456 research outputs found

    Visualisation techniques, human perception and the built environment

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    Historically, architecture has a wealth of visualisation techniques that have evolved throughout the period of structural design, with Virtual Reality (VR) being a relatively recent addition to the toolbox. To date the effectiveness of VR has been demonstrated from conceptualisation through to final stages and maintenance, however, its full potential has yet to be realised (Bouchlaghem et al, 2005). According to Dewey (1934), perceptual integration was predicted to be transformational; as the observer would be able to ‘engage’ with the virtual environment. However, environmental representations are predominately focused on the area of vision, regardless of evidence stating that the experience is multi sensory. In addition, there is a marked lack of research exploring the complex interaction of environmental design and the user, such as the role of attention or conceptual interpretation. This paper identifies the potential of VR models to aid communication for the Built Environment with specific reference to human perception issues

    Virtual reality for the built environment: A critical review of recent advances

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    This paper reviews the current state of the art for Virtual Reality (VR) and Virtual Environment (VE) applications in the field of the built environment. The review begins with a brief overview of technological components involved in enabling VR technology. A classification framework is developed to classify 150 journal papers in order to reveal the scholarly coverage of VR and VE from 2005 to 2011, inclusive. The classification framework summarizes achievements, established knowledge, research issues and challenges in the area. The framework is based on four layers of VR: concept and theory, implementation, evaluation and industrial adoption. These layers encompass architecture and design, urban planning and landscape, engineering, construction, facility management, lifecycle integration, training and education. This paper also discusses various representative VR research work in line with the classification framework. Finally the paper predicts future research trends in this area

    A multi-user collaborative BIM-AR system to support design and construction

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    This is an accepted manuscript of an article published by Elsevier in Automation in Construction on 29/11/2020, available online: https://doi.org/10.1016/j.autcon.2020.103487 The accepted version of the publication may differ from the final published version.Augmented Reality (AR) is fast becoming an established tool for the construction industry. Previous research reports on the conversion of BIM geometric models and the implementation of these with marker-based AR, or the use of more wide area AR taking positional input from GPS. Much of this focused on the use of AR in an individual context, so there is need to align AR with the more collaborative nature of BIM. By implementing marker-based AR, and connecting to a cloud-based database, the presented BIM-AR system provides the ability to view, interact and collaborate with 3D and 2D BIM data via AR with geographically dispersed teams. An Agile Scrum Method was used to develop the prototype system including a mobile AR application and a Large Touch Screen application based on and a Model, View, Controller (MVC) approach. Finally, the system was tested and verified using a focus group of construction practitioners.Accepted versio

    James Ensor, Paul Haesaerts and Cinéma Critique in 'Masques et Visages de James Ensor' (1952) and 'Moi, Ensor' (1972)

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    Late nineteenth-century artist James Ensor proved to be a beloved subject for Belgian filmmakers such as Charles Dekeukeleire, Henri Storck, AndrĂ© Cauvin, and Luc de Heusch, who contributed to a veritable boom of mid-century high-quality experimental art documentaries. Highly aware of the power of modern media himself, Ensor showed a great interest in film as well, and he often got involved in the production of documentaries on his artworks. Notwithstanding the significance of the cinematic explorations of his oeuvre, hitherto the interconnections between Ensor’s artistry and cinema have never been substantially investigated. Aiming to remedy this overlooked intersection of art and film, this article focuses on the representation of Ensor in the oeuvre of leading art historian-cum-filmmaker Paul Haesaerts. Following his concept of cinĂ©ma critique, Haesaerts’s exceptional 1952 film Masques et visages de James Ensor is a brilliant piece of art analysis. It self-consciously touches upon the ontological boundaries between Ensor’s visual arts and cinema as it wavers between stillness and movement, and between pictorial surface and cinematic space. Drawing on press articles, original archival research, and textual and film analysis, this article investigates how Haesaerts creates a specific cinematic syntax to analyze the formal elements of Ensor’s paintings. In addition, it takes Masques et visages de James Ensor as a starting point for discussions on broader themes concerning the Ensor scholarship, such as Ensor’s affinities with Belgian cinema; the convergence of Ensor’s pictorial strategies and cinematography; and the impact of experimental art documentaries on the reception of Ensor’s work by both filmmakers and art critics

    An investigation into a distributed virtual reality environment for real-time collaborative 4D construction planning and simulation

