309 research outputs found
Perception of space through representation media: a comparison between 2D representation techniques and 3D virtual environments
Thesis (Master)--İzmir Institute of Technology, Architecture, İzmir, 2005Includes bibliographical references (leaves: 109-113)Text in English; Abstract: Turkish and Englishxii, 122 leavesFor centuries, 2D drawing techniques such as plans, sections and elevations have been the main communication media for the profession of architecture. Addition to these techniques, for two decades, computer based representation techniques and 3D virtual environments (VE) have also entered to the profession of architecture. Effects of these computer based techniques on perception of space have always been interrogated by several researches.Although these researches generally regarded these computerized techniques as better and proper than conventional techniques, in some cases conventional techniques can be more effective to depict architectural space. Main aim of this thesis is to compare and evaluate the positive effects and shortcomings of 3D virtual environments and 2D conventional representation techniques in the context of perception of architectural space. Parallel to this objective, the thesis also aims to show the differentiation in perception of space with the change of representation media. To show these differences, a comparative method is used. As the main step of the application of this method, an experimental case study and survey has been constituted for comparing 2D conventional techniques and 3D computer based techniques. In this survey, 38 first yearstudents from Izmir Institute of technology have taken place as test subject.According to the results of this comparative case study, contributions and shortcomings of 2D conventional representation techniques and 3D computer based techniques on improving the capability of architects on perception of the space have been determined
Neogeography and preparedness for real-to-virtual world knowledge transfer : conceptual steps to Minecraft Malta
Societies have rapidly morphed into complex entities that are creating accessibility, yet, at the same time, they are developing new forms of neogeographic-poverty related to information uptake. Those that have managed to partake in the opportunities provided by the web have new vistas to survive in, in contrast to the new poor who have limited or no access to information. New forms of data in spatial format are accessible to all, however few realize the implications of such a transitional change in wellbeing: Whether entire societies or individuals. The different generations taking up the information access can face different levels of accessibility that may be limited by access to online data, knowledge of usage of tools and the understanding of the results, all within the limits on the spaces they are familiar with. This paper reviews a conceptual process underlining the initial steps of a long-term project in the Maltese Islands that seeks to create an online series of tools that bring the concept of “physical place” to the different generations through the management of a major project, the creation of a 3D virtuality, employing scanning processes, GIS, conversion aspects, and a small block-based Minecraft engine.peer-reviewe
Psychology applied : a fusion of abduction and ergonomics
The world has an increasing number of problems, many of which involve a human technological component, the solution of which requires strong methods. To explore problem solving methods, I proposed the development of an abductive-ergonomics framework. This framework must support the generation of theories that will support design. To achieve this, I discussed psychology's current method, the hypothetico-deductive method, suggesting that it is not a general method. As an alternative I discussed abduction, which provides a strong general method. I also explored the aims, perspectives, and unit of analysis offered by ergonomics. In the last chapter I proposed that abduction provides the control task structure to the real world domain described by ergonomics. The fusion between abduction and ergonomics provides the basis for the real world problem solving framework proposed in this thesis
Collaborative geographic visualization
Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de
Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e
Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative
visualization purposes.
Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment
Implementation of computer visualisation in UK planning
PhD ThesisWithin the processes of public consultation and development management, planners are required to consider spatial information, appreciate spatial transformations and future scenarios. In the past, conventional media such as maps, plans, illustrations, sections, and physical models have been used. Those traditional visualisations are at a high degree of abstraction, sometimes difficult to understand for lay people and inflexible in terms of the range of scenarios which can be considered. Yet due to technical advances and falling costs, the potential for computer based visualisation has much improved and has been increasingly adopted within the planning process.
Despite the growth in this field, insufficient consideration has been given to the possible weakness of computerised visualisations. Reflecting this lack of research, this study critically evaluates the use and potential of computerised visualisation within this process.
The research is divided into two components: case study analysis and reflections of the author following his involvement within the design and use of visualisations in a series of planning applications; and in-depth interviews with experienced practitioners in the field. Based on a critical review of existing literature, this research explores in particular the issues of credibility, realism and costs of production.
The research findings illustrate the importance of the credibility of visualisations, a topic given insufficient consideration within the academic literature. Whereas the realism of visualisations has been the focus of much previous research, the results of the case studies and interviews with practitioners undertaken in this research suggest a ‘photo’ realistic level of details may not be required as long as the observer considers the visualisations to be a credible reflection of the underlying reality. Although visualisations will always be a simplification of reality and their level of realism is subjective, there is still potential for developing guidelines or protocols for image production based on commonly agreed standards. In the absence of such guidelines there is a danger that scepticism in the credibility of computer visualisations will prevent the approach being used to its full potential.
