20 research outputs found

    FACING EXPERIENCE: A PAINTER’S CANVAS IN VIRTUAL REALITY

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    Full version unavailable due to 3rd party copyright restrictions.This research investigates how shifts in perception might be brought about through the development of visual imagery created by the use of virtual environment technology. Through a discussion of historical uses of immersion in art, this thesis will explore how immersion functions and why immersion has been a goal for artists throughout history. It begins with a discussion of ancient cave drawings and the relevance of Plato’s Allegory of the Cave. Next it examines the biological origins of “making special.” The research will discuss how this concept, combined with the ideas of “action” and “reaction,” has reinforced the view that art is fundamentally experiential rather than static. The research emphasizes how present-day virtual environment art, in providing a space that engages visitors in computer graphics, expands on previous immersive artistic practices. The thesis examines the technical context in which the research occurs by briefly describing the use of computer science technologies, the fundamentals of visual arts practices, and the importance of aesthetics in new media and provides a description of my artistic practice. The aim is to investigate how combining these approaches can enhance virtual environments as artworks. The computer science of virtual environments includes both hardware and software programming. The resultant virtual environment experiences are technologically dependent on the types of visual displays being used, including screens and monitors, and their subsequent viewing affordances. Virtual environments fill the field of view and can be experienced with a head mounted display (HMD) or a large screen display. The sense of immersion gained through the experience depends on how tracking devices and related peripheral devices are used to facilitate interaction. The thesis discusses visual arts practices with a focus on how illusions shift our cognition and perception in the visual modalities. This discussion includes how perceptual thinking is the foundation of art experiences, how analogies are the foundation of cognitive experiences and how the two intertwine in art experiences for virtual environments. An examination of the aesthetic strategies used by artists and new media critics are presented to discuss new media art. This thesis investigates the visual elements used in virtual environments and prescribes strategies for creating art for virtual environments. Methods constituting a unique virtual environment practice that focuses on visual analogies are discussed. The artistic practice that is discussed as the basis for this research also concentrates on experiential moments and shifts in perception and cognition and references Douglas Hofstadter, Rudolf Arnheim and John Dewey. iv Virtual environments provide for experiences in which the imagery generated updates in real time. Following an analysis of existing artwork and critical writing relative to the field, the process of inquiry has required the creation of artworks that involve tracking systems, projection displays, sound work, and an understanding of the importance of the visitor. In practice, the research has shown that the visitor should be seen as an interlocutor, interacting from a first-person perspective with virtual environment events, where avatars or other instrumental intermediaries, such as guns, vehicles, or menu systems, do not to occlude the view. The aesthetic outcomes of this research are the result of combining visual analogies, real time interactive animation, and operatic performance in immersive space. The environments designed in this research were informed initially by paintings created with imagery generated in a hypnopompic state or during the moments of transitioning from sleeping to waking. The drawings often emphasize emotional moments as caricatures and/or elements of the face as seen from a number of perspectives simultaneously, in the way of some cartoons, primitive artwork or Cubist imagery. In the imagery, the faces indicate situations, emotions and confrontations which can offer moments of humour and reflective exploration. At times, the faces usurp the space and stand in representation as both face and figure. The power of the placement of the caricatures in the paintings become apparent as the imagery stages the expressive moment. The placement of faces sets the scene, establishes relationships and promotes the honesty and emotions that develop over time as the paintings are scrutinized. The development process of creating virtual environment imagery starts with hand drawn sketches of characters, develops further as paintings on “digital canvas”, are built as animated, three-dimensional models and finally incorporated into a virtual environment. The imagery is generated while drawing, typically with paper and pencil, in a stream of consciousness during the hypnopompic state. This method became an aesthetic strategy for producing a snappy straightforward sketch. The sketches are explored further as they are worked up as paintings. During the painting process, the figures become fleshed out and their placement on the page, in essence brings them to life. These characters inhabit a world that I explore even further by building them into three dimensional models and placing them in computer generated virtual environments. The methodology of developing and placing the faces/figures became an operational strategy for building virtual environments. In order to open up the range of art virtual environments, and develop operational strategies for visitors’ experience, the characters and their facial features are used as navigational strategies, signposts and methods of wayfinding in order to sustain a stream of consciousness type of navigation. Faces and characters were designed to represent those intimate moments of self-reflection and confrontation that occur daily within ourselves and with others. They sought to reflect moments of wonderment, hurt, curiosity and humour that could subsequently be relinquished for more practical or purposeful endeavours. They were intended to create conditions in which visitors might reflect upon their emotional state, v enabling their understanding and trust of their personal space, in which decisions are made and the nature of world is determined. In order to extend the split-second, frozen moment of recognition that a painting affords, the caricatures and their scenes are given new dimensions as they become characters in a performative virtual reality. Emotables, distinct from avatars, are characters confronting visitors in the virtual environment to engage them in an interactive, stream of consciousness, non-linear dialogue. Visitors are also situated with a role in a virtual world, where they were required to adapt to the language of the environment in order to progress through the dynamics of a drama. The research showed that imagery created in a context of whimsy and fantasy could bring ontological meaning and aesthetic experience into the interactive environment, such that emotables or facially expressive computer graphic characters could be seen as another brushstroke in painting a world of virtual reality

