Ertu Unver
Research & Scholarship
My interest is I Three Dimensional Design, CAD, Technology Studies at undergraduate and master level. Details: :
Creation of 3D virtual spaces in art & design education
Software development for Random mutation and filling of 3D meshes and their physical production and their potential impact on the design & manufacture,
Application of 3D laser scanning process for product development
Investigation of using of rapid manufacturing systems, i.e. Stereolithography for educational and commercial projects through Knowledge Rich
I am involved in research project titled 'Post Industrial Manufacturing Systems', covering 'Future Factories' and 'AutoMAKE' covering the random mutation of product designs and building of complex craft forms randomly within user specified 3D meshes as a software developer.
Address: Queensgate Huddersfield, UK
My interest is I Three Dimensional Design, CAD, Technology Studies at undergraduate and master level. Details: :
Creation of 3D virtual spaces in art & design education
Software development for Random mutation and filling of 3D meshes and their physical production and their potential impact on the design & manufacture,
Application of 3D laser scanning process for product development
Investigation of using of rapid manufacturing systems, i.e. Stereolithography for educational and commercial projects through Knowledge Rich
I am involved in research project titled 'Post Industrial Manufacturing Systems', covering 'Future Factories' and 'AutoMAKE' covering the random mutation of product designs and building of complex craft forms randomly within user specified 3D meshes as a software developer.
Address: Queensgate Huddersfield, UK
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Papers by Ertu Unver
being used by designers in movies, television,
advertising and computer games, to take the strain
out of creating and simulating realistic cloth effects
for dressing virtual characters. This paper describes
experiments into designing textiles and clothing
using 3D graphics software and a digital cloth dynamics
plug-in, which are an integral part of PhD
research in progress. The methods used in testing
the 3D software and the cloth dynamics plug-in
illustrate the experiences of a designer/learner. The
results identify designer/learner needs and expectations
for the further educational development of
the research and use of cloth simulation tools in
textiles/fashion design in the near future
Manufacture, Parametric Modelling and Generative Design software on the design process. The initial research project within PIMS involved an industrial designer working with a CAD
programming expert in developing a software system that allowed the user to view various products or designed forms, which were continually randomly mutating in real time. The user could not affect the form itself or the mutation in any way, but could decide at which moment they wanted to ‘freeze’ the constantly changing form to create a unique, one-off
item. The user could then purchase the product, at which point the relevant stl files were created by the computer and exported to a rapid prototyping machine to be manufactured.
As this work progressed, various approaches were tried, including the random placement of a selection of predetermined elements within specified space envelopes. At this point, a second project was started involving a craft practitioner with the express notion of exploring the differences in approach between practitioners of different disciplines. This work has produced a system in which individual building block units are randomly assembled together within three-dimensional mesh forms that can be manipulated in various ways. When the process is complete the resulting object can be digitally manufactured. This paper will describe these different approaches to random generative design and discuss
the implications for the disciplines of design and craft, their interpretation and meaning raised by this research. The experience of using these systems potentially opens the
floodgates for amateur design and craft in ways previously unimagined. Developments such as these are clearly harbingers of a new era for design and craft and an example of the
reshaping of disciplines
community: for example, the constructs of invention, of creativity and of innovation (or innovative)
appear to be used interchangeably. They are all a vital interest for design but they are different things.
Furthermore there is a failure to distinguish between what design has a legitimate interest in or
should contribute to and that which is its direct responsibility.
The authors of this paper will seek to clarify these and other issues. One of these interests is the
increasing demand for sustainable practice: design has a crucial role here and this paper will explore
how computer
technology for learning and teaching in undergraduate and postgraduate fashion
and textiles design; clothing manufacture, fashion marketing, merchandising and
promotion. The study focuses on testing the 3D scanning equipment with a student
sample group. The sample group attempts to simulate the range of body shapes that
are categorised by the standard size chart specification method currently used in UK
fashion education and industry.
