Michele Zannoni, Giuseppe Lotti
Design and Innovation for Made in Italy
Menampilkan 18 dari ~7046170 hasil · dari CrossRef, DOAJ, arXiv
Michele Zannoni, Giuseppe Lotti
Design and Innovation for Made in Italy
Diego Firmenich, Leandro Antonelli, Bruno Pazos et al.
User stories are one of the most widely used artifacts in the software industry to define functional requirements. In parallel, the use of high-fidelity mockups facilitates end-user participation in defining their needs. In this work, we explore how combining these techniques with large language models (LLMs) enables agile and automated generation of user stories from mockups. To this end, we present a case study that analyzes the ability of LLMs to extract user stories from high-fidelity mockups, both with and without the inclusion of a glossary of the Language Extended Lexicon (LEL) in the prompts. Our results demonstrate that incorporating the LEL significantly enhances the accuracy and suitability of the generated user stories. This approach represents a step forward in the integration of AI into requirements engineering, with the potential to improve communication between users and developers.
Doga Yilmaz, Jialin Zhu, Deshan Gong et al.
We propose a new framework to systematically incorporate data uncertainty in Gaussian Splatting. Being the new paradigm of neural rendering, Gaussian Splatting has been investigated in many applications, with the main effort in extending its representation, improving its optimization process, and accelerating its speed. However, one orthogonal, much needed, but under-explored area is data uncertainty. In standard 4D Gaussian Splatting, data uncertainty can manifest as view sparsity, missing frames, camera asynchronization, etc. So far, there has been little research to holistically incorporating various types of data uncertainty under a single framework. To this end, we propose Graphical X Splatting, or GraphiXS, a new probabilistic framework that considers multiple types of data uncertainty, aiming for a fundamental augmentation of the current 4D Gaussian Splatting paradigm into a probabilistic setting. GraphiXS is general and can be instantiated with a range of primitives, e.g. Gaussians, Student's-t. Furthermore, GraphiXS can be used to `upgrade' existing methods to accommodate data uncertainty. Through exhaustive evaluation and comparison, we demonstrate that GraphiXS can systematically model various uncertainties in data, outperform existing methods in many settings where data are missing or polluted in space and time, and therefore is a major generalization of the current 4D Gaussian Splatting research.
Lorenzo Imbesi, Birgit Mager, Luca D’Elia et al.
This contribution examines the application of Service Design within the public sector, drawing on the challenges posed by the so-called wicked problems to understand its potential and limitations. By critically reflecting on the unique constraints and complexities of government services and the differences with their commercial counterparts, the scope is to identify possible trajectories for future research and practice. While Service Design integrates multiple perspectives and works at different scales, responding to external and internal disturbances, it requires a comprehensive knowledge base that considers wicked problems’ properties such as demos, fragility and antifragility, degree of wickedness, public formation, plurality of values and approaches to Service Design for the public sector. Recognising these limitations and opportunities, the contribution invites a more nuanced understanding of Service Design in the public sector to decipher and address societal challenges.
Belvedere Spa, Comune di Peccioli, Fondazione Peccioliper
The municipality of Peccioli in the Valdera region has effectively repurposed a waste treatment plant into a catalyst for economic and cultural progress. In the early nineties, the Legoli landfill, responsible for waste from six nearby municipalities, was scheduled for closure as part of a larger reorganization initiative. However, Peccioli opted to revitalize the site and reestablish it, actively engaging citizens and utilizing it as a resource for the area's development and its community. This initiative led to the establishment of the Peccioli System in 2004, fostering wealth creation, job opportunities, environmental conservation, social unity, and the provision of community services and infrastructure over the past two decades. Peccioli and its surrounding areas have evolved into an open-air contemporary art gallery, where both Italian and international artists craft installations that harmoniously blend with the architectural elements of the Tuscan villages and their historic churches. Notable installations include 'Endless Sunset' by Patrick Tuttofuoco, established in 2020 to enhance the footbridge connecting the historic center of the small medieval village to the newer part of the town, and 'The Gaze of Peccioli' from 2017, featuring the terrace facade adorned with photographs portraying the eyes of adults and children gazing over the valley. The municipality also hosts various annual events, such as the '11 Lune' festival, featuring theater, music, and events held at the eco-friendly Fonte Mazzola Amphitheater.
