105 research outputs found
Designing a visual component of communication within 3D avatar virtual worlds
Merged with duplicate record 10026.1/2600 on 08.20.2017 by CS (TIS)Over the last few years 3D avatar virtual worlds (AVW) have emerged on the Internet.
These are computer generated, multi-user, graphical spaces within which people meet,
form social groups and interact with each other in real time, typically through the
exchange of text or audio messages. Each user is represented within the space by a
digital image known as an avatar, which is usually humanoid in form, and is
predominantly under the control of the person it represents.
This thesisd escribesa creativep roject that is concernedw ith aspectso f social
communication between users of "Ws. In particular, an avatar is designed that is
capable of performing body language, and a set of useful gestures are implemented that
support aspects of social interaction and integrate with verbal discourse in a meaningful
way. In addition to this, a number of scenic properties are derived that enable better
comprehension of the non verbal communication, e. g. spatial arrangement, camera
position and lighting effects.
The research consists of a number of interrelated design activities which include
reviewing the literature on avatar design in order to locate goals and variety of the
project, therefore building on the on the work of others; a comparative review of three
popular 3D AVWs to explore the design problem; a study that aims to gain an
understanding of the social dynamics involved; the adaptation of a diagrammatic
technique for the purpose of modelling social interaction; the development of 2D and 3D prototype techniques exploring the application of the social interaction modelling
technique; a body of creative work developing ideas for conveying non verbal
communication and the appraisal of the effectiveness of this creative work.
The research contributes to the field of avatar design in a number of ways. Firstly, it
develops our understanding of social dynamics in virtual worlds. Secondly, it
postulates modes of non verbal communication for both individuals and social groups
that supports multi-participatory social discourse. Additionally, a number of useful
research techniques have been devised, such as a linear diagramming technique that can
be used to represent the structure of conversation thereby facilitating the exploration and
understanding of the dynamics of AVW social discourse.
The work is of interest to those working in the field of avatar and multi-user virtual
world design. It may also be of interest to anyone thinking of using an avatar virtual
world for the application of collaborative leaming, collaborative games and
conferencing
Axiom
Axiom is a short narrative video, using live-action and 3D computer graphics to re-interpret the Greek myth of Persephone through the framework of contemporary science-fiction. The aim of the video is to use narrative, approached from a design strategy that thematizes the representational role of 3D computer generated graphics, to raise questions in the minds of thoughtful viewers about the use of genetics and computer simulated worlds in the context of the vulnerable natural environment. The conceptualization of the video is explained, followed by a summary of the production pipeline, and finally an evaluation of the finished piece
Predicting and auralizing acoustics in classrooms
Although classrooms have fairly simple geometries, this type of room is known to cause problems when trying to predict their acoustics using room acoustics computer modeling. Some typical features from a room acoustics point of view are: Parallel walls, low ceilings (the rooms are flat), uneven distribution of absorption, and most of the floor being covered with furniture which at long distances act as scattering elements, and at short distance provide strong specular components. The importance of diffraction and scattering is illustrated in numbers and by means of auralization, using ODEON 8 Beta
Optimal use of computing equipment in an automated industrial inspection context
This thesis deals with automatic defect detection. The objective was to develop the techniques required by a small manufacturing business to make cost-efficient use of inspection technology. In our work on inspection techniques we discuss image acquisition and the choice between custom and general-purpose processing hardware. We examine the classes of general-purpose computer available and study popular operating systems in detail. We highlight the advantages of a hybrid system interconnected via a local area network and develop a sophisticated suite of image-processing software based on it. We quantitatively study the performance of elements of the TCP/IP networking protocol suite and comment on appropriate protocol selection for parallel distributed applications. We implement our own distributed application based on these findings. In our work on inspection algorithms we investigate the potential uses of iterated function series and Fourier transform operators when preprocessing images of defects in aluminium plate acquired using a linescan camera. We employ a multi-layer perceptron neural network trained by backpropagation as a classifier. We examine the effect on the training process of the number of nodes in the hidden layer and the ability of the network to identify faults in images of aluminium plate. We investigate techniques for introducing positional independence into the network's behaviour. We analyse the pattern of weights induced in the network after training in order to gain insight into the logic of its internal representation. We conclude that the backpropagation training process is sufficiently computationally intensive so as to present a real barrier to further development in practical neural network techniques and seek ways to achieve a speed-up. Weconsider the training process as a search problem and arrive at a process involving multiple, parallel search "vectors" and aspects of genetic algorithms. We implement the system as the mentioned distributed application and comment on its performance
Every shade is a light
KuÌnstler_innen stehen zwei grundlegenden Problemen gegenuÌber, wenn sie die
Tonwerte einer natuÌrlichen Szene in ein GemĂ€lde uÌbersetzen wollen. Zuerst muÌssen
sie mit dem PhÀnomen der Helligkeitskonstanz umgehen, also der Tatsache dass wir
Tonwerte nicht objektiv wahrnehmen, sondern diese von unserem visuellen System
interpretiert werden, und zweitens muÌssen sie die den hohen Tonwertumfang
komprimieren, sodass dieser auf der Leinwand, dargestellt werden kann.