The methods applied for evaluation and testing of the 3D laser scanner for body
measurement are described, and the results of the initial user experiences are also
discussed. The tests seek to establish the overall efficiency of the 3D scanning
process and to investigate any potential value for integration of the 3D scanner in
fashion/ textiles design education. Conclusions provide further recommendations on
the potential effectiveness of connecting 3D body scanning methods to 3D clothing
design and construction technology, in an attempt to develop new, integrated learning
and teaching methods that positively enhance the future of fashion education.
create a new way of designing and making objects that blurs the boundaries between maker and consumer, craft
and industrial production. Automake’s product creation process in relation to traditional craft and industrial
processes. Automake was developed as a research project that aimed to investigate the potentials of using
generative systems to digitally design unique one-off works and produce them using a range of rapid
prototyping/manufacturing technologies and CNC equipment.
We have created form building software that is designed to be extremely user friendly and allow anyone to design
their own craft/design works. In addition we have developed a system for outputting construction files so that you
can send us your new designs to be physically produced. Visit the gallery page to see many examples of
completed works and how they were created. The context and process pages provide an overview and a
description of the underlying principles behind the project. The software page has form building software for you
to use, so try Automaking.
art and design higher education. The 3D interactive environment enables users to experiment within virtual workshop
and studio spaces independently or as multi-user groups. The environment will create opportunities for adding
interactive 3D on-line teaching support materials, links to „live‟ lectures and provides real-time distance
communication learning and training experiences for students working out on industrial placement and internationally
on franchise courses.
The intersection of play, pedagogy, and technology within the project, has been developed through the strategic use
of 3D modeling, animation, and virtual 3D programming software. The research team has investigated and applied
new ways of teaching, learning and creative thinking by using game structures and functionality as a framework. The
conclusions discuss the value and potential benefits for introducing interactive game-style learning tutorials into new
areas of education
(UFI), an umbrella organization which will create new markets for education and
stimulate change in provision to take advantage of new learning methods.
In 1998, a partnership of organizations (universities, colleges and companies) led by The
Virtual College submitted a project proposal under ADAPT-UFI to develop on-line
and/or CD-based digital interactive teaching material - Multimedia Learning for Industry
(MLI). The nine universities / colleges have collectively produced a bid document in
which each put forward a project title with a budget of £100k. As part of the MLI
project, and due to extensive internal knowledge of CAD/CAM and CNC machine tools,
it was decided to develop a 3D interactive CNC training software program for technician
and undergraduate level.
Although 3D CAD and CAM software is widely available for industry, this concentrates
on producing part programs and machining. We are unaware of any 3D CNC software
developed for college and university education that teaches the set-up of the machine
parameters. This paper describes the development of a 3D interactive CAL program for
training in CNC. It also briefly reviews trends and policy for Communication &
Information Technology (C&IT) and CAL
flywheel system. The intention is to glean energy from the national grid when electricity is very low cost and return it to the national grid when energy is more expensive. As an example; one kWh of energy bought in the early morning when
demand is low costs approximately £20. If this could be stored until a high demand period, say early evening, the cost would be approximately £250 per kWh. If several KESD’s could be run there would be potential of making a great deal of money. On a
national basis; several thousand KESD’s could reduce the necessity for so many power stations. KESD’s could also store solar power and wind power to be used when demand for power is high
disciplines understand the past in relation to the contemporary world. From digital objects to landscapes, through
geophysics, geographical imaging systems and the creation of virtual worlds, new technology provides alternative
routes to seeing and understanding both past and present [1]. This research paper describes an interdisciplinary art
and design approach to rebuilding and visualising phase 3vi of the Stonehenge site for interactive cultural heritage
applications in the 21st Century. A 3D digital research team based at the School of Art, Design & Architecture
collaborated with music technologists, sculptors and game designers to gather, interpret, re-imagine and digitally remodel
historical and contemporary data on Stonehenge to create a virtual 3D reconstruction of Stonehenge phase
3vi. The researchers discuss the range of digital data, tools, methods used in this phase of the Virtual Stonehenge
reconstruction project.
processes. The emerging economic case suggests there will be advantages in producing injection moulding
tools for short duration low volume production runs where the tool is rebuilt for each manufacturing cycle.
