Software Surface Tracking Processing and Analysis of Eye-Tracking Data Data Processing Exporting Eye-Tracking Data Data Concatenation Data Analysis: Are Participants Paying More Attention to Inspirational Words? Data Quality Heatmaps Fixation Distribution Statistical Analysis of Fixation Distribution Data Scanpaths Results Heatmaps Fixation Distribution Discussion Scanpaths Limitations Future Work Conclusion Published Code Repository and Data References Using Eye Tracking to Measure Cognitive Load of Designers in Situ Introduction Background Cognitive Load Theory Survey Based Methods to Assess Cognitive Load Eye Parameters to Assess Cognitive Load Aims Materials and Methods Participants Task Procedure and Data Collection Data Analysis Results Discussion Conclusion References A Test of the Structural Alignment Model for Similarity Judgements of Design Concepts Introduction The Structural Alignment Model of Similarity Judgements The Present Study Method Results Discussion Conclusions References Design Strategies that Work: How Engineers Use Sequential Decision-Making to Improve Design Performance in Concept Selection Introduction Background Selecting Design Concepts Concept Selection Is a Series of Sequential Decisions Design Strategies that Influence Design Performance Methods Concept Selection Task Participants Research Design Data Analysis Results Isolating Parameters and Prioritizing Parameters Improved Design Performance High and Low Performing Designers Differed in Their Design Strategies Discussion Case Study: Strategy Usage for a High-Performing Participant Implications of Key Results Incorporating Design Strategies of Interest into Practice Conclusion References Knowledge Transfer in Designing as a Situated Activity: A Case Study of Spatial Design Using Lego Blocks Introduction Knowledge Transfer in Design Agent-Environment Interaction and Memory in Situated Design Agents Aim, Objectives and Significance Method Task Overview Execution and Documentation Results Feature Selection Example for Knowledge Transfer During the Activity Verbal and Visual Forms of Knowledge Transfer Selection and Adaptation in KT Across Participants A Closer Look at KT and Memory Construction from Interactions Discussion Conclusion References Shape Grammars and Design Knowledge Back to the Drawing Board: Shape Calculations in Shape Machine Introduction Back to the Drawing Board Manual Production Automated Production Conditional Production Skeuomorphic Variations 3D Prints Origami Kerfs Discussion References Notes on Shape Valued Functions Introduction Note 1: On Rule Schemas and Shape Valued Functions Note 2: On Functions Containing b(x) Note 3: On the Rule Action Functions Note 4: On Boolean and Shape Valued Functions Final Note References Making Grammars for Computational Lacemaking Introduction Background Method Generative Specification of Cretan Lacemaking From Hand Movements to Lace Patterns The Braiding Grammar The Lace Pattern Grammar Discussion References An Agent-Based Approach to Adaptive Design Based on Influences Mediated by Artifacts Introduction Related Work Designing in a Complex Adaptive System Distributed Situation Awareness Agent-Based Modeling and Design Strategy Aims and Hypotheses Study Design HO-PA Model Empirical Experiment Analysis Results Analysis 1: The Graph Similarity of Arrangement Graphs Analysis 2: Betweenness Centrality of Arrangement Graphs Agent-Based Model Validation Conclusion References Visualization of Design Data in the Wild: Interactive Evaluation and Exploration of Combined Performance and Geometric Data Background and Motivation Design Competitions Wild Data Literature Review Human-Curated “Databases” That Are Text and Image/Based Machine Learning and Datasets for Various Design Applications Synthetic Design Data Visualization of User-Supplied Data and Design Space Exploration Research Aims Method Conceptual Overview Data Processing and Representation User Interface: Performance Maps Results: SimJEB Dataset Case Study Selecting a Design: Sample Exploration Finding Patterns in Data Results: Tower of London Competition Revisited Conclusions References Dimensions of Prototyping Knowledge: Characterising Prototype Evaluation Methods and Their Contributions to Design Knowledge A Background to Knowledge Dimensions, Making and Evaluating Prototyping Media and Evaluation—Short Background Knowledge Dimensions—Short Background and Definition Aim Method Participant Backgrounds Study Materials Formulation and Categorisation of Evaluation Methods Study Process Comparison Between Prototype Creation and Evaluation Methods Results Top-3 Evaluation Methods Physical Versus Digital Evaluation Methods Qualitative Versus Quantitative Evaluation Methods High Versus Low Fidelity Evaluation Process Time Analysis Comparisons Between Prototype Creation and Evaluation Methods Discussion Method Alignment with KDs, Suitability, and Selection Digital