Araştırma Makalesi
BibTex RIS Kaynak Göster

The Use of Virtual Reality for Mass Customization in Digital Fabrication Processes

Yıl 2022, , 19 - 38, 31.03.2022
https://doi.org/10.53710/jcode.1062205

Öz

The paper focuses on the use of virtual reality technology as a mass customization tool in the digital fabrication process to produce design objects suitable for different user dimensions. In line with the specified focus, the theoretical framework of the paper was examined through the concept of standardization. The concept of standardization was examined in terms of both the product and the product user, and the existing anthropometric data were questioned. Because of the inquiries made, it was stated that an overarching definition could not be made regarding anthropometric measures and the concept of the “average man.” This situation revealed the need for new approaches to design and production processes. This approach, which encourages the transparency of the production process and the ability of users to customize products by participating in the production process, is presented concerning the development and use of digital fabrication technologies. At the intersection of digital fabrication tools and mass customization, this paper examines the potential of interfaces to increase producer-consumer dialogue. Virtual reality, which can make the design product experience on a 1/1 scale and turn the user from the “spectator” into the “actor” of the experience, has been determined as the design tool. In line with all these, the paper hypothesizes that the use of virtual reality as a tool in the mass customization and digital production process will contribute to creating the transparent and participatory design process features of the future. To examine the stated hypothesis, two different design scenarios were designed as a paper method. In the first of these scenarios, the participants physically experience a design object (chair) in the real world to determine the ergonomics of the design object for them. In the second scenario, the participants make customizations in the virtual reality environment over the model of the design object, for which the user determines the ergonomically unsuitable features in the first scenario. The data obtained through anthropometric conformity analysis and new chairs designed by participants were evaluated with visual design outputs. As a result, virtual reality technology, which emerged as a tool suitable for the participatory and dynamic structure of the design and production process, contributes to the evolution of the process into a participatory structure. In addition, the presented design and production process enables the production of many alternatives for design objects. The production of countless alternatives is valuable not only to reach the most suitable product for users but also to improve the creative processes and learning environments of designers.

Kaynakça

  • Behara, D. N. & Das, B. (2012). Structural anthropometric measurements of the Canadian adult population: The fallacy of the ‘average person’ concept. Theoretical Issues in Ergonomics Science, 13(3), 380-392. https://doi.org/10.1080/1463922X.2010.505271
  • Burke, E. (1909). On the Sublime and Beautiful. P.F. Collier&Son Company, https://www.bartleby.com/24/2/
  • Caan, S. (2011). Rethinking design and interiors. Laurence King Publishing.
  • Crane, T., & Patterson, S. (Eds.). (2012). History of the mind-body problem. Routledge.
  • Desirenhos. (2014, Feb 9). Disturbing neufert. Retrieved Jan 21, 2022, https://desirenhos.wordpress.com/2014/09/02/disturbing-neufert-2/
  • Dunn, N. (2012). Digital fabrication in architecture. Laurence King Publishing.
  • Francalanci, E. L., (2012). The aesthetic of the objects [Nesnelerin estetiği]. Dost Bookstore Publishing.
  • Franco, T. F. (2019). Understanding the human body: designing for people of all shapes and sizes. Archdaily. Retrieved Jan 21, 2022, https://www.archdaily.com/903027
  • Fuchs, P., Moreau G. & Guitton, P. (Ed.). (2011). Virtual Reality: Concepts and Technologies. CRC Press.
  • Gallagher, S., & Zahavi, D. (2013). The phenomenological mind. Routledge, https://doi.org/10.4324/9780429319792
  • Garip, E., Onay, N. S. & Garip, S. B. (2021). A model for mass customization and flexibility in mass housing units. Open House International, 46(4), 636-650. https://doi.org/10.1108/OHI-02-2021-0053
  • Gürer, E. (2014). The phenomenology of computational thinking in design. (Thesis No. 355967) [Doctoral dissertation (355967), Istanbul Technical University]. Council of Higher Education Thesis Center [Yükseköğretim Kurumu Başkanlığı Tez Merkezi]. https://tez.yok.gov.tr/UlusalTezMerkezi/tezSorguSonucYeni.jsp
  • Hertzberg, H. T. E. (1970). Avarage man is a fiction: range of sizes is key to efficient workplaces. Contract Publishing.
  • Husserl, E. (1970). The crisis of European sciences and transcendental phenomenology. Northwestern University Press.
  • Khalili-Araghi, S. & Kolarevic, B. (2020). Variability and validity: flexibility of a dimensional customization system. Automation in Construction, Vol. 109, 1-19. https://doi.org/10.1016/j.autcon.2019.102970
  • Kolarevic, B. (2003). Architecture in the digital age: design and manufacturing. Spon Press.
  • Panero, J. & Zelnik, M. (1979). Human dimension & interior space. Watson-Guptill Publications.
  • R. Duray, P.T. Ward, G.W. Milligan. & W.L. Berry. (2000). Approaches to mass customization: configurations and empirical validation, J. Oper. Manag, 18 (6), 605–625. https://doi.org/10.1016/S0272-6963(00)00043-7
  • Shirazi, M. R. (2014). Towards an articulated phenomenological interpretation of architecture. Routledge Taylor and Francis Group.
  • The Architectural Review. (2018, Sep 26). Folio: Sarah Wigglesworth’s dining tables. Retrived Jan 21, 2022, https://www.architectural-review.com/essays/folio/folio-sarah-wigglesworths-dining-tables, (Url-3).
  • Toffler, A. (1970). Future Shock. Bantam Books.