CAD/CAM, Rapid Prototyping (RP) and digital technologies help to bring new products to market faster.Mould
inserts are traditionally produced using expensive and time consuming CNC machining processes.
This article presents development of an injection moulding tool where rapid tooling, bismuth-tin mould insert
and injection moulding are used to manufacture one hundred plastic parts. It describes the manufacturing
methods applied and the use of manual and 3D scanning methods. It also evaluates the surface finishes and
dimensions of the parts produced in the tool.
theatre. Space and place theory is integral to informing the practice led and practice-based
experiences in architecture, interior and the built environment. The research team has investigated
how digital modeling, fabrication and population tools can enhance the understanding of current
theoretical debates surrounding space and place. The aim is to integrate inter-disciplinary practice
allowing us to address key research questions relating to the emergence of digital fabrication and its
potential impact upon art and design education.
The purpose is to provide an engaging and informative situated display, offering an experiential and
intuitive frame of reference for constructing and placing objects, activities or events into their spatial
context. The research has potential to act as an integrative experiential framework through which we
can learn more about different contexts or connections between themes or theories which provides a
deeper understanding of space or place.
In this new work with Taylor, Benincasa, and Unver evolve their practice through translating 3D
research data for a series of new digital and physical experiments intended for enhancing or informing
teaching and learning in art, design & architecture. The researchers experimented with a range of 3D
software and the functionality of different tool parameters. Fabrication apps and 3D crowd simulation
animation tools were used for the first time in this research to explore digital fabrication using
cardboard in order to compose and construct 2D and 3D physical simulations of this well-known built
environment in the landscape. The fabricated physical cardboard models we produced were located in
studio spaces and 3D visual projection live drawing experiences were tested with students and staff
working together. The 2D and 3D simulations that the team envisioned are both digital and real; and
when installed facilitate a more kinesthetic experience of learning as students are able to create
together, and interact with fabricated structures. This evolving research demonstrates how these 3D
models, animations and fabrications have the potential to be used together as a catalyst to explore
multiple projections of space, place identities, historical and cultural built environment concepts for art,
design and architecture students at undergraduate and postgraduate level
education to CAD based design as a case study for comparison is documented. Use of CAD
technologies on both undergraduate and Master level is also discussed.
This document outlines the necessary details to prepare a paper for the journal ComputerAided
Design and Applications. Authors are requested to follow all formatting instructions
encoded into this MS Word file. To simplify the task of paper preparation, simply type in your
paper into this document.
being used by designers in movies, television,
advertising and computer games, to take the strain
out of creating and simulating realistic cloth effects
for dressing virtual characters. This paper describes
experiments into designing textiles and clothing
using 3D graphics software and a digital cloth dynamics
plug-in, which are an integral part of PhD
research in progress. The methods used in testing
the 3D software and the cloth dynamics plug-in
illustrate the experiences of a designer/learner. The
results identify designer/learner needs and expectations
for the further educational development of
the research and use of cloth simulation tools in
textiles/fashion design in the near future
Manufacture, Parametric Modelling and Generative Design software on the design process. The initial research project within PIMS involved an industrial designer working with a CAD
programming expert in developing a software system that allowed the user to view various products or designed forms, which were continually randomly mutating in real time. The user could not affect the form itself or the mutation in any way, but could decide at which moment they wanted to ‘freeze’ the constantly changing form to create a unique, one-off
item. The user could then purchase the product, at which point the relevant stl files were created by the computer and exported to a rapid prototyping machine to be manufactured.
