38 research outputs found

    Silver Halides, Craft and Laser Beams Hand-coating as a new creative tool in Holography

    Get PDF
    The making of silver halide-based material has long been regarded as too complex a task for holographic practitioners. This thesis challenges that popular opinion and proves the feasibility of hand coating by introducing the diffusion method for holographic silver halide-based recording material making. The focus of my research is on how this new method can be developed and improved to make it accessible and usable for creative and general practitioners without the necessity of a background in chemistry. It does this in a practical approach through a process of experimentation with the diffusion method and by the production of holograms in the lab. My research situates the making of holographic plates in the realm of craft and argues that in-house plate making is not only a realisable option for the artist but a necessity for the survival of creative holography. By producing new tacit knowledge about the method and highlighting its importance, hand-coating in holography is promoted as a feasible way of improving creative holography practice. The diffusion method also allows for the production of holographic recording material on surfaces other than commonly used glass plates. My research liberates the three dimensional medium of holography from a two dimensional substrate. This gives the medium of creative holography the opportunity to expand the medium’s possibilities, to find a new visual language and to challenge the observer's eye in new ways. This thesis, and my research, offers a practical, and creatively beneficial, alternative to the expensive and often unreliable commercial holographic material which contemporary holographers currently contend with. It offers the practitioner both an entirely new way to produce holograms and through self-production of their own recording material, greater creative control and potential

    Senseable Spaces: from a theoretical perspective to the application in augmented environments

    Get PDF
    Grazie all’ enorme diffusione di dispositivi senzienti nella vita di tutti i giorni, nell’ ultimo decennio abbiamo assistito ad un cambio definitivo nel modo in cui gli utenti interagiscono con lo spazio circostante. Viene coniato il termine Spazio Sensibile, per descrivere quegli spazi in grado di fornire servizi contestuali agli utenti, misurando e analizzando le dinamiche che in esso avvengono, e di reagire conseguentemente a questo continuo flusso di dati bidirezionale. La ricerca è stata condotta abbracciando diversi domini di applicazione, le cui singole esigenze hanno reso necessario testare il concetto di Spazi Sensibili in diverse declinazioni, mantenendo al centro della ricerca l’utente, con la duplice accezione di end-user e manager. Molteplici sono i contributi rispetto allo stato dell’ arte. Il concetto di Spazio Sensibile è stato calato nel settore dei Beni Culturali, degli Spazi Pubblici, delle Geosciences e del Retail. I casi studio nei musei e nella archeologia dimostrano come l’ utilizzo della Realtà Aumentata possa essere sfruttata di fronte a un dipinto o in outdoor per la visualizzazione di modelli complessi, In ambito urbano, il monitoraggio di dati generati dagli utenti ha consentito di capire le dinamiche di un evento di massa, durante il quale le stesse persone fruivano di servizi contestuali. Una innovativa applicazione di Realtà Aumentata è stata come servizio per facilitare l’ ispezione di fasce tampone lungo i fiumi, standardizzando flussi di dati e modelli provenienti da un Sistema Informativo Territoriale. Infine, un robusto sistema di indoor localization è stato istallato in ambiente retail, per scopi classificazione dei percorsi e per determinare le potenzialità di un punto vendita. La tesi è inoltre una dimostrazione di come Space Sensing e Geomatica siano discipline complementari: la geomatica consente di acquisire e misurare dati geo spaziali e spazio temporali a diversa scala, lo Space Sensing utilizza questi dati per fornire servizi all’ utente precisi e contestuali.Given the tremendous growth of ubiquitous services in our daily lives, during the last few decades we have witnessed a definitive change in the way users' experience their surroundings. At the current state of art, devices are able to sense the environment and users’ location, enabling them to experience improved digital services, creating synergistic loop between the use of the technology, and the use of the space itself. We coined the term Senseable Space, to define the kinds of spaces able to provide users with contextual services, to measure and analyse their dynamics and to react accordingly, in a seamless exchange of information. Following the paradigm of Senseable Spaces as the main thread, we selected a set of experiences carried out in different fields; central to this investigation there is of course the user, placed in the dual roles of end-user and manager. The main contribution of this thesis lies in the definition of this new paradigm, realized in the following domains: Cultural Heritage, Public Open Spaces, Geosciences and Retail. For the Cultural Heritage panorama, different pilot projects have been constructed from creating museum based installations to developing mobile applications for archaeological settings. Dealing with urban areas, app-based services are designed to facilitate the route finding in a urban park and to provide contextual information in a city festival. We also outlined a novel application to facilitate the on-site inspection by risk managers thanks to the use of Augmented Reality services. Finally, a robust indoor localization system has been developed, designed to ease customer profiling in the retail sector. The thesis also demonstrates how Space Sensing and Geomatics are complementary to one another, given the assumption that the branches of Geomatics cover all the different scales of data collection, whilst Space Sensing gives one the possibility to provide the services at the correct location, at the correct time

    Senseable Spaces: from a theoretical perspective to the application in augmented environments

