77,807 research outputs found
Location-based technologies for learning
Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio
Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm
This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970\u27s and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations presented
Paper-based Mixed Reality Sketch Augmentation as a Conceptual Design Support Tool
This undergraduate student paper explores usage of mixed reality techniques as support tools for conceptual design. A proof-of-concept was developed to illustrate this principle. Using this as an example, a small group of designers was interviewed to determine their views on the use of this technology. These interviews are the main contribution of this paper. Several interesting applications were determined, suggesting possible usage in a wide range of domains. Paper-based sketching, mixed reality and sketch augmentation techniques complement each other, and the combination results in a highly intuitive interface
Pervasive Displays Research: What's Next?
Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany
Negotiating Reality
Our understanding of research through design is demonstrated by a close examination of the methods used in the project lifeClipper2. This design research project investigates the applicability of immersive outdoor Augmented Reality (AR). lifeClipper2 offers an audiovisual walking experience in a virtually extended public space and focuses on audiovisual perception as well as on the development of the appropriate technology. The project involves contributions of partners from different fields of research. Thus, lifeClipper2 is able to test the potential of AR for visualizing architecture and archaeological information and to challenge our understanding of perception and interaction. Using examples from our research, the paper reflects on how scenario design contributes to the production of design knowledge and explores the possibilities and variations of AR. Finally, the paper drafts our approach to design research. The three tenets of our work are: the use of scenarios as a tool of interdisciplinary research, the experimental exploration of media and the intention to make design knowledge explicit.
Keywords:
augmented reality; locative media; hybrid environment; immersion; perception; experience design; research through design; scenario design</p
Reclaiming human machine nature
Extending and modifying his domain of life by artifact production is one of
the main characteristics of humankind. From the first hominid, who used a wood
stick or a stone for extending his upper limbs and augmenting his gesture
strength, to current systems engineers who used technologies for augmenting
human cognition, perception and action, extending human body capabilities
remains a big issue. From more than fifty years cybernetics, computer and
cognitive sciences have imposed only one reductionist model of human machine
systems: cognitive systems. Inspired by philosophy, behaviorist psychology and
the information treatment metaphor, the cognitive system paradigm requires a
function view and a functional analysis in human systems design process.
According that design approach, human have been reduced to his metaphysical and
functional properties in a new dualism. Human body requirements have been left
to physical ergonomics or "physiology". With multidisciplinary convergence, the
issues of "human-machine" systems and "human artifacts" evolve. The loss of
biological and social boundaries between human organisms and interactive and
informational physical artifact questions the current engineering methods and
ergonomic design of cognitive systems. New developpment of human machine
systems for intensive care, human space activities or bio-engineering sytems
requires grounding human systems design on a renewed epistemological framework
for future human systems model and evidence based "bio-engineering". In that
context, reclaiming human factors, augmented human and human machine nature is
a necessityComment: Published in HCI International 2014, Heraklion : Greece (2014
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