161 research outputs found

    Augmented Reality and Its Application

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    Augmented Reality (AR) is a discipline that includes the interactive experience of a real-world environment, in which real-world objects and elements are enhanced using computer perceptual information. It has many potential applications in education, medicine, and engineering, among other fields. This book explores these potential uses, presenting case studies and investigations of AR for vocational training, emergency response, interior design, architecture, and much more

    Evoking presence through creative practice on Pepper's ghost displays.

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    This thesis proposes a theoretic framework for the analysis of presence research in the context of Pepper’s ghost. Pepper’s ghost as a media platform offers new possibilities for performances, real-time communication and media art. The thesis gives an overview on the 150 year old history, as well as contemporary art creation on Pepper’s ghost with a specific focus on telepresence. Telepresence, a concept that infused academic debate since 1980, discusses the topic of remote communication, perceived presence transmitted through networked environments. This discourse of telepresence revealed shortcomings in current analytical frameworks. This thesis presents a new model for presence in the context of my research. The standard telepresence model (STM) assumes a direct link between three fundamental components of presence and a measurable impact on the audience. Its three pillars are conceptualised as presence co-factors immersion, interactivity and realism, presented individually in the framework of my practice. My research is firmly rooted in the field of media art and considers the effect of presence in the context of Pepper’s ghost. This Victorian parlour trick serves as an interface, an intermediary for the discussion of live streaming experiences. Three case studies present pillars of the standard model, seeking answers to elemental questions of presence research. The hypothesis assumes a positive relationship between presence and its three co-factors. All case studies were developed as media art pieces in the context of Pepper’s ghost. As exemplifiers, they illustrate the concept of presence in respect of my own creative practice. KIMA, a real-time sound representation experience, proposes a form of telepresence that relies exclusively on immersive sound as a medium. Immersion as co-factor of presence is analysed and explored creatively on the Pepper’s ghost canvas. Transmission, the second case study, investigates the effect of physical interaction on presence experiences. An experiment helps to draw inferences in a mixed method approach. The third case study, Aura, discusses variations of realism as presence co factor in the specific context of Pepper’s ghost. The practical example is accompanied by an in-depth meta-analysis of realism factors, specifically focusing on the intricacies of Pepper’s ghost creative production processes. Together, these three case studies help to shed light on new strategies to improve production methods with possible impact on presence in Pepper’s ghost related virtual environments – and beyond

    Assistive Technology to Improve Collaboration in Children with ASD: State-of-the-Art and Future Challenges in the Smart Products Sector

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    Within the field of products for autism spectrum disorder, one of the main research areas is focused on the development of assistive technology. Mid and high-tech products integrate interactive and smart functions with multisensory reinforcements, making the user experience more intuitive, adaptable, and dynamic. These products have a very significant impact on improving the skills of children with autism, including collaboration and social skills, which are essential for the integration of these children into society and, therefore, their well-being. This work carried out an exhaustive analysis of the scientific literature, as well as market research and trends, and patent analysis to explore the state-of-the-art of assistive technology and smart products for children with ASD, specifically those aimed at improving social and communication skills. The results show a reduced availability of products that act as facilitators of the special needs of children with ASD, which is even more evident for products aimed at improving collaboration skills. Products that allow the participation of several users simultaneously through multi-user interfaces are required. On top of this, the trend toward virtual environments is leading to a loss of material aspects in the design that are essential for the development of these children

    Human-Machine Communication: Complete Volume. Volume 2

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    This is the complete volume of HMC Volume 2

    Creating Convenience : How Virtual Reality allows for Augmented Relationships

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    This dissertation uses Heidegger’s critique of technology and its essence in an attempt to understand how Virtual Reality technology can change how we interact with the world and each other. The history of VR devices is unpacked to understand the motivation behind VR’s uses and development. Merleau-Ponty’s theories about embodied experiences are also used to understand how VR has an increased capacity to generate a sense of telepresence in the virtual environment for the user. Cases are investigated that specifically deals with how VR has influenced human interactions and rituals and made them more convenient to the users. The first cases focus on religion and how it changes when it is taken online. Specific focus is given to the Church of Fools online church and D.J. Soto’s VR church. The difference between how an online church operates is compared to the VR Church and how embodiment in the VE is experienced in each. This dissertation also explores cases where a user enters a ‘cross-dimensional’ relationship with the virtual. Two cases of people marrying virtual characters are examined. In these cases, the user entered a relationship with a character that was constructed by someone else. The other case examined, is that of Sgt.Hale (username) who created and then married a virtual character in a VE that he designed and based on a real-world location. In each of the relevant cases, how technology has influenced and, in a sense, encouraged them, is explored and unpacked.Dissertation (MA)--University of Pretoria, 2020.Visual ArtsMAUnrestricte

