245 research outputs found
AR AND VR FOR ENHANCING MUSEUMSâ HERITAGE THROUGH 3D RECONSTRUCTION OF FRAGMENTED STATUE AND ARCHITECTURAL CONTEXT
This paper presents the results of multidisciplinary research in which reconstructive digital modelling operates on different areas of
heritage and at different scales to realize an analysis, interpretation, and communication experience in the field of museum
valorization. It is, in fact, a work that includes both the philological reconstruction of the lost parts of a Buddha statue of GandhÄra,
dating back to the second century b.C. and kept at the Museum of Oriental Art (MAO) in Turin, and its contextualization within a
coeval architectural complex, recognized as philologically compatible, located in Balo-Kale, in the region of GandhÄra. The
reconstructive models are finally used with communicative purposes for augmented reality (AR) and virtual reality (VR) applications
inside the museum
Paradoxes of interactivity: perspectives for media theory, human-computer interaction, and artistic investigations
Current findings from anthropology, genetics, prehistory, cognitive and neuroscience indicate that human nature is grounded in a co-evolution of tool use, symbolic communication, social interaction and cultural transmission. Digital information technology has recently entered as a new tool in this co-evolution, and will probably have the strongest impact on shaping the human mind in the near future. A common effort from the humanities, the sciences, art and technology is necessary to understand this ongoing co- evolutionary process. Interactivity is a key for understanding the new relationships formed by humans with social robots as well as interactive environments and wearables underlying this process. Of special importance for understanding interactivity are human-computer and human-robot interaction, as well as media theory and New Media Art. "Paradoxes of Interactivity" brings together reflections on "interactivity" from different theoretical perspectives, the interplay of science and art, and recent technological developments for artistic applications, especially in the realm of sound
Paradoxes of Interactivity
Current findings from anthropology, genetics, prehistory, cognitive and neuroscience indicate that human nature is grounded in a co-evolution of tool use, symbolic communication, social interaction and cultural transmission. Digital information technology has recently entered as a new tool in this co-evolution, and will probably have the strongest impact on shaping the human mind in the near future. A common effort from the humanities, the sciences, art and technology is necessary to understand this ongoing co- evolutionary process. Interactivity is a key for understanding the new relationships formed by humans with social robots as well as interactive environments and wearables underlying this process. Of special importance for understanding interactivity are human-computer and human-robot interaction, as well as media theory and New Media Art. »Paradoxes of Interactivity« brings together reflections on »interactivity« from different theoretical perspectives, the interplay of science and art, and recent technological developments for artistic applications, especially in the realm of sound
Towards a Phenomenological Theory of the Visceral in the Interactive Arts
This is a digitised version of a thesis that was deposited in the University Library. If you are the author and you have a query about this item please contact PEARL Admin ([email protected])Metadata merged with duplicate record (http://hdl.handle.net/10026.1/2319) on 20.12.2016 by CS (TIS).This thesis explores the ways in which certain forms of interactive art may and do elicit
visceral responses. The term "visceral" refers to the cardiovascular, respiratory, uro-genital
and especially excretory systems that affect mind and body on a continuum of awareness.
The "visceral" is mentioned in the field of interactive arts, but it remains systematically
unexplored and undefined. Further, interactive artworks predominantly focus on the
exteroceptive (stimuli from outside) rather than the interoceptive (stimuli arising within the
body, especially the viscera) senses.
The existentialist phenomenology of Maurice Merleau-Ponty forms the basis for explorations
of the visceral dimension of mind/body. New approaches to understanding interactive art,
design and the mind/body include: attunements to the world; intertwinings of mind/body,
technology and world; and of being in the world. Each artwork within utilizes a variation of the
phenomenological methods derived from Merl eau-Ponty's; these are discussed primarily in
Chapters One and Three. Because subjective, first-person, experiences are a major aspect of a
phenomenological approach, the academic writing is interspersed with subjective experiences of
the author and others. This thesis balances facets of knowledge from diverse disciplines that
account for visceral phenomena and subjective experience.
Along with the textual exegesis, one major work of design and two major works of art were
created. These are documented on the compact disc (CDROM) bound within. As an essential
component of each artwork, new technological systems were created or co-created by the
author. User surveys comprise Appendices Two, Three and Four, and are also online at:
www. sfu. ca/-dgromala/thesis. To access the URL: login as , and use the password
. Numerous talks, exhibitions and publications that directly relate to the thesis
work is in Appendix One.
This work begins with an introduction to Merleau-Ponty's ideas of flesh and reversibility.
Chapter Two is the review of the literature, while Chapter Three is an explication of the
hypothesis, an overview of the field, and a framing of the problem. Discussions of each artwork
are in Chapter Four (The Meditation Chamber), Chapter Five (BioMorphic Typography) and
Chapter Six (The MeatBook). Chapter Seven forms the conclusion. References to the
documentation on the CD are found throughout the thesis, and italicized paragraphs provide
an artistic context for each chapter
Designing Sound for Social Robots: Advancing Professional Practice through Design Principles
Sound is one of the core modalities social robots can use to communicate with the humans around them in rich, engaging, and effective ways. While a robot's auditory communication happens predominantly through speech, a growing body of work demonstrates the various ways non-verbal robot sound can affect humans, and researchers have begun to formulate design recommendations that encourage using the medium to its full potential. However, formal strategies for successful robot sound design have so far not emerged, current frameworks and principles are largely untested and no effort has been made to survey creative robot sound design practice.
In this dissertation, I combine creative practice, expert interviews, and human-robot interaction studies to advance our understanding of how designers can best ideate, create, and implement robot sound. In a first step, I map out a design space that combines established sound design frameworks with insights from interviews with robot sound design experts. I then systematically traverse this space across three robot sound design explorations, investigating (i) the effect of artificial movement sound on how robots are perceived, (ii) the benefits of applying compositional theory to robot sound design, and (iii) the role and potential of spatially distributed robot sound. Finally, I implement the designs from prior chapters into humanoid robot Diamandini, and deploy it as a case study.
Based on a synthesis of the data collection and design practice conducted across the thesis, I argue that the creation of robot sound is best guided by four design perspectives: fiction (sound as a means to convey a narrative), composition (sound as its own separate listening experience), plasticity (sound as something that can vary and adapt over time), and space (spatial distribution of sound as a separate communication channel). The conclusion of the thesis presents these four perspectives and proposes eleven design principles across them which are supported by detailed examples. This work contributes an extensive body of design principles, process models, and techniques providing researchers and designers with new tools to enrich the way robots communicate with humans
Augmented Reality
Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning
ARCHITECTURAL MODELS AS LEARNING TOOLS
This book shows a variety of educational experiments that explore the use and meaning of âArchitectural models as learning tools in educationâboth practically and theoretically
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