Dijital Fabrikasyon Süreçlerinde Sanal Gerçekliğin Kitlesel Bireyselleştirmeye Dönük Kullanımı

Yıl 2022, , 19 - 38, 31.03.2022
https://doi.org/10.53710/jcode.1062205

Öz

Çalışma, farklı kullanıcı boyutlarına uygun tasarım nesneleri üretebilmek için, sanal gerçeklik teknolojisinin dijital fabrikasyon sürecinde kitlesel bireyselleştirme aracı
olarak kullanımına odaklanmaktadır. Çalışmanın teorik çerçevesi doğrultusunda standardizasyon kavramına ürün ve kullanıcısı özelinde yaklaşılmış, mevcut
antropometrik veriler sorgulanmıştır. Tasarım ve üretim süreçlerinde yeni yaklaşımlara olan ihtiyaç kitlesel bireyselleştirme yaklaşımı üzerinden tartışılmıştır.
Kullanıcıların üretim sürecine katılarak ürünleri bireyselleştirebilmesini teşvik eden bu yaklaşım, dijital fabrikasyon teknolojilerinin gelişimi ve kullanımı ile ilişkili olarak
sunulmuştur. Dijital fabrikasyon araçları ve kitlesel bireyselleştirme kavramlarının ara kesitindeki çalışmada, tasarım ürününü 1/1 ölçekte deneyimleten ve kullanıcıyı “seyirci” konumundan çıkarıp deneyimin “aktörü” haline getirebilen sanal gerçeklik teknolojisi araç olarak belirlenmiştir. Bu doğrultuda çalışmanın hipotezi, tasarım ürününün kitlesel bireyselleştirilmesi ve dijital üretimi sürecinde, sanal gerçekliğin bir araç olarak kullanılmasının, geleceğin şeffaf ve katılımcı tasarım süreç
özelliklerini oluşturmada katkılar sunabileceğidir. Çalışma yöntemi olarak, iki farklı tasarım senaryosu kurgulanmıştır. Senaryoların ilkinde, ürün kullanıcısı tasarım
nesnesinin ergonomik uygunluğunu tespit etme amacıyla gerçek dünyada bir tasarım nesnesini (sandalye) fiziksel olarak deneyimlemektedir. İkinci senaryoda
ise, ilk ortamda ergonomik olarak kendine uygun olmayan özellikleri belirlediği tasarım nesnesinin modeli üzerinden sanal gerçeklik ortamında kişiselleştirmeler
yapmaktadır. Antropometrik uygunluk analizi ve kullanıcılar tarafından üretilen yeni tasarım nesneleri üzerinden elde edilen veriler, görsel tasarım çıktıları ile
değerlendirilmiştir. Sonuç olarak, tasarım ve üretim sürecinin katılımcı ve dinamik yapısına uygun bir araç olarak ortaya çıkan sanal gerçeklik teknolojisi, sürecin katılımcı bir yapıya evrilmesine ve tasarım nesnelerine ilişkin sayısız alternatifin üretilmesine katkı sunmaktadır. Bu durum, kullanıcıların kendisine en uygun ürüne ulaşması anlamında değil, tasarımcıların yaratma süreçlerinin ve öğrenme ortamlarının gelişmesi anlamında da değerlidir.