    Multi-touch Detection and Semantic Response on Non-parametric Rear-projection Surfaces

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    The ability of human beings to physically touch our surroundings has had a profound impact on our daily lives. Young children learn to explore their world by touch; likewise, many simulation and training applications benefit from natural touch interactivity. As a result, modern interfaces supporting touch input are ubiquitous. Typically, such interfaces are implemented on integrated touch-display surfaces with simple geometry that can be mathematically parameterized, such as planar surfaces and spheres; for more complicated non-parametric surfaces, such parameterizations are not available. In this dissertation, we introduce a method for generalizable optical multi-touch detection and semantic response on uninstrumented non-parametric rear-projection surfaces using an infrared-light-based multi-camera multi-projector platform. In this paradigm, touch input allows users to manipulate complex virtual 3D content that is registered to and displayed on a physical 3D object. Detected touches trigger responses with specific semantic meaning in the context of the virtual content, such as animations or audio responses. The broad problem of touch detection and response can be decomposed into three major components: determining if a touch has occurred, determining where a detected touch has occurred, and determining how to respond to a detected touch. Our fundamental contribution is the design and implementation of a relational lookup table architecture that addresses these challenges through the encoding of coordinate relationships among the cameras, the projectors, the physical surface, and the virtual content. Detecting the presence of touch input primarily involves distinguishing between touches (actual contact events) and hovers (near-contact proximity events). We present and evaluate two algorithms for touch detection and localization utilizing the lookup table architecture. One of the algorithms, a bounded plane sweep, is additionally able to estimate hover-surface distances, which we explore for interactions above surfaces. The proposed method is designed to operate with low latency and to be generalizable. We demonstrate touch-based interactions on several physical parametric and non-parametric surfaces, and we evaluate both system accuracy and the accuracy of typical users in touching desired targets on these surfaces. In a formative human-subject study, we examine how touch interactions are used in the context of healthcare and present an exploratory application of this method in patient simulation. A second study highlights the advantages of touch input on content-matched physical surfaces achieved by the proposed approach, such as decreases in induced cognitive load, increases in system usability, and increases in user touch performance. In this experiment, novice users were nearly as accurate when touching targets on a 3D head-shaped surface as when touching targets on a flat surface, and their self-perception of their accuracy was higher

    Supporting meetings in Virtual Worlds with enhanced Communication features

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    With the rapid growth in the use of computer for addressing our day to day needs and the increased use of technology in our daily life, we cannot imagine a day without the use of the internet for our routine needs. Today, without any doubt in our mind we can say that technology has taken over human lives completely. A new era of computing has evolved where computers and the internet have a huge impact on everyone‟s life. A lot of research has been done and is in process for generated tools and devices which will bring the world even closer. It started with telephone in the last century and since then till today there have been huge number of tools and devices that try to give the users who are geographically far away a sense of co-presence. The latest technology making rounds is the Virtual World technology. The popularity and impact of online virtual worlds is worth making a note of. It needs to be seen now, how does it really betters people lives. One such persistent virtual world is Second Life. The number of users and organizations associated with this world is impressive. It provides users with the right amount of collaborative content with a set of communication features. Second Life provides its users with unique meeting support which gives them a sense of co-presence achieved nowhere else. This thesis focuses upon the kind of meeting support, collaborative content and the communication features provided by the virtual world that will allow its users to avoid the need for travel and long distance meetings can be achieved successfully in such an environment. This will help the travel time to be converted to productive office time as well as the costs involved in such meetings can also be reduced drastically. Such kind of meetings will also prove eco-friendly as they will save on fuel consumption and benefit from reduced pollution

    Robo-ethics design approach for cultural heritage: Case study - Robotics for museum purpose