Hui Ye, Chufeng Xiao, Jiaye Leng et al.
Creating interactive scenes often involves complex programming tasks. Although large language models (LLMs) like ChatGPT can generate code from natural language, their output is often error-prone, particularly when scripting interactions among multiple elements. The linear conversational structure limits the editing of individual elements, and lacking graphical and precise control complicates visual integration. To address these issues, we integrate an element-level modularization technique that processes textual descriptions for individual elements through separate LLM modules, with a central module managing interactions among elements. This modular approach allows for refining each element independently. We design a graphical user interface, MoGraphGPT , which combines modular LLMs with enhanced graphical control to generate codes for 2D interactive scenes. It enables direct integration of graphical information and offers quick, precise control through automatically generated sliders. Our comparative evaluation against an AI coding tool, Cursor Composer, as the baseline system and a usability study show MoGraphGPT significantly improves easiness, controllability, and refinement in creating complex 2D interactive scenes with multiple visual elements in a coding-free manner.
Joana Rovira Martins, Pedro Martins, Ana Boavida
Artificial Intelligence (AI) has been increasingly applied to creative domains, leading to the development of systems that collaborate with humans in design processes. In Graphic Design, integrating computational systems into co-creative workflows presents specific challenges, as it requires balancing scientific rigour with the subjective and visual nature of design practice. Following the PRISMA methodology, we identified 872 articles, resulting in a final corpus of 71 publications describing 68 unique systems. Based on this review, we introduce GRAPHIC (Guidelines for Reviewing Algorithmic Practices in Human-centred Design and Interaction for Creativity), a framework for analysing computational systems applied to Graphic Design. Its goal is to understand how current systems support human-AI collaboration in the Graphic Design discipline. The framework comprises main dimensions, which our analysis revealed to be essential across diverse system types: (1) Collaborative Panorama, (2) Processes and Modalities, and (3) Graphic Design Principles. Its application revealed research gaps, including the need to balance initiative and control between agents, improve communication through explainable interaction models, and promote systems that support transformational creativity grounded in core design principles.
Daria Casciani
As a creative industry with high cultural, social, and environmental impacts, Fashion is crucially demanding a paradigmatic shift through digital transformation toward a positive, sustainable change. Therefore, fashion education needs to nurture professionals able to tackle increasingly complex challenges, delving into technological systems and aiming at meaningful environmental, economic, cultural, and societal transformations. New learning paths, approaches, and tools should prepare future fashion designers with a hybrid set of skills placed halfway between design, technology, science, and arts. This paper presents the lessons learned from the Advanced Manufacturing for Sustainable Fashion (ASMF) module conducted at Politecnico di Milano (Design School) in the course Design for the Fashion System. While exploring digital fabrication and smart wearable technologies, students delve into prototyping activities aiming at reflecting on sustainability and fashion design practices’ impacts. The paper describes the used learning tools and approaches and reports on instructional and pedagogical learning outcomes, problems, and future implementation of interdisciplinary educational experiences toward a systemic design paradigm.
Eva Vanessa Bruno, Beatrice Lerma
Corporate resilience is becoming crucial for European businesses, that must adapt and thrive amidst disruptions. While business management is essential, the Design field also plays a critical role in fostering resilience. This research explores how design-driven strategies can support business transformation, integrating Design to address business fragility. The study focuses on Industrial Conversion (IC) and Product Diversification (PD) as strategic approaches, positioning Design as a tool for Strategic Innovation capable of identifying emerging trends and translating them into new products and services. Using qualitative case-based reasoning, the research analyzes 95 case studies of Italian companies, highlighting design-driven strategies through a multilevel Dataset Visualization. This approach reveals patterns and insights, providing valuable guidelines for implementing effective, design-led business transformations for the Design community and manufacturing companies.