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    Wi-Fi Enabled Healthcare

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    Focusing on its recent proliferation in hospital systems, Wi-Fi Enabled Healthcare explains how Wi-Fi is transforming clinical work flows and infusing new life into the types of mobile devices being implemented in hospitals. Drawing on first-hand experiences from one of the largest healthcare systems in the United States, it covers the key areas associated with wireless network design, security, and support. Reporting on cutting-edge developments and emerging standards in Wi-Fi technologies, the book explores security implications for each device type. It covers real-time location services and emerging trends in cloud-based wireless architecture. It also outlines several options and design consideration for employee wireless coverage, voice over wireless (including smart phones), mobile medical devices, and wireless guest services. This book presents authoritative insight into the challenges that exist in adding Wi-Fi within a healthcare setting. It explores several solutions in each space along with design considerations and pros and cons. It also supplies an in-depth look at voice over wireless, mobile medical devices, and wireless guest services. The authors provide readers with the technical knowhow required to ensure their systems provide the reliable, end-to-end communications necessary to surmount today’s challenges and capitalize on new opportunities. The shared experience and lessons learned provide essential guidance for large and small healthcare organizations in the United States and around the world. This book is an ideal reference for network design engineers and high-level hospital executives that are thinking about adding or improving upon Wi-Fi in their hospitals or hospital systems

    Хмарні технології в освіті: матеріали 6-го семінару CTE 2018

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    This volume represents the proceedings of the 6th Workshop on Cloud Technologies in Education (CTE 2018), held in Kryvyi Rih, Ukraine, in December 21, 2018. It comprises 36 contributed papers that were carefully peer-reviewed and selected from 59 submissions. The accepted papers present the state-of-the-art overview of successful cases and provides guidelines for future research. The volume is structured in five parts, each presenting the contributions for a particular workshop track.Цей том представляє матеріали 6-го семінару "Хмарні технології в освіті" (CTE 2018), який відбувся у Кривому Розі, Україна, 21 грудня 2018 р. Він включає 36 доповідей, які були ретельно перевірені та відібрані з 59 подань. Прийняті матеріали представляють сучасний огляд успішних прикладів використання та надають рекомендації щодо майбутніх досліджень. Том складається з п'яти частин, кожна з яких представляє відповідну секцію семінару

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Augmented Reality

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    There is at present no publication specifically dedicated to analyzing the philosophical implications of augmented reality. Applications cover diverse fields like psychopathology and education, implications concern issues as diverse as negative knowledge, group cognition, the internet of things, and ontological issues, among others. In this way, it is intended not only to generate answers, but also, to draw attention to new problems that arise with the diffusion of augmented reality. In order to contemplate these problems from diverse perspectives, the authors are from a variety of fields - philosophy, computer sciences, education, psychology, and many more. Accordingly, the volume offers varied and interesting contributions which are of interest to professionals from multiple disciplines

    Educational Dimension

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    Збiрник наукових праць «Освiтнiй вимiр» мiстить матерiали, присвяченi висвiтленню теоретико-практичних проблем педагогiки вищої та загальноосвiтньої школи, становлення i розвитку освiтньої парадигми, iнтеграцiї психолого-педагогiчних чинникiв в органiзацiю навчально-виховного процесу. Випуск мiстить матерiали шостого мiжнародного семiнару «Хмарнi технологiї в освiтi» (Кривий Рiг, Україна, 21 грудня 2018 року). Оригiнальна онлайн публiкацiя — у 2433 томi CEUR Workshop Proceedings (CEUR-WS.org, ISSN 1613–0073).The collection of scientific works "Educational Dimension" contains materials devoted to the coverage of theoretical and practical problems of higher and secondary school pedagogy, the formation and development of the educational paradigm, the integration of psychological and pedagogical factors in the body. The issue contains materials of the sixth international seminar "Cloud technologies in education" (Kryvyi Rih, Ukraine, December 21, 2018). Original online publication - in 2433 volumes of CEUR Workshop Proceedings (CEUR-WS.org, ISSN 1613–0073)
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