As this work progressed, various approaches were tried, including the random placement of a selection of predetermined elements within specified space envelopes. At this point, a second project was started involving a craft practitioner with the express notion of exploring the differences in approach between practitioners of different disciplines. This work has produced a system in which individual building block units are randomly assembled together within three-dimensional mesh forms that can be manipulated in various ways. When the process is complete the resulting object can be digitally manufactured. This paper will describe these different approaches to random generative design and discuss
the implications for the disciplines of design and craft, their interpretation and meaning raised by this research. The experience of using these systems potentially opens the
floodgates for amateur design and craft in ways previously unimagined. Developments such as these are clearly harbingers of a new era for design and craft and an example of the
reshaping of disciplines
community: for example, the constructs of invention, of creativity and of innovation (or innovative)
appear to be used interchangeably. They are all a vital interest for design but they are different things.
Furthermore there is a failure to distinguish between what design has a legitimate interest in or
should contribute to and that which is its direct responsibility.
The authors of this paper will seek to clarify these and other issues. One of these interests is the
increasing demand for sustainable practice: design has a crucial role here and this paper will explore
how computer
technology for learning and teaching in undergraduate and postgraduate fashion
and textiles design; clothing manufacture, fashion marketing, merchandising and
promotion. The study focuses on testing the 3D scanning equipment with a student
sample group. The sample group attempts to simulate the range of body shapes that
are categorised by the standard size chart specification method currently used in UK
fashion education and industry.
The methods applied for evaluation and testing of the 3D laser scanner for body
measurement are described, and the results of the initial user experiences are also
discussed. The tests seek to establish the overall efficiency of the 3D scanning
process and to investigate any potential value for integration of the 3D scanner in
fashion/ textiles design education. Conclusions provide further recommendations on
the potential effectiveness of connecting 3D body scanning methods to 3D clothing
design and construction technology, in an attempt to develop new, integrated learning
and teaching methods that positively enhance the future of fashion education.
create a new way of designing and making objects that blurs the boundaries between maker and consumer, craft
and industrial production. Automake’s product creation process in relation to traditional craft and industrial
processes. Automake was developed as a research project that aimed to investigate the potentials of using
generative systems to digitally design unique one-off works and produce them using a range of rapid
prototyping/manufacturing technologies and CNC equipment.
We have created form building software that is designed to be extremely user friendly and allow anyone to design
their own craft/design works. In addition we have developed a system for outputting construction files so that you
can send us your new designs to be physically produced. Visit the gallery page to see many examples of
completed works and how they were created. The context and process pages provide an overview and a
description of the underlying principles behind the project. The software page has form building software for you
to use, so try Automaking.
art and design higher education. The 3D interactive environment enables users to experiment within virtual workshop
and studio spaces independently or as multi-user groups. The environment will create opportunities for adding
interactive 3D on-line teaching support materials, links to „live‟ lectures and provides real-time distance
communication learning and training experiences for students working out on industrial placement and internationally
on franchise courses.
The intersection of play, pedagogy, and technology within the project, has been developed through the strategic use
of 3D modeling, animation, and virtual 3D programming software. The research team has investigated and applied
new ways of teaching, learning and creative thinking by using game structures and functionality as a framework. The
conclusions discuss the value and potential benefits for introducing interactive game-style learning tutorials into new
areas of education
(UFI), an umbrella organization which will create new markets for education and
stimulate change in provision to take advantage of new learning methods.
In 1998, a partnership of organizations (universities, colleges and companies) led by The
Virtual College submitted a project proposal under ADAPT-UFI to develop on-line
and/or CD-based digital interactive teaching material - Multimedia Learning for Industry
(MLI). The nine universities / colleges have collectively produced a bid document in
which each put forward a project title with a budget of £100k. As part of the MLI
project, and due to extensive internal knowledge of CAD/CAM and CNC machine tools,
it was decided to develop a 3D interactive CNC training software program for technician
and undergraduate level.