Fabiana Marotta
The contribution presents a preliminary reflection on the nature of design in our “post-political” scenario. It argues that design increasingly embraces critical thinking and antagonistic practices to push on social reality and bring about change. The document explores theoretical reconfigurations of design drawing on the ideas of contemporary thinkers and examines case studies of critical-making approaches that support the proposed critical framework. The primary objective of the contribution is to uphold the inherently political nature of design. It underscores the significance of “disagreement” as a foundation for the project. The investigation calls for critical thinking and the necessary process of “decolonization” within the field of design. The overall argument advocates for a political design that embraces dissent, criticality, and speculation, intending to reshape the boundaries of the discipline and address the crises and conflicts of our time.
Sinja Stres, Helena Gabrijelčič Tomc
Emotions make up a large part of everyday communication. Humans learn to recognize emotions by observing others and by referencing their feelings with the emotions of other people. Also, in cartoons, commercials, posts, etc., it's important that the design of the characters keeps the recognition of emotions high. Expressed emotions provide a better connection between the character and the viewer, making the message more understandable and tangible. This study analyses the recognition of animated facial expressions depicting different emotions on the face of an illustrated character. The accuracy of recognition of six basic emotional expressions (joy, sadness, anger, surprise, fear, and disgust) was compared. Using micro-animation techniques, each emotion was presented in three levels of intensity (a subtle version, a normal version, and an exaggerated version). Emotion recognition was analysed with a method of metric analysis of viewing and surveying that measured recognition time and accuracy in addition to the correctness of the characters' emotion recognition. Statistically relevant differences between the results of animated emotion recognition as a function of recognition time and type of recognition task were examined. The results show how recognition changed as a function of the emotion shown and intensity, and provide a deeper understanding of micro-animations and facial expressions on the animated character's face. Statistically relevant differences were found especially in the recognition of the emotions disgust and anger compared to the recognition of the emotion joy, surprise, fear. Based on the results, guidelines are given to help animators answer the question of which emotions need to be particularly exaggerated to be correctly recognised and which emotions can be animated more subtly without affecting emotional perception.
Pengcheng Ding, Yedian Cheng, Mirjana Prpa
Recent advancements in augmented reality and virtual reality have significantly enhanced workflows for drawing 3D objects. Despite these technological strides, existing AR tools often lack the necessary precision and struggle to maintain quality when scaled, posing challenges for larger-scale drawing tasks. This paper introduces a novel AR tool that uniquely integrates bitmap drawing and vectorization techniques. This integration allows engineers to perform rapid, real-time drawings directly on 3D models, with the capability to vectorize the data for scalable accuracy and editable points, ensuring no loss in fidelity when modifying or resizing the drawings. We conducted user studies involving professional engineers, designers, and contractors to evaluate the tool's integration into existing workflows, its usability, and its impact on project outcomes. The results demonstrate that our enhancements significantly improve the efficiency of drawing processes. Specifically, the ability to perform quick, editable, and scalable drawings directly on 3D models not only enhances productivity but also ensures adaptability across various project sizes and complexities.
Tomoyuki Suzuki, Kotaro Kikuchi, Kota Yamaguchi
This paper presents an approach to decomposing animated graphics into sprites, a set of basic elements or layers. Our approach builds on the optimization of sprite parameters to fit the raster video. For efficiency, we assume static textures for sprites to reduce the search space while preventing artifacts using a texture prior model. To further speed up the optimization, we introduce the initialization of the sprite parameters utilizing a pre-trained video object segmentation model and user input of single frame annotations. For our study, we construct the Crello Animation dataset from an online design service and define quantitative metrics to measure the quality of the extracted sprites. Experiments show that our method significantly outperforms baselines for similar decomposition tasks in terms of the quality/efficiency tradeoff.
Kexin Wang, Ivy He, Jinke Li et al.
Fungal simulation and control are considered crucial techniques in Bio-Art creation. However, coding algorithms for reliable fungal simulations have posed significant challenges for artists. This study equates fungal morphology simulation to a two-dimensional graphic time-series generation problem. We propose a zero-coding, neural network-driven cellular automaton. Fungal spread patterns are learned through an image segmentation model and a time-series prediction model, which then supervise the training of neural network cells, enabling them to replicate real-world spreading behaviors. We further implemented dynamic containment of fungal boundaries with lasers. Synchronized with the automaton, the fungus successfully spreads into pre-designed complex shapes in reality.
