48,574 research outputs found

    De/construction sites: Romans and the digital playground

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    The Roman world as attested to archaeologically and as interacted with today has its expression in a great many computational and other media. The place of visualisation within this has been paramount. This paper argues that the process of digitally constructing the Roman world and the exploration of the resultant models are useful methods for interpretation and influential factors in the creation of a popular Roman aesthetic. Furthermore, it suggests ways in which novel computational techniques enable the systematic deconstruction of such models, in turn re-purposing the many extant representations of Roman architecture and material culture

    A sense of place and pervasive computing within the urban landscape

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    In this paper we report on recent investigations within an ongoing research project, which aims at developing a better understanding of the urban landscape augmented with the digital landscape in the heritage City of Bath. Here we describe early findings from the deployment of a socialiasing digital installation in various locations in the city. The aim is to create a novel urban experience that triggers shared social encounters among friends, observes or strangers. The installation is implemented in the form of a digital urban ground , embeded in the physical surrounding, which acts as a non-traditional interface and a facilitator between people and people and people and their surrounding environment . In this paper we explore the relationship between the urban space and technology driven encounters. We outline initial findings about how people move, congregate and socialize around the digital ground and illustrate the impact of the spatial and syntactical properties on the type of shared interactions in a city context. Finally we discuss initial results and mention briefly our on going work

    Is today's architecture about real space, virtual space or what?

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    Nowadays digital technologies and information and telecommunication technologies are widely used in every aspect of our lives. This article focuses on the digital technologies and their effect on the place-making activities. First an overview of the digital technologies for the creation, occupancy and management of a building is given. Secondly, the concepts of space and virtual space are discussed. Through these discussions, the concept of places and its virtual alternatives and recombination the use of space are described. Finally some concluding remarks are made on whether today’s place making activities about real space or it extends beyond that

    On the Integration of Adaptive and Interactive Robotic Smart Spaces

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    © 2015 Mauro Dragone et al.. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License. (CC BY-NC-ND 3.0)Enabling robots to seamlessly operate as part of smart spaces is an important and extended challenge for robotics R&D and a key enabler for a range of advanced robotic applications, such as AmbientAssisted Living (AAL) and home automation. The integration of these technologies is currently being pursued from two largely distinct view-points: On the one hand, people-centred initiatives focus on improving the user’s acceptance by tackling human-robot interaction (HRI) issues, often adopting a social robotic approach, and by giving to the designer and - in a limited degree – to the final user(s), control on personalization and product customisation features. On the other hand, technologically-driven initiatives are building impersonal but intelligent systems that are able to pro-actively and autonomously adapt their operations to fit changing requirements and evolving users’ needs,but which largely ignore and do not leverage human-robot interaction and may thus lead to poor user experience and user acceptance. In order to inform the development of a new generation of smart robotic spaces, this paper analyses and compares different research strands with a view to proposing possible integrated solutions with both advanced HRI and online adaptation capabilities.Peer reviewe

    Senses, brain and spaces workshop

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    Analysis of spatial patterns in buildings (access analysis) as an insight into social structure: examples from the Scottish Atlantic Iron Age

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    Clearly the pattern of space in buildings can be expected to relate to the way that buildings are used to structure and reproduce social relations. As an archaeologist, wishing to infer social structure by its reflection in the building pattern, one may hope the relation may be reasonably direct. Here the formal geometrical method of spatial analysis is used to elucidate the pattern in a distinctive kind of prehistoric settlement form, and thence to elucidate the social structure which both produced it and was structured by it

    Cracks in the Glass: The Emergence of a New Image Typology from the Spatio-temporal Schisms of the 'Filmic' Virtual Reality Panorama

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    Virtual Reality Panoramas have fascinated me for some time; their interactive nature affording a spectatorial engagement not evident within other forms of painting or digital imagery. This interactivity is not generally linear as is evident in animation or film, nor is the engagement with the image reduced to the physical or visual border of the image, as its limit is never visible to the viewer in its entirety. Further, the time taken to interact and navigate across the Virtual Reality panorama’s surface is not reflected or recorded within the observed image. The procedural construction of the Virtual Reality panorama creates an a-temporal image event that denies the durée of its own index and creation. This is particularly evident in the cinematic experiments conducted by Jeffrey Shaw in the 1990s that ‘spatialised’ time and image through the fusion of the formal typology of the Panorama together with the cinematic moving-image, creating a new kind of image technology. The incorporation of the space enclosed by the panorama’s drum, into the conception and execution of the cinematic event, reveals an interesting conceptual paradox. Space and time infinitely and autonomously repeat upon each other as the linear trajectory of the singular cinematic shot is interrupted by a ‘time schism’ on the surface of the panorama. This paper explores what this conceptual paradox means to the evolution of emerging image-technologies and how Shaw’s ‘mixed-reality’ installation reveals a wholly new image typology that presents techniques and concepts though which to record, interrogate, and represent time and space in Architecture
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