Wenn KuÌnstler_innen eine natuÌrliche Szene abbilden wollen, muÌssen sie ein Bild
schaffen, das dem Bild der natuÌrlichen Szene auf der Netzhaut nahe kommt, damit
uns das Bild korrekt erscheint. In Bezug auf Helligkeiten muÌssen sie die Wirkung der
Helligkeitskonstanz unterbinden, entweder, indem sie auf fruÌhe Verarbeitungsstufen
des Perzepts zugreifen können, oder indem sie ihre eigenen
wahrnemungsgebundenen Fehler in einem zweiten Schritt zu korrigieren vermögen.
TatsĂ€chlich ist bekannt, dass KuÌnstler_innen bessere WahrnehmungsfĂ€higkeiten
haben, z.B. schnitten sie besser bei einem Formkonstanz-Test ab (Cohen & Jones,
2008). Wenn KuÌnstler_innen tatsĂ€chlich die Wirkung der Helligkeitskonstanz uÌber
Prozesse der Wahrnehmung abwenden können, so sollten sie besser darin sein,
Helligkeiten objektiv zu beurteilen. Um diese Annahme zu testen, nahmen
Testpersonen an einer Aufgabe teil, in welcher sie Helligkeiten beurteilen sollten. Sie
mussten entscheiden, welcher von zwei Stimuli einen gröĂeren Unterschied zeigte:
einer, der einen tatsÀchlichem Kontrast beinhaltete oder einer, welcher lediglich die
Illusion eines Kontrasts bot. Die Höhe der jeweiligen echten oder illusiorischen
Kontraste variierte. Nicht-KuÌnstler_innen (n=11) und KuÌnstler_innen (n=11) zeigten
keinen Unterschied in ihren FÀhigkeiten der Beurteilung von Helligkeiten. ZusÀtzlich
zeigte sich kein Zusammenhang zwischen der kuÌnstlerischen Erfahrung und der
FĂ€higkeit zur Helligkeitenbewertung. Die Ergebnisse weisen nicht daraufhin, dass
KuÌnstler_innen die Helligkeitenkonstanz durch spezielle Wahrnehmungsprozesse
uÌberwinden können.
In einer zweiten Studie prÀsentiere ich die Strategien zur Helligkeitenkomprimierung
einer Gruppe von Maler_innen (n=10). Alle diese Strategien fuĂen in der selben
natuÌrlichen Szene, welche unter den selben LichtverhĂ€ltnissen gemalt wurde.
Ich zeige ein Modell, welches die umfassenden Helligkeitskomprimierungs-
Strategien eines Malers oder einer Malerin veranschaulicht â der âartistâs look-up
tableâ (Graham, 2009). Dieser scheint grundlegende stilistische Komponenten
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erfassen zu können. Unterscheidliche âartistâs look-up tablesâ scheinen sich
systematisch uÌber verschiedene Techniken hinweg zu unterscheiden (z.B. Aquarell
oder Tusche). In dem MaĂe wie manche Maler_innen oder Gruppen von GemĂ€lden
durch eine gewisse Helligkeiten-Komprimierungs-Strategie beschreibbar sind, ist
der âartistâs look-up tableâ ein nuÌtzliches Werkzeug in der Stilforschung oder auch in
Autor_innenschaftsdebatten.Artists face two major problems when they render luminances from a natural
scene onto a painting. First, they have to overcome lightness constancy, i.e. the fact
that we donÂŽt perceive luminances objectively but rather âinterpretâ them, and
second, they must compress the high dynamic range luminances so that they fit on
the restricted range the canvas presents. When artists render a natural scene, they
must create an image, which is close to the retinal image of the scene in order to
appear correct to us. In terms of luminances, they must therefore undo lightness
constancy, either by accessing early visual processing stages, or by correcting their
own perceptual errors in a second step. Indeed we find evidence for better
perceptual abilities in artists, like better performance on a shape constancy task
(Cohen & Jones, 2008). If artists were able to overcome lightness constancy
perceptually, they should also be better at judging luminances objectively. To test
this assumption, subjects were involved in a luminance judgment test. They had to
choose whether real contrast stimuli or illusory contrast stimuli at varying contrast
levels showed greater luminance difference. Non-artists (n=11) and artists (n=11)
showed no difference in their luminance judgmental abilities; furthermore, artistic
expertise was not correlated to luminance judgmental abilities, suggesting that
artists when painting, cannot undo lightness constancy through more accurate
perceptual processes.