Versus Physical Domains Knowledge from Making and Evaluating Limitations and Further Work Conclusion References Design Generation and Quantum Computing A New Approach to Facilitated Idea Generation and Application Through a Preliminary Study Motivation Background Theoretical Framework for Role of Facilitator Methods The Role of the Facilitator Participants Experiment Design Ideation Effectiveness Metrics Questionnaire Results Ideation Effectiveness Survey Data NASA-TLX Workload Assessment Survey Questions Discussion Limitations Conclusion References The Impact of Procedural Knowledge Retrieval on the Architectural Design Process in Parametric Design Environments Introduction Background/Motivation Parametric Design Environments Function Behavior Structure Ontology Knowledge in Interactive Information Retrieval Aims Significance Method Results Questionnaires Additional Data from the Interview FBS Interpretation Conclusion and Further Research References Evolutionary Optimization of Benchmarks: Parametric Typologies for Generating Typical Designs Introduction Site-Specific Benchmarks Parametric Typologies Designing Public Housing Precincts Paper Overview Methodology for Creating Parametric Typologies Representative Projects Underlying Dependencies of Design Elements Generative Steps Example Parametric Schema Algorithm for Parking Block Generation Algorithm for Skeletal Axis Generation Algorithm for Skeletal Line Generation Algorithm for Tower Cluster Generation Case Study Evaluation Metrics Solar Radiation Metric Accessibility Metric Economic Feasibility Metric Design Optimization System Optimization Results Discussion Optimization in Design Conclusion References Imager, Interpreter, Aesthete: Roles Played by Design Students in Graphic Design Ideation Introduction Background Methodology Data Analysis Results Interpreter Role Imager Role Aesthete Role Discussion Conclusion References Research Questions in Applying Quantum Computing to Systems Design Introduction Grover’s Algorithm for Unstructured Search Applying Grover’s Algorithm to a Systems Design Problem Comparing with Classical Unstructured Search Discussion and Research Questions Conclusion References Human Behavior “Like a Moodboard, But More Interactive”: The Role of Expertise in Designers’ Mental Models and Speculations on an Intelligent Design Assistant Introduction Related Work AI-Enabled Functionalities in Engineering Design Human-AI and Human–Machine Teaming in Engineering Design Mental Models in Engineering Tasks Related to AI Analogical Reasoning and Speculation in Engineering Design Experience in Designers’ Mental Models and Speculation Methods Participant Information Engineering Design Tool and Design Task Interview Study Protocol and Analysis Results & Discussion Mental Models and Perceived Function of AI Tools Transfer to the Participant’s Domain Analogy and Connections to Named Tools Speculation and Exploration of AI Functionalities in Design Implications for Design Research and Practice Limitations Conclusions References How Long Until We Are (Psychologically) Safe? A Longitudinal Investigation of Psychological Safety in Virtual Engineering Design Teams in Education Introduction Measuring and Validating Psychological Safety in Teams Research Potential Differences with Virtual Teams in the Engineering Design Process Research Design and Methodology Participants Procedure Results Conclusion and Discussion References The Effect of Design Styles and Logos on Product Preference Design Styles of a Product Background The Effect of Design Styles and Logos on Products ERPs in Product Evaluation Methods Materials Participants and Procedure EEG Recording and Analyses Results Subjective Ratings N1 P2 N2 Discussion Conclusion References How Does Machine Advice Influence Design Choice? The Effect of Error on Design Decision Making Introduction Related Work Human–Computer Collaboration in Engineering Design Human Trust in Automation and Acceptance of Algorithmic Advice Methods Results The Effect of Model Error on Suggestion Acceptance and Performance The Effect of Suggestions in Uncertain Scenarios Participant Perception of Model Accuracy and Self-Reported Decision-Making Strategies Discussion Designers Utilize Agent Suggestions Less Than Expected When There is a “Ground Truth” Designers Are More Willing to Accept Agent Suggestions When the “Better” Design Alternative is Uncertain Trial-By-Trial Design Properties and Their Implications on Decision Making Limitations Future Directions Conclusion References The Creation of Emotionally Attuned Patterns Through an Analysis of Line Introduction What Is a Pattern? Form and Emotion Experimental Protocol Representations of Negative Emotions Representations of Positive Emotions Creating Bespoke Emotive Pattern Designs Final Designs Results from Visual Assessment Results and Discussion Implications for Design Practice Limitations Conclusion References