4,125 research outputs found
Exploring the Use of Virtual Worlds as a Scientific Research Platform: The Meta-Institute for Computational Astrophysics (MICA)
We describe the Meta-Institute for Computational Astrophysics (MICA), the
first professional scientific organization based exclusively in virtual worlds
(VWs). The goals of MICA are to explore the utility of the emerging VR and VWs
technologies for scientific and scholarly work in general, and to facilitate
and accelerate their adoption by the scientific research community. MICA itself
is an experiment in academic and scientific practices enabled by the immersive
VR technologies. We describe the current and planned activities and research
directions of MICA, and offer some thoughts as to what the future developments
in this arena may be.Comment: 15 pages, to appear in the refereed proceedings of "Facets of Virtual
Environments" (FaVE 2009), eds. F. Lehmann-Grube, J. Sablating, et al., ICST
Lecture Notes Ser., Berlin: Springer Verlag (2009); version with full
resolution color figures is available at
http://www.mica-vw.org/wiki/index.php/Publication
Emerging Materials & Technologies
The book focuses on four exemplified EM&Ts areas as results of the methods, gaps and issues related to their teaching methods. The four areas are: Experimental Wood-Based EM&Ts, Interactive Connected Smart (ICS) Materials Wearable-based, Carbon-based & Nanotech EM&Ts and Advanced Growing. It provides the setting up of a common/ novel method to teaching EM&Ts: to create new professional in young students, and to develop new guidelines and approach
Digital architecture and designing architecture space and ITS effect on future life strategy
Technological advancements have altered nearly every aspect of individuals’ existence and operation in society. When technologies develop, architecture evolves as well: the architectural techniques change, as does the architectural outcome. The digital revolution reflected on architecture, as did other scientific and life fields. Its impact on the work and architectural space was evident. The architectural production became not limited to designing in traditional ways and directing it as computer drawings. Still, it went beyond that, as the designs produced became the product of an intelligent design process directly influenced by the digital community in general. Architectural space has gone through many developments throughout history influenced by technology and building techniques on the one hand and by functional and environmental issues and human factors on the other hand. The architectural space appeared in the form of a living being that grows over time and is influenced by all the variables of the times and expresses the personality of its inhabitants. If the architect determines space and its composition according to human needs, it is also influenced by the imagination of architecture and its vision of freedom. Therefore, the problem of research was determined by "the lack of a clear vision of the development of architectural space and how it is affected by the digital revolution," where the research aims to identify indicators of the development of architectural space in light of digital development and how architectural thought deals with the changes brought about by information technology, and how it was expressed in the form of areas that meet the needs of users, which in turn changed in terms of sensory needs or physical needs. The research thus assumed "the existence of mechanisms, strategies, levels, and degrees of digital use within the process of designing architectural and urban space to generate digital space," and to achieve this will begin to learn about the evolution of space and what it is over time with a quick presentation of the most prominent developments in the architectural and urban space, especially in the recent years, to a final formulation of the characteristics of knowledge of digital areas
Serious Play Approaches for Creating, Sharing, and Mobilizing Tacit Knowledge in Cross-disciplinary Settings
abstract: Serious play—the notion of bringing the benefits of play to bear on work-related tasks—is receiving more attention as a remedy to many challenges of the modern knowledge economy. Exploring and defining the role of serious play approaches to facilitate collaborative problem-solving and value creation, this dissertation consists of four related research papers.