    Get PDF
    openGrazie all’ enorme diffusione di dispositivi senzienti nella vita di tutti i giorni, nell’ ultimo decennio abbiamo assistito ad un cambio definitivo nel modo in cui gli utenti interagiscono con lo spazio circostante. Viene coniato il termine Spazio Sensibile, per descrivere quegli spazi in grado di fornire servizi contestuali agli utenti, misurando e analizzando le dinamiche che in esso avvengono, e di reagire conseguentemente a questo continuo flusso di dati bidirezionale. La ricerca è stata condotta abbracciando diversi domini di applicazione, le cui singole esigenze hanno reso necessario testare il concetto di Spazi Sensibili in diverse declinazioni, mantenendo al centro della ricerca l’utente, con la duplice accezione di end-user e manager. Molteplici sono i contributi rispetto allo stato dell’ arte. Il concetto di Spazio Sensibile è stato calato nel settore dei Beni Culturali, degli Spazi Pubblici, delle Geosciences e del Retail. I casi studio nei musei e nella archeologia dimostrano come l’ utilizzo della Realtà Aumentata possa essere sfruttata di fronte a un dipinto o in outdoor per la visualizzazione di modelli complessi, In ambito urbano, il monitoraggio di dati generati dagli utenti ha consentito di capire le dinamiche di un evento di massa, durante il quale le stesse persone fruivano di servizi contestuali. Una innovativa applicazione di Realtà Aumentata è stata come servizio per facilitare l’ ispezione di fasce tampone lungo i fiumi, standardizzando flussi di dati e modelli provenienti da un Sistema Informativo Territoriale. Infine, un robusto sistema di indoor localization è stato istallato in ambiente retail, per scopi classificazione dei percorsi e per determinare le potenzialità di un punto vendita. La tesi è inoltre una dimostrazione di come Space Sensing e Geomatica siano discipline complementari: la geomatica consente di acquisire e misurare dati geo spaziali e spazio temporali a diversa scala, lo Space Sensing utilizza questi dati per fornire servizi all’ utente precisi e contestuali.Given the tremendous growth of ubiquitous services in our daily lives, during the last few decades we have witnessed a definitive change in the way users' experience their surroundings. At the current state of art, devices are able to sense the environment and users’ location, enabling them to experience improved digital services, creating synergistic loop between the use of the technology, and the use of the space itself. We coined the term Senseable Space, to define the kinds of spaces able to provide users with contextual services, to measure and analyse their dynamics and to react accordingly, in a seamless exchange of information. Following the paradigm of Senseable Spaces as the main thread, we selected a set of experiences carried out in different fields; central to this investigation there is of course the user, placed in the dual roles of end-user and manager. The main contribution of this thesis lies in the definition of this new paradigm, realized in the following domains: Cultural Heritage, Public Open Spaces, Geosciences and Retail. For the Cultural Heritage panorama, different pilot projects have been constructed from creating museum based installations to developing mobile applications for archaeological settings. Dealing with urban areas, app-based services are designed to facilitate the route finding in a urban park and to provide contextual information in a city festival. We also outlined a novel application to facilitate the on-site inspection by risk managers thanks to the use of Augmented Reality services. Finally, a robust indoor localization system has been developed, designed to ease customer profiling in the retail sector. The thesis also demonstrates how Space Sensing and Geomatics are complementary to one another, given the assumption that the branches of Geomatics cover all the different scales of data collection, whilst Space Sensing gives one the possibility to provide the services at the correct location, at the correct time.INGEGNERIA DELL'INFORMAZIONEembargoed_20181001Pierdicca, RobertoPierdicca, Robert

    ARCHITECTURAL MODELS AS LEARNING TOOLS

    Get PDF
    This book shows a variety of educational experiments that explore the use and meaning of ‘Architectural models as learning tools in education’both practically and theoretically

    ARCHITECTURAL MODELS AS LEARNING TOOLS

    Get PDF

    Representation Challenges

    Get PDF

    Screen Space Reconfigured

    Get PDF
    Screen Space Reconfigured is the first edited volume that critically and theoretically examines the many novel renderings of space brought to us by 21st century screens. Exploring key cases such as post-perspectival space, 3D, vertical framing, haptics, and layering, this volume takes stock of emerging forms of screen space and spatialities as they move from the margins to the centre of contemporary media practice.Recent years have seen a marked scholarly interest in spatial dimensions and conceptions of moving image culture, with some theorists claiming that a 'spatial turn' has taken place in media studies and screen practices alike. Yet this is the first book-length study dedicated to on-screen spatiality as such.Spanning mainstream cinema, experimental film, video art, mobile screens, and stadium entertainment, the volume includes contributions from such acclaimed authors as Giuliana Bruno and Tom Gunning as well as a younger generation of scholars

    Electronic Literature as Digital Humanities

    Get PDF
    This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)––that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature

    Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy

    Get PDF
    The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of the metaverse and offer some insight to the potential socio-economic impact of a fully functional persistent cross platform metaverse. Separating the hype and “meta…” rebranding from current reality is difficult, as “big tech” paints a picture of the transformative nature of the metaverse and how it will positively impact people in their work, leisure, and social interaction. The potential impact on the way we conduct business, interact with brands and others, and develop shared experiences is likely to be transformational as the distinct lines between physical and digital are likely to be somewhat blurred from current perceptions. However, although the technology and infrastructure does not yet exist to allow the development of new immersive virtual worlds at scale - one that our avatars could transcend across platforms, researchers are increasingly examining the transformative impact of the metaverse. Impacted sectors include marketing, education, healthcare as well as societal effects relating to social interaction factors from widespread adoption, and issues relating to trust, privacy, bias, disinformation, application of law as well as psychological aspects linked to addiction and impact on vulnerable people. This study examines these topics in detail by combining the informed narrative and multi-perspective approach from experts with varied disciplinary backgrounds on many aspects of the metaverse and its transformational impact. The paper concludes by proposing a future research agenda that is valuable for researchers, professionals and policy makers alike
    corecore