In a second study I present a group of painterÂŽs (n=10) luminance compression
strategies, all originating in the same natural scene, which was painted under the
same lighting conditions. I show a model that visualizes a given artistÂŽs global
luminance compression strategy â the âartistâs look-up tableâ â which seems to
reflect fundamental stylistic components (Graham, 2009). The different âArtistâs
look-up tablesâ appear to vary systematically across different techniques (such as
aquarelle or ink painting). To the degree that certain luminance compression
strategies are also a fundamental property of a given painter or grouping of
paintings, the âArtistâs look-up tableâ can be a helpful tool in authorship debates
and in stylometry
Logic and intuition in architectural modelling: philosophy of mathematics for computational design
This dissertation investigates the relationship between the shift in the focus of architectural modelling from object to system and philosophical shifts in the history of mathematics that are relevant to that change. Particularly in the wake of the adoption of digital computation, design model spaces are more complex, multidimensional, arguably more logical, less intuitive spaces to navigate, less accessible to perception and visual comprehension. Such spatial issues were encountered much earlier in mathematics than in architectural modelling, with the growth of analytical geometry, a transition from Classical axiomatic proofs in geometry as the basis of mathematics, to analysis as the underpinning of geometry. Can the computational design modeller learn from the changing modern history, philosophy and psychology of mathematics about the construction and navigation of computational geometrical architectural system model space? The research is conducted through a review of recent architectural project examples and reference to three more detailed architectural modelling case studies. The spatial questions these examples and case studies raise are examined in the context of selected historical writing in the history, philosophy and psychology of mathematics and space. This leads to conclusions about changes in the relationship of architecture and mathematics, and reflections on the opportunities and limitations for architectural system models using computation geometry in the light of this historical survey. This line of questioning was motivated as a response to the experience of constructing digital associative geometry models and encountering the apparent limits of their flexibility as the graph of dependencies grew and the messiness of the digital modelling space increased. The questions were inspired particularly by working on the Narthex model for the Sagrada FamĂlia church, which extends to many tens of thousands of relationships and constraints, and which was modelled and repeatedly partially remodelled over a very long period. This experience led to the realisation that the limitations of the model were not necessarily the consequence of poor logical schema definition, but could be inevitable limitations of the geometry as defined, regardless of the means of defining it, the âshapeâ of the multidimensional space being created. This led to more fundamental questions about the nature of Space, its relationship to geometry and the extent to which the latter can be considered simply as an operational and notational system. This dissertation offers a purely inductive journey, offering evidence through very selective examples in architecture, architectural modelling and in the philosophy of mathematics. The journey starts with some questions about the tendency of the model space to break out and exhibit unpredictable and not always desirable behaviour and the opportunities for geometrical construction to solve these questions is not conclusively answered. Many very productive questions about computational architectural modelling are raised in the process of looking for answers
A survey on personal computer applications in industrial design process
Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 1999Includes bibliographical references (leaves: 157-162)Text in English, Abstract: Turkish and Englishxii, 194 leavesIn this thesis, computer aided design systems are studied from the industrial designer's point of view. The study includes industrial design processes, computer aided design systems and the integration aspects.The technical issues are priorly studied, including current hardware and software technologies. The pure technical concepts are tried to be supported with real-world examples and graphics. Several important design software are examined, whether by personal practice or by literature research, depending on the availability of the software.Finally, the thesis include a case study, a 17" LCD computer monitor designed with a set of graphic programs including two-dimensional and three-dimensional packages.Keywords: Computers, industrial design methods, design software, computer aided design
Procedural Films: Algorithmic Affect in Research Media Art Practice
This thesis explores the political aesthetics of âprocedural filmsââmedia works that use generative algorithmic procedures and manifest as moving images. In contrast to long-held techno-positivist understandings of generative art, the thesis reframes procedural films as a critical media art practice aiming to understand the âprocedureâ as an affective engine of moving image experience. It employs an interdisciplinary approach that borrows from materialist theories of media, experimental film, artificial life and computational culture, and draws on my practices as artist and curator. These processes of making, curating and experiencing serve as enacted research, as a scalable architecture of thinking through and thinking with the technical media. The thesis proposes a conceptual framework for exploring procedural films as techno-cultural artefacts, addressing the âapparatusâ, the affective space-time of their viewing and their sociopolitical operation. It proposes that algorithmic autonomy brings an affective renegotiation of the traditional roles of the spectator and the moving image, instead seeing it as a complex entanglement of human and non-human agencies, computational temporalities and generative procedures. Furthermore, it addresses procedural mediation and automation as a part of the political aesthetics of media art, exploring the techno-capitalist commodification of attention, time and images. The thesis investigates two case studiesâscreensaver and game engineâas procedural apparatuses. It explores these media artefacts as sites of labour, design, affect and experience, addressing their techno-cultural construction, as well as their processes of liveness and emergence
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