سمیه خمرنیا, ژیلا صفاری, مهری السادات اکرامی کاخکی
پساب کارخانههای نساجی یکی از مهمترین منابع آلودگی محیطزیست میباشد، بنابراین تصفیه این پسابها ضروری است. از اینرو تجزیه مواد رنگزا با استفاده از کاتالیزورهای نوری که یکی از فرآیندهای اکسایش پیشرفته میباشد، مورد مطالعه قرار گرفته است. کار حاضر سنتز نانوکامپوزیت اکسید فلزات مختلط مغناطیسی (LCoFO) La2CoFe2O7 به عنوان کاتالیزور نوری موثر را با روش همرسوبی معرفی میکند. اکسید فلزی سنتز شده با طیفسنجی زیر قرمز (FT-IR)، الگوی پراش پرتو ایکس (XRD) و میکروسکوپ الکترونی عبوری (TEM) شناسایی شد. دستگاه مغناطیسسنج گرادیان نیروی متناوب (AGFM) رفتار مغناطیسی نانوکامپوزیت LCoFO را نشان میدهد. در این تحقیق، خواص کاتالیزوری نوری نانوکامپوزیتهای LCoFO با استفاده از تجزیه نوری متیل ویولت (MV)، مالاشیت گرین اگزالات (MG) و اریوکروم بلک تی (EBT) تحت تابش پرتو نور فرابنفش و عوامل مختلف از قبیل دما، pH محلول، غلظت رنگزا، مقدارکاتالیزور و زمان تابش نور UV بررسی شد. نتایج نشان داد که این نانو کامپوزیتها عملکرد کاتالیزوری نوری خوبی دارند.
Vitalii Vertogradov, Maxim Misyura
In this paper, we consider using the gravitational decoupling method to obtain a hairy regular black hole which corresponds to the Hayward model. We modify the hairy Schwarzschild solution to obtain the regular Kretschmann scalar. The energy momentum of a new model is considered, and we show that there is an energy exchange between its parts.
Daniela Anna Calabi, Alice Maturo
With regard to the idea of contemporary society as a system of relational networks, Communication Design for the Territory assumes a pivotal role as a facilitator for the exploration of territorial networks. The research takes on the perspective of “Apomediation”, as it attempts to answer the question of how to design communication guidelines that improve accessibility and integration of the existing offer of services for health and well-being in urban spaces. Starting from the study of the social and health networks of Piacenza, the text defines the pivotal role of design with respect to the opportunity of guiding the citizen towards knowledge and participation in the services offered by territorial and digital networks. The goal is to give back to the community aggregated and inclusive information in the area, with the fundamental aim of enriching personal health culture in the daily practice of diverse lifestyles, while preserving the state of health in the event of an emergency.
George Papagiannakis, Manos Kamarianakis, Antonis Protopsaltis et al.
We present the Elements project, a lightweight, open-source, computational science and computer graphics (CG) framework, tailored for educational needs, that offers, for the first time, the advantages of an Entity-Component-System (ECS) along with the rapid prototyping convenience of a Scenegraph-based pythonic framework. This novelty allows advances in the teaching of CG: from heterogeneous directed acyclic graphs and depth-first traversals, to animation, skinning, geometric algebra and shader-based components rendered via unique systems all the way to their representation as graph neural networks for 3D scientific visualization. Taking advantage of the unique ECS in a a Scenegraph underlying system, this project aims to bridge CG curricula and modern game engines (MGEs), that are based on the same approach but often present these notions in a black-box approach. It is designed to actively utilize software design patterns, under an extensible open-source approach. Although Elements provides a modern (i.e., shader-based as opposed to fixed-function OpenGL), simple to program approach with Jupyter notebooks and unit-tests, its CG pipeline is not black-box, exposing for teaching for the first time unique challenging scientific, visual and neural computing concepts.
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