53 research outputs found

    3D Design Review Systems in Immersive Environments

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    Design reviews play a crucial role in the development process, ensuring the quality and effectiveness of designs in various industries. However, traditional design review methods face challenges in effectively understanding and communicating complex 3D models. Immersive technologies, particularly Head-Mounted Displays (HMDs), offer new opportunities to enhance the design review process. In this thesis, we investigate using immersive environments, specifically HMDs, for 3D design reviews. We begin with a systematic literature review to understand the current state of employing HMDs in industry for design reviews. As part of this review, we utilize a detailed taxonomy from the literature to categorize and analyze existing approaches. Additionally, we present four iterations of an immersive design review system developed during my industry experience. Two of these iterations are evaluated through case studies involving domain experts, including engineers, designers, and clients. A formal semi-structured focus group is conducted to gain further insights into traditional design review practices. The outcomes of these evaluations and the focus group discussions are thoroughly discussed. Based on the literature review and the focus group findings, we uncover a new challenge associated with using HMDs in immersive design reviews—asynchronous and remote collaboration. Unlike traditional design reviews, where participants view the same section on a shared screen, HMDs allow independent exploration of areas of interest, leading to a shift from synchronous to asynchronous communication. Consequently, important feedback may be missed as the lead designer disconnects from the users' perspectives. To address this challenge, we collaborate with a domain expert to develop a prototype that utilizes heatmap visualization to display 3D gaze data distribution. This prototype enables lead designers to quickly identify areas of review and missed regions. The study incorporates the Design Critique approach and provides valuable insights into different heatmap visualization variants (top view projection, object-based, and volume-based). Furthermore, a list of well-defined requirements is outlined for future spatio-temporal visualization applications aimed at integrating into existing workflows. Overall, this thesis contributes to the understanding and improvement of immersive design review systems, particularly in the context of utilizing HMDs. It offers insights into the current state of employing HMDs for design reviews, utilizes a taxonomy from the literature to analyze existing approaches, highlights challenges associated with asynchronous collaboration, and proposes a prototype solution with heatmap visualization to address the identified challenge

    Measuring the Effects of Multi-Sensory Stimuli in the Mixed Reality Environment for Tourism Value Creation

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    This thesis explores the impact of technology-enhanced multisensory stimuli on visitors' value judgments and behavioural intentions at tourist attractions. The study is based on the Tourism Value Framework (Smith and Colgate, 2007), which examines the influence of tourism environment and experience cues on tourist behaviour. To achieve the objective, four key areas were critically reviewed: 1) value creation in attraction-based tourism, 2) multisensory experience literature including experiencescape research, 3) immersion, and 4) mixed-reality technology (Objective 1). Primary data collection involved two research phases. The first phase included ten semistructured focus group interviews with visitors at two multisensory mixed-reality tourism locations in Finland (Objective 2). These interviews provided insights into visitors' perspectives on value formation, immersive experiences, and mixed-reality technologies. Thematic analysis of the data revealed five themes and seventeen subthemes, including context-specific subthemes, which contributed to understanding the multisensory tourism experience and technology-enhanced experience. Based on ten hypotheses, a qualitative S-I-V-A value creation framework was developed for technology-enhanced multisensory mixed reality tourism environments. The second phase aimed to examine and validate the proposed model by collecting survey responses from 317 visitors to a multisensory mixed reality tourist environment. Covariance-based Structural Equation Modelling (CB-SEM) was used for data analysis (Objective 3). The research's significant achievement is the creation of the S-I-V-A value creation framework for technology-enhanced multisensory mixed reality tourist environments, derived from the study's discoveries (Objective 4). The thesis concludes by summarizing the theoretical contributions of this research and offering recommendations to developers and designers in the tourism and mixed-reality sectors. It acknowledges the study's limitations and suggests potential directions for future research

