107,235 research outputs found

    Mixed Reality Architecture: Concept, Construction, Use

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    Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build around us. However, by providing a flexible spatial topology spanning physical and virtual environments it presents new opportunities for social interaction across electronic media. An experimental MRA is described that allowed us to study some of the emerging issues in this field. It provided material for the development of a framework describing virtual and physical spaces, the links between those and the types of mixed reality structure that we can envisage it being possible to design using these elements. We propose that by re-introducing a level of spatiality into communication across physical and virtual environments MRA will support everyday social interaction, and may convert digital communication media from being socially conservative to a more generative form familiar from physical space

    Mixed Reality Architecture: a dynamic architectural topology

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    Architecture can be shown to structure patterns of co-presence and in turn to be structured itself by the rules and norms of the society present within it. This two-way relationship exists in a surprisingly stable framework, as fundamental changes to buildings are slow and costly. At the same time, change within organisations is increasingly rapid and buildings are used to accommodate some of that change. This adaptation can be supported by the use of telecommunication technologies, overcoming the need for co-presence during social interaction. However, often this results in a loss of accountability or ‘civic legibility’, as the link between physical location and social activity is broken. In response to these considerations, Mixed Reality Architecture (MRA) was developed. MRA links multiple physical spaces across a shared 3D virtual world. We report on the design of MRA, including the key concept of the Mixed Reality Architectural Cell, a novel architectural interface between architectural spaces that are remote to each other. An in-depth study lasting one year and involving six office-based MRACells, used video recordings, the analysis of event logs, diaries and an interview survey. This produced a series of ethnographic vignettes describing social interaction within MRA in detail. In this paper we concentrate on the topological properties of MRA. It can be shown that the dynamic topology of MRA and social interaction taking place within it are fundamentally intertwined. We discuss how topological adjacencies across virtual space change the integration of the architectural spaces that MRA is installed in. We further reflect on how the placement of MRA technology in different parts of an office space (deep or shallow) impacts on the nature of that particular space. Both the above can be shown to influence movement through the building and social interaction taking place within it. These findings are directly relevant to new buildings that need to be designed to accommodate organisational change in future but also to existing building stock that might be very hard to adapt. We are currently expanding the system to new sites and are planning changes to the infrastructure of MRA as well as its interactional interface

    Designing and Building immersive education spaces using Project Wonderland: from pedagogy through to practice

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    This paper presents work on the JISC funded SIMiLLE project to build a culturally sensitive virtual world to support language learning. This builds on the MiRTLE project (funded by Sun Microsystems), which created a mixed-reality space for teaching and learning. The aim of the SIMiLLE project is to investigate the technical feasibility and pedagogical value of using virtual environments to provide a realistic socio-cultural setting and content for language learning interaction. The paper starts by providing some background information on the Wonderland platform and the MiRTLE project, and then outlines the requirements for SIMiLLE, and how these requirements will be supported through the use of a virtual world based on Project Wonderland. We then present our plans for the evaluation of the system, with a particular focus on the importance of incorporating pedagogy into the design of these systems, and how we can support good practice with the ever-growing use of 3D virtual environments in formalised education

    Moveable worlds/digital scenographies

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ Intellect Ltd 2010.The mixed reality choreographic installation UKIYO explored in this article reflects an interest in scenographic practices that connect physical space to virtual worlds and explore how performers can move between material and immaterial spaces. The spatial design for UKIYO is inspired by Japanese hanamichi and western fashion runways, emphasizing the research production company's commitment to various creative crossovers between movement languages, innovative wearable design for interactive performance, acoustic and electronic sound processing and digital image objects that have a plastic as well as an immaterial/virtual dimension. The work integrates various forms of making art in order to visualize things that are not in themselves visual, or which connect visual and kinaesthetic/tactile/auditory experiences. The ‘Moveable Worlds’ in this essay are also reflections of the narrative spaces, subtexts and auditory relationships in the mutating matrix of an installation-space inviting the audience to move around and follow its sensorial experiences, drawn near to the bodies of the dancers.Brunel University, the British Council, and the Japan Foundation

    Exploring the Design Space of Immersive Urban Analytics

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    Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose an theoretical model to characterize the visualizations in immersive urban analytics. Further more, based on our comprehensive and concise model, we contribute a typology of combination methods of 2D and 3D visualizations that distinguish between linked views, embedded views, and mixed views. We also propose a supporting guideline to assist users in selecting a proper view under certain circumstances by considering visual geometry and spatial distribution of the 2D and 3D visualizations. Finally, based on existing works, possible future research opportunities are explored and discussed.Comment: 23 pages,11 figure

    Agent mediation and management of virtual communities: a redefinition of the traditional community concept

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    The paper explores the evolution of the concept of community in the light of computer mediated immersive virtual environments. The traditional concept of community has become strained in its attempts to capture the evolving virtual community. We believe the concept of the virtual community is of paramount importance and examine the extent to which this is being redefined to cater for it. We examine the management and mediation of such an environment and specifically the social process associated with the cohabited users. We advocate the use of multi-agent systems in delivering this functionalit
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