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    The thesis shows the study behind the design process and the realization of the robotic solution for museum purposes called Virgil. The research started with the literature review on museums management and the critic analysis of signi cant digital experiences in the museum eld. Then, it continues analyzing the museum and its relation with the territory and the cultural heritage. From this preliminary analysis stage, signi cant issue related to museum management analysis comes out: nowadays many museum areas are not accessible to visitors because of issues related to security or architectural barriers. Make explorable these areas is one of the important topics in the cultural debate related to the visiting experience. This rst stage gave the knowledge to develop the outlines which brought to the realization of an ef cient service design then realized following robot ethical design values. One of the pillars of the robot ethical design is the necessity to involve all the stakeholders in the early project phases, for this reason, the second stage of the research was the study of the empathic relations between museum and visitors. In this phase, facilitator factors of this relation are de ned and transformed into guidelines for the product system performances. To perform this stage, it has been necessary create a relation between all the stakeholders of the project, which are: Politecnico di Torino, Tim (Telecom Italia Mobile) JOL CRAB research laboratory and Terre dei Savoia which is the association in charge of the Racconiggi’s Castle, the context scenario of the research. The third stage of the research, provided the realization of a prototype of the robot, in this stage telepresence robot piloted the Museum Guide it is used to show, in real time, the inaccessible areas of the museum enriched with multimedia contents. This stage concludes with the nal test user, from the test session feedback analysis, many of people want to drive themselves the robot. To give an answer to user feedback an interactive game has been developed. The game is based both on the robot ability to be driven by the visitors and also on the capacity of the robot to be used as a platform for the digital telling. To be effective, the whole experience it has been designed and tested with the support of high school students, which are one of the categories less interested in the traditional museum visit. This experience wants to demonstrate that the conscious and ethical use of the robotic device is effectively competitive, in term of performances, with the other solutions of digital visit: because it allows a more interactive digital experience in addition to the satisfaction of the physical visit at the museum

    Metaverse through the prism of power and addiction: what will happen when the virtual world becomes more attractive than reality?

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    New technologies are emerging at a fast pace without being properly analyzed in terms of their social impact or adequately regulated by societies. One of the biggest potentially disruptive technologies for the future is the metaverse, or the new Internet, which is being developed by leading tech companies. The idea is to create a virtual reality universe that would allow people to meet, socialize, work, play, entertain, and create. Methods coming from future studies are used to analyze expectations and narrative building around the metaverse. Additionally, it is examined how metaverse could shape the future relations of power and levels of media addiction in the society. Hype and disappointment dynamics created after the video presentation of meta’s CEO Mark Zuckerberg have been found to affect the present, especially in terms of certainty and designability. This idea is supported by a variety of data, including search engine n-grams, trends in the diffusion of NFT technology, indications of investment interest, stock value statistics, and so on. It has been found that discourse in the mentioned presentation of the metaverse contains elements of optimism, epochalism, and inventibility, which corresponds to the concept of future essentialism. On the other hand, power relations in society, inquired through the prism of classical theorists, indicate that current trends in the concentration of power among Big Tech could expand even more if the metaverse becomes mainstream. Technology deployed by the metaverse may create an attractive environment that would mimic direct reality and further stimulate media addiction in society. It is proposed that future inquiries examine how virtual reality affects the psychology of individuals and groups, their creative capacity, and imagination. Also, virtual identity as a human right and recommender systems as a public good need to be considered in future theoretical and empirical endeavors

    From Alan01 to AlanOnline - A study of the different characteristics of physical media installations and non-material art

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    This thesis is a study of the characteristics of the presentation media of artwork that can exist in physical and non-material form. Physical in this context refers to physical installations, and non-material is used to define artworks where the designer has little or no control over the presentation media, such as online artwork. I have chosen a set of characteristics, which I have found central to the topic, and my aim is to discover how such characteristics behave in practice. These key concepts are: technical aspects of the presentation media, human computer interaction, interface design, space, spatial narrative, collaborative experience, access, exhibition value, immersion, embodiment, real-world objects and metaphors. The set of characteristics is by no-means all-encompassing, but a selection that I have discovered through conversation with colleagues and professionals and through my personal research. It is also aimed to meet the requirements for the scopes of an MA thesis paper. The characteristics are discussed in reference to practical examples of artistic productions, and through my own work as a member of the production team that created the Alan01 installation and its non-material counterpart AlanOnline, which are used as a case study for this thesis
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