6,525 research outputs found

    Proceedings of the 10th International congress on architectural technology (ICAT 2024): architectural technology transformation.

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    The profession of architectural technology is influential in the transformation of the built environment regionally, nationally, and internationally. The congress provides a platform for industry, educators, researchers, and the next generation of built environment students and professionals to showcase where their influence is transforming the built environment through novel ideas, businesses, leadership, innovation, digital transformation, research and development, and sustainable forward-thinking technological and construction assembly design

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue Geräteklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berührungsempfindlichen Oberflächen berücksichtigen kaum haptische Qualitäten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen Fähigkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische Gegenstände des Alltags digital zu erweitern und anhand geeigneter Designparameter und Entwurfsräume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie Materialität und Digitalität nahtlos ineinander übergehen können. Es soll erforscht werden, wie künftige Benutzungsschnittstellen nützliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden Ansätze wirft jedoch übergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstützen? Für eine systematische Untersuchung stützt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln über visuelle Erweiterungen von Uhrarmbändern bis hin zu neuartigen Prototyping-Tools für intelligente Kleidungsstücke. Um neue Designansätze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-Eingabemodalitäten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu überdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch übergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    Historicizing postmodernism through the prism of cultural transfers : the case of Greece (1974-2010)

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    Defence date: 25 January 2019Examining Board: Prof. Ann Thomson, European University institute; Prof. Pavel Kolár, European University institute; Prof. Dimitris Tziovas, University of Birmingham; Prof. Matthias Middel, Universität LeipzigHistoricizing Postmodernism through the prism of cultural transfers: The case of Greece (1974-2010), examines the various transformations of the concept of postmodernism in the Greek intellectual framework, between 1970 and 2010, and situates them in a wider transnational context. It is focused mainly on the academic fields of history, literary criticism/Philology, and social theory and it is deployed around three interrelated questions; two preliminary questions concerning the postmodern debates in the Greek context, and the central research question, which seeks to bring the debates into a transnational context: Firstly, a) what were the Greek perceptions of postmodernism? More particularly, what did the concept of postmodernism mean for the intellectuals who entered the debates around its definition and features, depending on their field of expertise, and on the particular moments they attempted to define it in the period under examination? Secondly, b) how has the debate on postmodernism affected the aforementioned subject areas, in such a way that it radically changed the terms of discussion on their regulatory epistemological foundations; and how have the changes in the social, economic and political context of the past 40 years shaped and reshaped the various different arguments regarding postmodernism in the level of ideas. Finally, c) How did the debate around postmodernism in the Greek intellectual circles relate with intellectuals of other national frameworks

    Perceptually Uniform Construction of Illustrative Textures

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    Illustrative textures, such as stippling or hatching, were predominantly used as an alternative to conventional Phong rendering. Recently, the potential of encoding information on surfaces or maps using different densities has also been recognized. This has the significant advantage that additional color can be used as another visual channel and the illustrative textures can then be overlaid. Effectively, it is thus possible to display multiple information, such as two different scalar fields on surfaces simultaneously. In previous work, these textures were manually generated and the choice of density was unempirically determined. Here, we first want to determine and understand the perceptual space of illustrative textures. We chose a succession of simplices with increasing dimensions as primitives for our textures: Dots, lines, and triangles. Thus, we explore the texture types of stippling, hatching, and triangles. We create a range of textures by sampling the density space uniformly. Then, we conduct three perceptual studies in which the participants performed pairwise comparisons for each texture type. We use multidimensional scaling (MDS) to analyze the perceptual spaces per category. The perception of stippling and triangles seems relatively similar. Both are adequately described by a 1D manifold in 2D space. The perceptual space of hatching consists of two main clusters: Crosshatched textures, and textures with only one hatching direction. However, the perception of hatching textures with only one hatching direction is similar to the perception of stippling and triangles. Based on our findings, we construct perceptually uniform illustrative textures. Afterwards, we provide concrete application examples for the constructed textures.Comment: 11 pages, 15 figures, to be published in IEEE Transactions on Visualization and Computer Graphic

    A Taxonomy of Freehand Grasping Patterns in Virtual Reality

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    Grasping is the most natural and primary interaction paradigm people perform every day, which allows us to pick up and manipulate objects around us such as drinking a cup of coffee or writing with a pen. Grasping has been highly explored in real environments, to understand and structure the way people grasp and interact with objects by presenting categories, models and theories for grasping approach. Due to the complexity of the human hand, classifying grasping knowledge to provide meaningful insights is a challenging task, which led to researchers developing grasp taxonomies to provide guidelines for emerging grasping work (such as in anthropology, robotics and hand surgery) in a systematic way. While this body of work exists for real grasping, the nuances of grasping transfer in virtual environments is unexplored. The emerging development of robust hand tracking sensors for virtual devices now allow the development of grasp models that enable VR to simulate real grasping interactions. However, present work has not yet explored the differences and nuances that are present in virtual grasping compared to real object grasping, which means that virtual systems that create grasping models based on real grasping knowledge, might make assumptions which are yet to be proven true or untrue around the way users intuitively grasp and interact with virtual objects. To address this, this thesis presents the first user elicitation studies to explore grasping patterns directly in VR. The first study presents main similarities and differences between real and virtual object grasping, the second study furthers this by exploring how virtual object shape influences grasping patterns, the third study focuses on visual thermal cues and how this influences grasp metrics, and the fourth study focuses on understanding other object characteristics such as stability and complexity and how they influence grasps in VR. To provide structured insights on grasping interactions in VR, the results are synthesized in the first VR Taxonomy of Grasp Types, developed following current methods for developing grasping and HCI taxonomies and re-iterated to present an updated and more complete taxonomy. Results show that users appear to mimic real grasping behaviour in VR, however they also illustrate that users present issues around object size estimation and generally a lower variability in grasp types is used. The taxonomy shows that only five grasps account for the majority of grasp data in VR, which can be used for computer systems aiming to achieve natural and intuitive interactions at lower computational cost. Further, findings show that virtual object characteristics such as shape, stability and complexity as well as visual cues for temperature influence grasp metrics such as aperture, category, type, location and dimension. These changes in grasping patterns together with virtual object categorisation methods can be used to inform design decisions when developing intuitive interactions and virtual objects and environments and therefore taking a step forward in achieving natural grasping interaction in VR