The first research paper (RP1) reconciles three different conceptualizations of knowledge into a new theory of knowledge. This pluralistic definition allows knowledge to change character across the span of the value creation process. The paper further introduces a model called the Wheel of Knowledge (WoK) for mobilizing knowledge throughout the different knowledge conversions of the value creation process. The second research paper (RP2) advocates that serious play can scaffold and accelerate these knowledge conversion processes, it disaggregates existing serious play approaches, and starts to operationalize the WoK by using it to match different types of serious play approaches to different types of knowledge conversion challenges. The third research paper (RP3) validates the WoK by sorting the serious play literature according to how it applies to the different knowledge conversion processes. The paper provides a framework for ascertaining the applicability of serious play methods to specific knowledge conversion challenges and identifies under-explored research areas of the serious play field. The fourth research paper (RP4) tests the recommendations of RP3 by applying the LEGO® Serious Play® (LSP) method to a knowledge conversion challenge focused on tacit knowledge sharing. It reports on a mixed-methods, multi-session case study in which LSP was used to facilitate cross-disciplinary dialogue and deliberation about a wicked problem. Results show that LSP is particularly useful in the beginning of a value creation process and that it facilitates socialization and tacit knowledge sharing. Taken together the papers demonstrate the necessity, potential, and application of serious play as a catalyst for the knowledge conversion processes presented in the WoK. It is now clear that different serious play approaches are suitable as respectively: an accelerator for trust-building and collective creativity, as a conduit for iterative innovation, and as a way of making rote tasks more engaging.Dissertation/ThesisDoctoral Dissertation Design 201
Danceroom spectroscopy: At the frontiers of physics, performance, interactive art and technology
© 2016 ISAST. Danceroom Spectroscopy is an interactive audiovisual art installation and performance system driven by rigorous algorithms commonly used to simulate and analyze nanoscale atomic dynamics. danceroom Spectroscopy interprets humans as “energy landscapes,” resulting in an interactive system in which human energy fields are embedded within a simulation of thousands of atoms. Users are able to sculpt the atomic dynamics using their movements and experience their interactions visually and sonically in real time. danceroom Spectroscopy has so far been deployed as both an interactive sci-art installation and as the platform for a dance performance called Hidden Fields
Young Children Investigating Advanced Mathematical Concepts With Haptic Technologies: Future Design Perspectives
In this chapter, we focus on how new technologies can be used with young children to investigate mathematical ideas and concepts that would normally be introduced at a later age. In particular, we focus on haptic technologies that allow learners to touch and feel objects through force feedback in addition to visual images on a screen. The main purpose of this paper is to describe how these technologies can be used to enable young learners to construct meaning about geometric shapes and surfaces as well as attributes of particular mathematical constructions in multiple dimensions (particularly 2D and 3D for purposes of this chapter). Such learning environments enable various forms of mediation both through the devices and software used as well as socially, as students work together to develop meaning and create models of complex ideas
Recommended from our members
Thermal and wind devices for multisensory human-computer interaction: an overview
In order to create immersive experiences in virtual worlds, we need to explore different human senses (sight, hearing, smell, taste, and touch). Many different devices have been developed by both industry and academia towards this aim. In this paper, we focus our attention on the researched area of thermal and wind devices to deliver the sensations of heat and cold against people’s skin and their application to human-computer interaction (HCI). First, we present a review of devices and their features that were identified as relevant. Then, we highlight the users’ experience with thermal and wind devices, highlighting limitations either found or inferred by the authors and studies selected for this survey. Accordingly, from the current literature, we can infer that, in wind and temperature-based haptic systems (i) users experience wind effects produced by fans that move air molecules at room temperature, and (ii) there is no integration of thermal components to devices intended for the production of both cold or hot airflows. Subsequently, an analysis of why thermal wind devices have not been devised yet is undertaken, highlighting the challenges of creating such devices.EspĂrito Santo Research and Innovation Foundation (FAPES, Brazil) - Finance Code 2021-GL60J), the Coordination for the Improvement of Higher Education Personnel (CAPES, Brazil) - Finance Code 88881.187844/2018-01 and 88887.570688/2020-00 and by the National Council for Scientific and Technological (CNPq, Brazil) - Finance Code 307718/2020-4. The work was also funded by the European Union’s Horizon 2020 Research and Innovation programme under Grant Agreement no. 688503. E. B. Saleme additionally acknowledges aid from the Federal Institute of EspĂrito Santo
- …