    Kaʻina Hana ʻŌiwi a me ka Waihona ʻIke Hakuhia Pepa Kūlana

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    He wahi hoʻomaka kēia pepa kuana no ke Kaʻina Hana ʻŌiwi (KHʻO) a me ka Waihona ʻike Hakuhia (WʻIH) no ka poʻe e ake nei e haku a hana he WʻIK mai ke kuanaʻike kūpono e hoʻokele ʻia nei e ka manaʻo ʻŌiwi. He kiʻina hana ko kēlā a me kēia kaiāulu ʻŌiwi i nā nīnau a mākou e ui aʻe ai. ʻAʻole kēia mea a mākou i kākau ai he pani i ke kūkulu a mālama ʻana i ka pilina kākoʻo kekahi i kekahi me kekahi mau kaiāulu ʻŌiwi. Eia naʻe, hāpai aʻe kēia palapala i kekahi mau manaʻo e noʻonoʻo ai ke komo i kēia mau kamaʻilio ʻana ʻo ka hoʻomaka koho ʻana i ke kuanaʻike ʻŌiwi i ka haku ʻana he waihona ʻike hakuhia. He hoʻāʻo kēia wahi pepa kūlana e hōʻiliʻili i nā ʻano kamaʻilio like ʻole no 20 mahina, no 20 kāʻei hola, no ʻelua hālāwai hoʻonaʻauao, a ma waena hoʻi o kekahi mau poʻe ʻŌiwi (a ʻŌiwi ʻole hoʻi) no nā kaiāulu like ʻole i Aotearoa, Nū Hōlani, ʻAmelika ʻĀkau a me ka Pākīpika. ʻO ke kia nō naʻe, ʻaʻole ʻo ka hoʻolōkahi ʻana he leo. Paʻa nō ka ʻike ʻŌiwi i kekahi mau ʻāina a aupuni kikoʻī a puni ka honua. Hoʻohuli aku kēia mau ʻāina a mōʻaukala like ʻole i nā kaiāulu ʻokoʻa a me ko lākou mau kaʻina hana ʻŌiwi i ke au o ka manawa. ʻAʻohe “kuanaʻike ʻŌiwi hoʻokahi”, a hoʻomau a haku ʻia nā kālaikuhiʻike e ka hoʻokumu ʻana o kekahi mau kaiāulu kikoʻī i loko o kahi mau ʻāina. Ma mua, he hopena ulūlu o ke kālaikuhiʻike a kālaikuhikanaka ko ka loina naʻauao i hoʻāʻo e naʻi a hoʻohilimia i ka loina ʻŌiwi, a hoʻohāiki ʻia ke ʻano o ka manaʻo a kuanaʻike ʻŌiwi. ʻO ko mākou pahuhopu ke kālele ʻana i nā ʻōnaehana ʻike ʻŌiwi like ʻole a me ke ʻano o ka ʻenehana e hāpai i ka nīnau ʻo ka WʻIH. Ma muli o ia palena, a ma kahi o ka hoʻokuʻikuʻi ʻana he manaʻo lōkahi, he hōʻiliʻili kēia pepa kūlana o kēlā ʻano kēia ʻano o ka moʻokalaleo: ʻo nā manaʻo hoʻokele hakulau ʻoe,, ʻo ka ʻatikala akeakamai ʻoe, ʻo ka wehewehena o ka mana ʻenehana mua ʻoe , a ʻo ka poema ʻoe. I ko mākou manaʻo, he ʻolokeʻa kūpono maoli nā leo a kuanaʻike ʻokoʻa i ka ʻoiaʻiʻo he pae kinohi maoli nō kēia kamaʻilio ʻana, a he hōʻike i ka mea heluhelu no nā kuanaʻike i kupu mai i loko o nā hālāwai hoʻonaʻauao

    Electronic Literature as Digital Humanities

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    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

