![]() We report a study where digital sketching was used as the primary conceptual tool to determine the extent up to which this method is equivalent to traditional techniques in an industrial design domain. This paper argues that the workflows and creative output produced by digital sketching during conceptual industrial design activities are comparable, and in some cases enhanced, to those produced traditionally. In the field of product design, conceptual sketching involves not only the rapid creation of ideas, but also the delivery of high-quality drawings with specific aesthetic attributes and a conventional visual style. Examples for demonstrating this approach are also presented. On the other hand, a single line drawing can be created directly from a uniform thick line drawing. In case of obtained non-uniform thick line, corner detection is required before forming a single line drawing. ![]() ![]() After obtaining the overtraced image, proposing sliding window is used to form thick line drawing. Key activities in this approach are thick line creation, corner detection, and line identification. Presented in this paper is an approach for identifying a single line drawing from a paper-based overtraced freehand sketch. To make use of its information in downstream processes (e.g., input for generating 2D tool paths or for constructing 3D model), the overtraced sketch should be simplified first to a single line drawing. Overlapping lines provide additional information to the rough sketch and make it clearer. Pencil and paper are inexpensive effective tools, commonly used during a conversation to elaborate an explanation. Recommendations for the design and application of an immersive VR creativity support system are discussed.įreehand sketch is a quick rough drawing for portraying ideas. Research results led to a deeper understanding of using a VR support system for individual creativity. The sequence analysis of the participants’ EEG brainwaves also showed that the participants in the immersive VR condition maintained a more stable focus or attention, while those in the paper-and-pencil condition were more relaxed. Findings showed that the participants in the immersive VR condition had higher quality creative products than those in the paper-and-pencil condition. Surveys and electroencephalography (EEG) measurements were used to collect data. Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually, either in the immersive VR condition (N = 30) or in the paper-and-pencil condition (N = 30). This study explores the effects of immersive VR on an individual’s creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress).
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