Although 3D CAD and CAM software is widely available for industry, this concentrates
on producing part programs and machining. We are unaware of any 3D CNC software
developed for college and university education that teaches the set-up of the machine
parameters. This paper describes the development of a 3D interactive CAL program for
training in CNC. It also briefly reviews trends and policy for Communication &
Information Technology (C&IT) and CAL
flywheel system. The intention is to glean energy from the national grid when electricity is very low cost and return it to the national grid when energy is more expensive. As an example; one kWh of energy bought in the early morning when
demand is low costs approximately £20. If this could be stored until a high demand period, say early evening, the cost would be approximately £250 per kWh. If several KESD’s could be run there would be potential of making a great deal of money. On a
national basis; several thousand KESD’s could reduce the necessity for so many power stations. KESD’s could also store solar power and wind power to be used when demand for power is high
disciplines understand the past in relation to the contemporary world. From digital objects to landscapes, through
geophysics, geographical imaging systems and the creation of virtual worlds, new technology provides alternative
routes to seeing and understanding both past and present [1]. This research paper describes an interdisciplinary art
and design approach to rebuilding and visualising phase 3vi of the Stonehenge site for interactive cultural heritage
applications in the 21st Century. A 3D digital research team based at the School of Art, Design & Architecture
collaborated with music technologists, sculptors and game designers to gather, interpret, re-imagine and digitally remodel
historical and contemporary data on Stonehenge to create a virtual 3D reconstruction of Stonehenge phase
3vi. The researchers discuss the range of digital data, tools, methods used in this phase of the Virtual Stonehenge
reconstruction project.
processes. The emerging economic case suggests there will be advantages in producing injection moulding
tools for short duration low volume production runs where the tool is rebuilt for each manufacturing cycle.
CAD/CAM, Rapid Prototyping (RP) and digital technologies help to bring new products to market faster.Mould
inserts are traditionally produced using expensive and time consuming CNC machining processes.
This article presents development of an injection moulding tool where rapid tooling, bismuth-tin mould insert
and injection moulding are used to manufacture one hundred plastic parts. It describes the manufacturing
methods applied and the use of manual and 3D scanning methods. It also evaluates the surface finishes and
dimensions of the parts produced in the tool.
theatre. Space and place theory is integral to informing the practice led and practice-based
experiences in architecture, interior and the built environment. The research team has investigated
how digital modeling, fabrication and population tools can enhance the understanding of current
theoretical debates surrounding space and place. The aim is to integrate inter-disciplinary practice
allowing us to address key research questions relating to the emergence of digital fabrication and its
potential impact upon art and design education.
The purpose is to provide an engaging and informative situated display, offering an experiential and
intuitive frame of reference for constructing and placing objects, activities or events into their spatial
context. The research has potential to act as an integrative experiential framework through which we
can learn more about different contexts or connections between themes or theories which provides a
deeper understanding of space or place.
In this new work with Taylor, Benincasa, and Unver evolve their practice through translating 3D
research data for a series of new digital and physical experiments intended for enhancing or informing
teaching and learning in art, design & architecture. The researchers experimented with a range of 3D
software and the functionality of different tool parameters. Fabrication apps and 3D crowd simulation
animation tools were used for the first time in this research to explore digital fabrication using
cardboard in order to compose and construct 2D and 3D physical simulations of this well-known built
environment in the landscape. The fabricated physical cardboard models we produced were located in
studio spaces and 3D visual projection live drawing experiences were tested with students and staff
working together. The 2D and 3D simulations that the team envisioned are both digital and real; and
when installed facilitate a more kinesthetic experience of learning as students are able to create
together, and interact with fabricated structures. This evolving research demonstrates how these 3D
models, animations and fabrications have the potential to be used together as a catalyst to explore
multiple projections of space, place identities, historical and cultural built environment concepts for art,
design and architecture students at undergraduate and postgraduate level
education to CAD based design as a case study for comparison is documented. Use of CAD
technologies on both undergraduate and Master level is also discussed.
This document outlines the necessary details to prepare a paper for the journal ComputerAided
Design and Applications. Authors are requested to follow all formatting instructions
encoded into this MS Word file. To simplify the task of paper preparation, simply type in your
paper into this document.