1,308 research outputs found

    Negotiating Reality

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    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

    From real spaces to virtual spaces: The metaverse and decentralized cinema

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    Developments in computer and communication technologies, which constitute the starting point of concepts such as decentralization, virtuality, simulation, augmented reality and metaverse, have also brought new forms of expression and designs in art to the agenda. In addition to the decentralized data architecture and metaverse areas that emerged in parallel with the development of network technologies, applications that increase the user's interaction and beleaguered experience such as virtual reality, augmented reality and mixed reality have increased their effectiveness in this field. The metaverse spaces that emerge with the cooperation of software, art and architecture offer their users a more similar life simulation of natural life through augmented reality vehicles or screens. Here, users can perform new experiences for artistic production and consumption as well as daily life practices such as socialization and communication. Metaverse spaces, which include the design of a three-dimensional virtual universe that can be supported by augmented reality, are free from all the constraints of the real world as a cinematic plateau. It is seen as a great advantage that the real film set can create a cinematic work without expensive equipment such as cameras, lights, and sound away from all the negativities of the natural shooting conditions. The fact that the production, distribution and screening of cinema works can be realized within this field brings a new understanding of decentralized cinema to the agenda. Decentralized cinema, which has begun to rise in the expanding virtual geography of the metaverse virtual space with its advantages such as virtual characters and scenes and creative space fictions, is an art form worth examining. This study focuses on the possible future transformations of cinema in terms of production and representation in the context of the relationship of virtual and augmented reality technologies with developing metaverse areas. The emergence of a new cinematic ecology; The opportunities and obstacles it provides to producers are examined with the philosophical criticism method through concepts such as virtual and augmented reality, web 3.0, metaverse in terms of audience experiences it offers for screening.  As a result of the study, it was concluded that the metaverse area has many advantages in terms of the production of cinema works, democratization of the production and distribution of works, digital privacy and security for metaverse artists, and recognition of ownership for digital works of art

    Augmented reality and holograms for the visualization of mechanical engineering parts

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    There is an increasing number of students using tablets in schools. Mobile devices gained popularity as an educational tool and there are many schools that use them frequently in educational activities to improve learning. We found that first year students of mechanical engineering in general have difficulties in understanding 3D shapes from 2D views. There are many Augmented Reality (AR) applications available that can be used to create educational contents for these mobile devices. On the other hand, there is an increasing interest in making holograms. In this paper we studied the most popular AR systems and show examples of using an AR system for the visualization of 3D models. We also present the creation of a low cost prototype, the EducHolo, that enables the visualization of holograms supported by tablets. With this prototype students can visualize the hologram of mechanical parts, providing a better perception of the model 3D shape and improving the ability of making the 2D orthographic views and perspectives that they study in the first year of mechanical engineer

    The use of augmented reality in the marketing mix of physical products: Current practices and future implications

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    The current book chapter intends to explore what are the current practices in place regarding the use of AR in the marketing mix of physical products and the implications for the future. While exploring this research question, the study contributes for identifying common aspects and drawing recommendations for future studies and practices. For addressing the research question proposed, twenty cases of physical products using AR as part of their marketing mix were identified and analysed for their characteristics. The EPI Cube framework and its contextualization in the customer experience was used as theoretical model for guiding the analysis. Findings are presented and implications for theory and practice are discussed.info:eu-repo/semantics/acceptedVersio

    Virtual relationships: the dancer and the avatar

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    People might assume that dancing with a digital avatar would be a relatively distant, dehumanizing or disembodied process. However, in this article we propose that effective and creative choreographic practice can be achieved by working with a virtual representation of a dancer, and we offer two case studies to evidence the practical application of motion capture technology within this context. We observed that the virtual model quickly and naturally becomes an extension of the dancer's interiority and that a dynamic affective attunement between dancer and avatar spontaneously develops. We describe how the relationship between the physical and the virtual dancing body raises several practical, theoretical and even philosophical questions for choreographic approach, style and process. Building from Susanne Langer's (1953) germinal conception of the ‘virtual powers’ of dance, we articulate a practice-led research opportunity to critically reflect on conventional choreographic practices through the affordances of a specifically digital virtuality, in ways that can open out the kinds of affective, emotional and phenomenological frameworks within which creation occurs. The unique affordances of recent motion capture systems, offer naturalistic three-dimensional environments with an increased improvisational interactivity that simply cannot be achieved with video-based media

    Mixed Reality Images: Trilogy of Synthetic Realities III

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    The interplay of physical reality and digital media technologies is getting enhanced by new interfaces. The age of hyper-reality turns into the age of hyper-aesthetics and immersive image technologies - like mixed reality - enable a completely novel form of interaction and user relation with the virtual image structures, the different screen technologies, and embedded physical artefacts for interaction. "Mixed Reality Images" contributes to the wide range of the hyper-aesthetic image discourse to connect the concept of mixed reality images with the approaches in modern media theory, philosophy, perceptual theory, aesthetics, computer graphics and art theory as well as the complex range of image science. This volume monitors and discusses the relation of images and technological evolution in the context of mixed reality within the perspective of an autonomous image science

    Virtualization in Information Technology Science and Its Integration to Develop Future Architectural Design Tools (Comparative descriptive research case study of BMW showroom building)

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    The increasing availability and utilization of information are the defining characteristics of the information age. While the industrial revolution focused on material production, the information revolution focuses on the production of ideas. Countries with more information are the most dominant in the world, and over the past thirty years, we have witnessed the tremendous development of the information and communication sector, leading to various changes in the modern world, including the replacement of some jobs with new technologies. This has had a profound impact on society, concepts, and beliefs, and the field of architectural engineering has been significantly affected by the advancements in information technology, resulting in changes in the way architects think, analyze, and design buildings. The digital revolution has also had a significant impact on various disciplines, giving rise to new ideas and trends in each of them. One of the most important outcomes of this revolution is virtual representation, which allows multiple applications to run on a single device. This has led to several ways of understanding and interpreting the concept in different fields. (1) The architectural product is directly influenced by digital technology in all areas, as architectural design increasingly moves into the realm of virtual reality, which is expected to become more logical and realistic. (2) Simulating virtual reality is one of the evident effects of the technological revolution on architectural design and can be referred to as "digitalizing architectural design. (3) This study presents a model for integrating the new elements resulting from the technological revolution into visions and approaches for dealing with future architecture, through the reciprocal relationship between architecture and technology
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