These findings suggest there needs to be a balance between scientific protocols and artistic licence in the production of computer visualisation. In order to be sufficiently credible for use in decision making within the planning processes, the production of computer visualisation needs to follow a clear methodology and scientific protocols set out in good practice guidance published by professional bodies and governmental organisations.Newcastle upon Tyne for awarding me an International Scholarship and Alumni Bursar
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Technological framework for ubiquitous interactions using context–aware mobile devices
This report presents research and development of dedicated system architecture, designed to enable its users to interact with each other as well as to access information on Points of Interest that exist in their immediate environment. This is accomplished through managing personal preferences and contextual information in a distributed manner and in real-time. The advantage of this system architecture is that it uses mobile devices, heterogeneous sensors and a selection of user interface paradigms to produce a sociotechnical framework to enhance the perception of the environment and promote intuitive interactions. The thrust of the work has been on software development and component integration. Iterative prototyping was adopted as a development method in order to effectively implement the users’ feedback and establish a platform for collaboration that closely meets the requirements and aids their decision-making process. The requirement acquisition was followed by the system-modelling phase in order to produce a robust software prototype. The implementation includes component-based development and extensive use of design patterns over native programming. Conclusively, the software product has become the means to evaluate differences in the use of mixed reality technologies in a ubiquitous scenario.
The prototype can query a number of context sources such as sensors, or details of the personal profile, to acquire relevant data. The data (and metadata) is stored in opensource structures, so that they are accessible at every layer of the system architecture and at any time. By proactively processing the acquired context, the system can assist the users in their tasks (e.g. navigation) without explicit input – e.g. by simply creating a gesture with the device. However, advanced interaction with the application via the user interface is available for requests that are more complex.
Representations of the real world objects, their spatial relations and other captured features of interest are visualised on scalable interfaces, ranging from 2D to 3D models and from photorealism to stylised clues and symbols. Two principal modes of operation have been implemented; one, using geo-referenced virtual reality models of the environment, updated in real time, and second, using the overlay of descriptive annotations and graphics on the video images of the surroundings, captured by a video camera. The latter is referred to as augmented reality.
The continuous feed of the device position and orientation data, from the GPS receiver and the digital compass, into the application, makes the framework fit for use in unknown environments and therefore suitable for ubiquitous operation. This is one of the novelties of the proposed framework, because it enables a whole range of social, peer-to-peer interactions to take place. The scenarios of how the system could be employed to pursue these remote interactions and collaborative efforts on mobile devices are addressed in the context of urban navigation. The conceptual design and implementation of the novel location and orientation based algorithm for mobile AR are presented in detail. The system is, however, multifaceted and capable of supporting peer-to-peer exchange of information in a pervasive fashion, usable in various contexts. The modalities of these interactions are explored and laid out in several scenarios, but particularly in the context of user adoption. Two evaluation tasks took place. The preliminary evaluation examined certain aspects that influence user interaction while being immersed in a virtual environment, whereas the second summative evaluation compared the utility and certain usability aspects of the AR and VR interfaces
The integration of CFD and VR methods to assist auxiliary ventilation practice
The current trend towards the adoption of retreat longwall mining methods and the associated rapid development of the access drivages has exacerbated the environmental conditions experienced within these workings. The combined use of roof bolt and continuous miner systems has improved the face advance rate within rapid development drivages. In order to maintain adequate dust and gas control it is essential that the auxiliary ventilation and monitoring systems are correctly installed and maintained.
The causes of many potential environmental hazards experienced within auxiliary ventilated rapid development drivages, are often attributed to a failure by the workforce and supervisory officials to maintain the correct installation, maintenance and operational standards of the ventilation and mining systems. The potential ventilation hazards encountered may include: the failure to deliver the required fresh air quantity and velocity to rapidly dilute and disperse methane gas liberated in the vicinity of the cutting face, or the failure to maintain sufficient exhaust air quantity in the vicinity of the cut to adequately capture dust produced on cutting and loading of the extracted mineral.
Results of recent research studies have demonstrated that validated Computational Fluid Dynamics (CFD) simulation models can adequately replicate examples of good and bad ventilation. CFD models may be constructed and solved to examine the relative ventilation benefits produced by alternative mining and auxiliary ventilation configurations. These models enable the practitioner to predict and visualise the velocity, pressure and contaminant fields within an auxiliary ventilated drivage. This research project has developed a prototype educational aid, which animates and visualises these airflow and pollutant dispersion patterns within a Virtual Reality (VR) model. By introducing a pollutant such as methane into the CFD models, the VR simulation highlights regions of potential methane concentration build-up to the trainee. The application also allows the user to select/investigate the environmental consequences of enacting a number of remedial actions
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