2,973 research outputs found

    3D-Stereoscopic Immersive Analytics Projects at Monash University and University of Konstanz

    Get PDF
    Immersive Analytics investigates how novel interaction and display technologies may support analytical reasoning and decision making. The Immersive Analytics initiative of Monash University started early 2014. Over the last few years, a number of projects have been developed or extended in this context to meet the requirements of semi- or full-immersive stereoscopic environments. Different technologies are used for this purpose: CAVE2™ (a 330 degree large-scale visualization environment which can be used for educative and scientific group presentations, analyses and discussions), stereoscopic Powerwalls (miniCAVEs, representing a segment of the CAVE2 and used for development and communication), Fishtanks, and/or HMDs (such as Oculus, VIVE, and mobile HMD approaches). Apart from CAVE2™ all systems are or will be employed on both the Monash University and the University of Konstanz side, especially to investigate collaborative Immersive Analytics. In addition, sensiLab extends most of the previous approaches by involving all senses, 3D visualization is combined with multi-sensory feedback, 3D printing, robotics in a scientific-artistic-creative environment

    Urban Digital Twins for Smart Cities and Citizens:The Case Study of Herrenberg, Germany

    Get PDF
    Cities are complex systems connected to economic, ecological, and demographic conditions and change. They are also characterized by diverging perceptions and interests of citizens and stakeholders. Thus, in the arena of urban planning, we are in need of approaches that are able to cope not only with urban complexity but also allow for participatory and collaborative processes to empower citizens. This to create democratic cities. Connected to the field of smart cities and citizens, we present in this paper, the prototype of an urban digital twin for the 30,000-people town of Herrenberg in Germany. Urban digital twins are sophisticated data models allowing for collaborative processes. The herein presented prototype comprises (1) a 3D model of the built environment, (2) a street network model using the theory and method of space syntax, (3) an urban mobility simulation, (4) a wind flow simulation, and (5) a number of empirical quantitative and qualitative data using volunteered geographic information (VGI). In addition, the urban digital twin was implemented in a visualization platform for virtual reality and was presented to the general public during diverse public participatory processes, as well as in the framework of the "Morgenstadt Werkstatt" (Tomorrow's Cities Workshop). The results of a survey indicated that this method and technology could significantly aid in participatory and collaborative processes. Further understanding of how urban digital twins support urban planners, urban designers, and the general public as a collaboration and communication tool and for decision support allows us to be more intentional when creating smart cities and sustainable cities with the help of digital twins. We conclude the paper with a discussion of the presented results and further research directions

    Serious Games in Cultural Heritage

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    I-Light Symposium 2005 Proceedings

    Get PDF
    I-Light was made possible by a special appropriation by the State of Indiana. The research described at the I-Light Symposium has been supported by numerous grants from several sources. Any opinions, findings and conclusions, or recommendations expressed in the 2005 I-Light Symposium Proceedings are those of the researchers and authors and do not necessarily reflect the views of the granting agencies.Indiana University Office of the Vice President for Research and Information Technology, Purdue University Office of the Vice President for Information Technology and CI

    From Social Simulation to Integrative System Design

    Full text link
    As the recent financial crisis showed, today there is a strong need to gain "ecological perspective" of all relevant interactions in socio-economic-techno-environmental systems. For this, we suggested to set-up a network of Centers for integrative systems design, which shall be able to run all potentially relevant scenarios, identify causality chains, explore feedback and cascading effects for a number of model variants, and determine the reliability of their implications (given the validity of the underlying models). They will be able to detect possible negative side effect of policy decisions, before they occur. The Centers belonging to this network of Integrative Systems Design Centers would be focused on a particular field, but they would be part of an attempt to eventually cover all relevant areas of society and economy and integrate them within a "Living Earth Simulator". The results of all research activities of such Centers would be turned into informative input for political Decision Arenas. For example, Crisis Observatories (for financial instabilities, shortages of resources, environmental change, conflict, spreading of diseases, etc.) would be connected with such Decision Arenas for the purpose of visualization, in order to make complex interdependencies understandable to scientists, decision-makers, and the general public.Comment: 34 pages, Visioneer White Paper, see http://www.visioneer.ethz.c

    3D virtualization of an underground semi-submerged cave system

    Get PDF
    Underwater caves represent the most challenging scenario for exploration, mapping and 3D modelling. In such complex environment, unsuitable to humans, highly specialized skills and expensive equipment are normally required. Technological progress and scientific innovation attempt, nowadays, to develop safer and more automatic approaches for the virtualization of these complex and not easily accessible environments, which constitute a unique natural, biological and cultural heritage. This paper presents a pilot study realised for the virtualization of 'Grotta Giusti' (Fig. 1), an underground semi-submerged cave system in central Italy. After an introduction on the virtualization process in the cultural heritage domain and a review of techniques and experiences for the virtualization of underground and submerged environments, the paper will focus on the employed virtualization techniques. In particular, the developed approach to simultaneously survey the semi-submersed areas of the cave relying on a stereo camera system and the virtualization of the virtual cave will be discussed

    Teaching Threshold Concepts in Virtual Reality: Exploring the Conceptual Requirements for Systems Design.

    Get PDF
    In a complex world students need to be equipping with a range of capabilities that will enable them to be critical and flexible learners and citizens. The central research objective in this paper is to explore the argument that virtual reality (VR) technologies, collaborative learning approaches and recognition of the values and importance of thresholds to learning are components that can equip students in and for the future. Threshold concepts are specific concepts which are identified as essential in the acquisition of thinking, learning and communication of understanding within a specific subject of learning. Threshold experiences occur when learners identify moments of “learning leaps” which are cognitive transformations or changes in conceptual role for the learner, enabling them to work at higher levels of abstraction and creativity. Virtual reality technology is increasingly applied in education and can be used to test multiple threshold concepts and applied to open problems that allow for low-stress and real-time interactions as well as supporting collaborative groups with rapid interactions. Applications built on VR can engage, immerse, and guide learners in ways not yet undertaken in the education of threshold concepts. Through literature review we explore the definitions of threshold concepts, VR technologies, and the opportunities for teaching threshold concepts using VR technologies. We additionally predict possible limitations of the technologies. Further, we propose a systems design approach as informed by our literature review

    Beyond the Screen: Reshaping the Workplace with Virtual and Augmented Reality

    Full text link
    Although extended reality technologies have enjoyed an explosion in popularity in recent years, few applications are effectively used outside the entertainment or academic contexts. This work consists of a literature review regarding the effective integration of such technologies in the workplace. It aims to provide an updated view of how they are being used in that context. First, we examine existing research concerning virtual, augmented, and mixed-reality applications. We also analyze which have made their way to the workflows of companies and institutions. Furthermore, we circumscribe the aspects of extended reality technologies that determined this applicability
    corecore