Kaynakça

  • Behara, D. N. & Das, B. (2012). Structural anthropometric measurements of the Canadian adult population: The fallacy of the ‘average person’ concept. Theoretical Issues in Ergonomics Science, 13(3), 380-392. https://doi.org/10.1080/1463922X.2010.505271
  • Burke, E. (1909). On the Sublime and Beautiful. P.F. Collier&Son Company, https://www.bartleby.com/24/2/
  • Caan, S. (2011). Rethinking design and interiors. Laurence King Publishing.
  • Crane, T., & Patterson, S. (Eds.). (2012). History of the mind-body problem. Routledge.
  • Desirenhos. (2014, Feb 9). Disturbing neufert. Retrieved Jan 21, 2022, https://desirenhos.wordpress.com/2014/09/02/disturbing-neufert-2/
  • Dunn, N. (2012). Digital fabrication in architecture. Laurence King Publishing.
  • Francalanci, E. L., (2012). The aesthetic of the objects [Nesnelerin estetiği]. Dost Bookstore Publishing.
  • Franco, T. F. (2019). Understanding the human body: designing for people of all shapes and sizes. Archdaily. Retrieved Jan 21, 2022, https://www.archdaily.com/903027
  • Fuchs, P., Moreau G. & Guitton, P. (Ed.). (2011). Virtual Reality: Concepts and Technologies. CRC Press.
  • Gallagher, S., & Zahavi, D. (2013). The phenomenological mind. Routledge, https://doi.org/10.4324/9780429319792
  • Garip, E., Onay, N. S. & Garip, S. B. (2021). A model for mass customization and flexibility in mass housing units. Open House International, 46(4), 636-650. https://doi.org/10.1108/OHI-02-2021-0053
  • Gürer, E. (2014). The phenomenology of computational thinking in design. (Thesis No. 355967) [Doctoral dissertation (355967), Istanbul Technical University]. Council of Higher Education Thesis Center [Yükseköğretim Kurumu Başkanlığı Tez Merkezi]. https://tez.yok.gov.tr/UlusalTezMerkezi/tezSorguSonucYeni.jsp
  • Hertzberg, H. T. E. (1970). Avarage man is a fiction: range of sizes is key to efficient workplaces. Contract Publishing.
  • Husserl, E. (1970). The crisis of European sciences and transcendental phenomenology. Northwestern University Press.
  • Khalili-Araghi, S. & Kolarevic, B. (2020). Variability and validity: flexibility of a dimensional customization system. Automation in Construction, Vol. 109, 1-19. https://doi.org/10.1016/j.autcon.2019.102970
  • Kolarevic, B. (2003). Architecture in the digital age: design and manufacturing. Spon Press.
  • Panero, J. & Zelnik, M. (1979). Human dimension & interior space. Watson-Guptill Publications.
  • R. Duray, P.T. Ward, G.W. Milligan. & W.L. Berry. (2000). Approaches to mass customization: configurations and empirical validation, J. Oper. Manag, 18 (6), 605–625. https://doi.org/10.1016/S0272-6963(00)00043-7
  • Shirazi, M. R. (2014). Towards an articulated phenomenological interpretation of architecture. Routledge Taylor and Francis Group.
  • The Architectural Review. (2018, Sep 26). Folio: Sarah Wigglesworth’s dining tables. Retrived Jan 21, 2022, https://www.architectural-review.com/essays/folio/folio-sarah-wigglesworths-dining-tables, (Url-3).
  • Toffler, A. (1970). Future Shock. Bantam Books.
Toplam 21 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Mimarlık
Bölüm Araştırma Makaleleri
Yazarlar

Uğur Efe Uçar 0000-0002-1080-3080

Ethem Gürer 0000-0002-3482-2526

Yayımlanma Tarihi 31 Mart 2022
Yayımlandığı Sayı Yıl 2022

Kaynak Göster

APA Uçar, U. E., & Gürer, E. (2022). Dijital Fabrikasyon Süreçlerinde Sanal Gerçekliğin Kitlesel Bireyselleştirmeye Dönük Kullanımı. Journal of Computational Design, 3(1), 19-38. https://doi.org/10.53710/jcode.1062205

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