    Immersive analytics with abstract 3D visualizations: A survey

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    After a long period of scepticism, more and more publications describe basic research but also practical approaches to how abstract data can be presented in immersive environments for effective and efficient data understanding. Central aspects of this important research question in immersive analytics research are concerned with the use of 3D for visualization, the embedding in the immersive space, the combination with spatial data, suitable interaction paradigms and the evaluation of use cases. We provide a characterization that facilitates the comparison and categorization of published works and present a survey of publications that gives an overview of the state of the art, current trends, and gaps and challenges in current research

    Śaivism and the Tantric Traditions

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    Academic study of the tantric traditions has blossomed in recent decades, in no small measure thanks to the magisterial contributions of Alexis G.J.S. Sanderson, until 2015 Spalding Professor of Eastern Religions and Ethics at Oxford University. This collection of essays honours him and touches several elds of Indology that he has helped to shape (or, in the case of Śaivism, revolutionised): the history, ritual, and philosophies of tantric Buddhism, Śaivism and Vaiṣṇavism; religious art and architecture; and Sanskrit belles lettres. Former students and other experts inuenced by his scholarship here ofer papers that contribute signicantly to our understanding of the cultural, religious, and intellectual histories of premodern South and Southeast Asia. Readership: Anyone interested in Asia’s tantric traditions, philosophy and religion in premodern India, Sanskrit, and Indology. The book will be essential reading to specialists and advanced students of Śaivism and Tantric Buddhism

    Tuoris: A middleware for visualizing dynamic graphics in scalable resolution display environments

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    In the era of big data, large-scale information visualization has become an important challenge. Scalable resolution display environments (SRDEs) have emerged as a technological solution for building high-resolution display systems by tiling lower resolution screens. These systems bring serious advantages, including lower construction cost and better maintainability compared to other alternatives. However, they require specialized software but also purpose-built content to suit the inherently complex underlying systems. This creates several challenges when designing visualizations for big data, such that can be reused across several SRDEs of varying dimensions. This is not yet a common practice but is becoming increasingly popular among those who engage in collaborative visual analytics in data observatories. In this paper, we define three key requirements for systems suitable for such environments, point out limitations of existing frameworks, and introduce Tuoris, a novel open-source middleware for visualizing dynamic graphics in SRDEs. Tuoris manages the complexity of distributing and synchronizing the information among different components of the system, eliminating the need for purpose-built content. This makes it possible for users to seamlessly port existing graphical content developed using standard web technologies, and simplifies the process of developing advanced, dynamic and interactive web applications for large-scale information visualization. Tuoris is designed to work with Scalable Vector Graphics (SVG), reducing bandwidth consumption and achieving high frame rates in visualizations with dynamic animations. It scales independent of the display wall resolution and contrasts with other frameworks that transmit visual information as blocks of images

    Toward porting Astrophysics Visual Analytics Services to the European Open Science Cloud

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    The European Open Science Cloud (EOSC) aims to create a federated environment for hosting and processing research data to support science in all disciplines without geographical boundaries, such that data, software, methods and publications can be shared as part of an Open Science community of practice. This work presents the ongoing activities related to the implementation of visual analytics services, integrated into EOSC, towards addressing the diverse astrophysics user communities needs. These services rely on visualisation to manage the data life cycle process under FAIR principles, integrating data processing for imaging and multidimensional map creation and mosaicing, and applying machine learning techniques for detection of structures in large scale multidimensional maps

    Immersive design engineering

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    Design Engineering is an innovative field that usually combines a number of disciplines, such as material science, mechanics, electronics, and/or biochemistry, etc. New immersive technologies, such as Virtual Reality (VR) and Augmented Reality (AR), are currently in the process of being widely adapted in various engineering fields. It is a proven fact that the modeling of spatial structures is supported by immersive exploration. But the field of Design Engineering reaches beyond standard engineering tasks. With this review paper we want to achieve the following: define the term “Immersive Design Engineering”, discuss a number of recent immersive technologies in this context, and provide an inspiring overview of work that belongs to, or is related to the field of Immersive Design Engineering. Finally, the paper concludes with definitions of research questions as well as a number of suggestions for future developments
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