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    The use and application of 4 Dimensional Computer Aided Design (4D CAD) is growing within the construction industry. 4D approaches have been the focus of many research efforts within the last decade and several commercial tools now exist for the creation of construction simulations using 4D approaches. However, there are several key limitations to the current approaches. For example, 4D models are normally developed after the initial planning of a project has taken place using more traditional techniques such as Critical Path Method (CPM). Furthermore, mainstream methodologies for planning are based on individual facets of the construction process developed by discrete contractors or sub-contractors. Any 4D models generated from these data are often used to verify work flows and identify problems that may arise, either in terms of work methods or sequencing issues. Subsequently, it is perceived that current 4D CAD approaches provide a planning review mechanism rather than a platform for a novel integrated approach to construction planning. The work undertaken in this study seeks to address these issues through the application of a distributed virtual reality (VR) environment for collaborative 4D based construction planning. The key advances lie in catering for geographically dispersed planning by discrete construction teams. By leveraging networked 4D-VR based technologies, multidisciplinary planners, in different places, can be connected to collaboratively perform planning and create an integrated and robust construction schedule leading to a complete 4D CAD simulation. Establishing such a complex environment faces both technological and social challenges. Technological challenges arise from the integration of traditional and recent 4D approaches for construction planning with an ad hoc application platform of VR linked through networked computing. Social challenges arise from social dynamics and human behaviours when utilizing VR-based applications for collaborative work. An appropriate 4D-based planning method in a networked VR based environment is the key to gaining a technical advancement and this approach to distributed collaborative planning tends to promote computer-supported collaborative work (CSCW). Subsequently, probing suitable CSCW design and user interface/interaction (UI) design are imperative for solutions to achieve successful applicability. Based on the foregoing, this study developed a novel robust 4D planning approach for networked construction planning. The new method of interactive definition was devised through theoretical analysis of human-computer interaction (HCI) studies, a comparison of existing 4D CAD creation, and 3D model based construction planning. It was created to support not only individual planners’ work but multidisciplinary planners’ collaboration, and lead to interactive and dynamic development of a 4D simulation. From a social perspective, the method clarified and highlighted relevant CSCW design to enhance collaboration. Applying this rationale, the study specified and implemented a distributed groupware solution for collaborative 4D construction planning. Based on a developed system architecture, application mode and dataflow, as well as a real-time data exchange protocol, a prototype system entitled ‘4DX’ was implemented which provides a platform for distributed multidisciplinary planners to perform real-time collaborative 4D construction planning. The implemented toolkit targeted a semi-immersive VR platform for enhanced usability with compatibility of desktop VR. For the purpose of obtaining optimal UI design of this kind of VR solution, the research implemented a new user-centred design (UCD) framework of Taguchi-Compliant User-Centred Design (TC-UCD) by adapting and adopting the Taguchi philosophy and current UCD framework. As a result, a series of UIs of the VR-based solution for multifactor usability evaluation and optimization were developed leading to a VR-based solution with optimal UIs. The final distributed VR solution was validated in a truly geographically dispersed condition. Findings from the verification testing, the validation, and the feedback from construction professionals proved positive in addition to providing constructive suggestions to further reinforce the applicability of the approach in the future.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    A diffusion of innovation analysis of the acceptance of digital activities, products, and services as scholarship in a Boyer model of academic scholarship

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    This Delphi study explores the opinions of experts on their interactions with the adoption of digital products, services, and activities. Although there are a wide assortment of digital products and digital spaces that have the ability to make significant contributions to scholarship, still traditional monographs and textual publications dominate how research and opinions are shared. Even though scholars have widespread adoption of social spaces and digital technologies including self-publishing, many of their institutions and peer review platforms are still hesitated to recognize their contributions to scholarship (Gruzd, Staves, & Wilk, 2011). The conceptual framework of this study is built upon Ernest L. Boyer\u27s (1990) four principles of scholarship: the scholarship of discovery; the scholarship of integration; the scholarship of application; and the scholarship of teaching. In addition, the theory of diffusion of innovation by Rogers will guide the analysis component of the research

    Catalog Denison University 2011-2012

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    Denison University Course Catalog 2011-2012https://digitalcommons.denison.edu/denisoncatalogs/1108/thumbnail.jp

    2000-2001 Graduate Catalog

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    2001-2002 Graduate Catalog

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