    MetaOmniCity: Towards urban metaverse cyberspaces using immersive smart city digital twins

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    The movie - The Matrix (1999) - boosted our imagination about how further we can be immersed within the cyber world, i.e., how further the cyber world can be indistinguishable from the real world with the metaverse space travel. Nobody had expected involving the creators that the aspirational fictional virtual worlds such as "ActiveWorlds (1995)", and ``Second Life (2003)'' with many urban experiences embedded into a rich featured 3D environment would impact the way of experiencing our real urban environments. Are we going to feel/become ourselves - our cyber-physical presence (e.g., our augmented avatars) - in other mirror worlds doing many other things? Are the created imaginary worlds becoming a part of the real worlds or vice versa? The recent once-in-a-lifetime pandemic has confirmed the importance of location and time-independent Digital Twins (DTs) (i.e., virtual scale models) of cities and their automated services that can provide everybody with equity and accessibility by democratising all types of services leading to increased Quality of Life (QoL). This study analyses how the metaverse (3D elevation of linear Internet), that aims to build high-fidelity virtual worlds with which to interact with the real world, can be engaged within the Smart City (SC) ecosystem with high immersive Quality of Experiences (QoE) and an urban metaverse ecosystem framework — MetaOmniCity — that is designed to demonstrate a variety of insights and orchestrational directions for policymakers, city planners and all other stakeholders about how to transform data-driven SCs with DTs into virtually inhabitable cities with a network of shared urban experiences from a metaverse point of view. MetaOmniCity, allowing the metaversification of cities with granular virtual societies, i.e., MetaSocieties, and eliminating the boundaries (e.g., time, space and language) between the real world and their virtual counterparts, can be shaped to the particular requirements and features of cities. This can pave the way for immersive globalisation with the bigger and richer metaverse of Country (MoC) and metaverse of World (MoW) being an immersive DT of the broader universe with digitally connected cities by removing physical borders. MetaOmniCity is expected to accelerate the building, deployment, and adoption of immersive urban metaverse worlds/networks for citizens to interface with as an extension of real urban social and individual experiences

    Exploring Compassion-Driven Interaction: Bridging Buddhist Theory and Contemplative Practice Through Arts-led Research-through-Design

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    Compassion cultivation focuses on developing a genuine concern for others and a willingness to alleviate their suffering. As understandings of the benefits of compassion cultivation on wellbeing have evolved, an increasing interest in designing technologies for this context have followed. However, while scientific research focuses on measuring and evaluating compassion, designerly understandings of compassion informing human-computer interaction have been less explored. We are currently confronted with huge global challenges and our entanglement with technology brings paradoxes and existential tensions related to wellbeing and human flourishing. Viewing technologies as mediators of values and morality, human-computer interaction has a stake in shaping our possible futures. A shift in the field to welcoming a plurality of worldviews, invites opportunities to authentically integrate knowledge from ancient wisdom traditions into how and why we design. This research aims to advance understandings of compassion cultivation for designing technologies by developing novel approaches to research inspired by Buddhist philosophy and practice. This thesis draws upon an arts-led research-through-design approach and spiritual practice. The findings and insights from the studies contribute primarily to the areas of soma design, first-person research and design for wellbeing. The main contributions to knowledge are design guidelines emerging from three case studies: Understanding Tonglen, Wish Happiness, and Inner Suchness comprising one autoethnography and two concept-driven design artefacts for public exhibition. While in the act of researching, the contemplative practitioner-researcher, a research persona, emerged to support authentic engagement and embodied understandings of the dynamic unfolding processes of the practice. A contemplative framework to train self-observation and the concept of designerly gaze were developed to help investigate the phenomenon

    Science and Innovations for Food Systems Transformation

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    This Open Access book compiles the findings of the Scientific Group of the United Nations Food Systems Summit 2021 and its research partners. The Scientific Group was an independent group of 28 food systems scientists from all over the world with a mandate from the Deputy Secretary-General of the United Nations. The chapters provide science- and research-based, state-of-the-art, solution-oriented knowledge and evidence to inform the transformation of contemporary food systems in order to achieve more sustainable, equitable and resilient systems

    American Literatures After 1865

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    This work was created as part of the University Libraries’ Open Educational Resources Initiative at the University of Missouri–St. Louis. A web version of this text can be found at https://umsystem.pressbooks.pub/ala1865/. This book is an anthology of American Literatures After 1865, a new revision of the open educational resource entitled Writing the Nation: A Concise Introduction to American Literature 1865 to Present. It contains works that have been newly introduced to the public domain and provides direct links to reading materials that can be borrowed for free from Archive.org

    Barbarian Europe

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    European culture has been greatly influenced by the Christian Church and Greek and Roman culture. However, the peoples of Europe’s remote past, whom the Greeks, Romans, and their medieval heirs called the «barbarians», also left their mark. Closely examining ancient and medieval narratives and the codifications of laws, this thoughtfully conducted comparative study sheds light on the illiterate societies of the early Germanic and Slavic peoples. The picture that emerges is one of communities built on kinship, neighborly, and tribal relations, where decision making, judgement, and punishment were carried out collectively, and the distinction between the sacred and profane was unknown
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