3,264 research outputs found
AFFECTIVE COMPUTING AND AUGMENTED REALITY FOR CAR DRIVING SIMULATORS
Car simulators are essential for training and for analyzing the behavior, the responses and the performance of the driver. Augmented Reality (AR) is the technology that enables virtual images to be overlaid on views of the real world. Affective Computing (AC) is the technology that helps reading emotions by means of computer systems, by analyzing body gestures, facial expressions, speech and physiological signals. The key aspect of the research relies on investigating novel interfaces that help building situational awareness and emotional awareness, to enable affect-driven remote collaboration in AR for car driving simulators. The problem addressed relates to the question about how to build situational awareness (using AR technology) and emotional awareness (by AC technology), and how to integrate these two distinct technologies [4], into a unique affective framework for training, in a car driving simulator
08231 Abstracts Collection -- Virtual Realities
From 1st to 6th June 2008, the Dagstuhl Seminar 08231 ``Virtual Realities\u27\u27 was held in the International Conference and Research Center (IBFI),
Schloss Dagstuhl.
Virtual Reality (VR) is a multidisciplinary area of research aimed at
interactive human-computer mediated simulations of artificial environments.
Typical applications include simulation, training, scientific visualization,
and entertainment. An important aspect of VR-based systems is the
stimulation of the human senses -- typically sight, sound, and touch -- such that a user feels a sense of presence (or immersion) in the virtual environment.
Different applications require different levels of presence, with
corresponding levels of realism, sensory immersion, and spatiotemporal
interactive fidelity.
During the seminar, several participants presented their current
research, and ongoing work and open problems were discussed. Abstracts of
the presentations given during the seminar as well as abstracts of
seminar results and ideas are put together in this paper.
Links to extended abstracts or full papers are provided, if available
Conceitos e métodos para apoio ao desenvolvimento e avaliação de colaboração remota utilizando realidade aumentada
Remote Collaboration using Augmented Reality (AR) shows great
potential to establish a common ground in physically distributed
scenarios where team-members need to achieve a shared goal.
However, most research efforts in this field have been devoted to
experiment with the enabling technology and propose methods to
support its development. As the field evolves, evaluation and
characterization of the collaborative process become an essential,
but difficult endeavor, to better understand the contributions of AR.
In this thesis, we conducted a critical analysis to identify the main
limitations and opportunities of the field, while situating its maturity
and proposing a roadmap of important research actions. Next, a
human-centered design methodology was adopted, involving
industrial partners to probe how AR could support their needs
during remote maintenance. These outcomes were combined with
literature methods into an AR-prototype and its evaluation was
performed through a user study. From this, it became clear the
necessity to perform a deep reflection in order to better understand
the dimensions that influence and must/should be considered in
Collaborative AR. Hence, a conceptual model and a humancentered
taxonomy were proposed to foster systematization of
perspectives. Based on the model proposed, an evaluation
framework for contextualized data gathering and analysis was
developed, allowing support the design and performance of
distributed evaluations in a more informed and complete manner.
To instantiate this vision, the CAPTURE toolkit was created,
providing an additional perspective based on selected dimensions
of collaboration and pre-defined measurements to obtain “in situ”
data about them, which can be analyzed using an integrated
visualization dashboard. The toolkit successfully supported
evaluations of several team-members during tasks of remote
maintenance mediated by AR. Thus, showing its versatility and
potential in eliciting a comprehensive characterization of the added
value of AR in real-life situations, establishing itself as a generalpurpose
solution, potentially applicable to a wider range of
collaborative scenarios.Colaboração Remota utilizando Realidade Aumentada (RA)
apresenta um enorme potencial para estabelecer um entendimento
comum em cenários onde membros de uma equipa fisicamente
distribuídos precisam de atingir um objetivo comum. No entanto, a
maioria dos esforços de investigação tem-se focado nos aspetos
tecnológicos, em fazer experiências e propor métodos para apoiar
seu desenvolvimento. À medida que a área evolui, a avaliação e
caracterização do processo colaborativo tornam-se um esforço
essencial, mas difícil, para compreender as contribuições da RA.
Nesta dissertação, realizámos uma análise crítica para identificar
as principais limitações e oportunidades da área, ao mesmo tempo
em que situámos a sua maturidade e propomos um mapa com
direções de investigação importantes. De seguida, foi adotada uma
metodologia de Design Centrado no Humano, envolvendo
parceiros industriais de forma a compreender como a RA poderia
responder às suas necessidades em manutenção remota. Estes
resultados foram combinados com métodos da literatura num
protótipo de RA e a sua avaliação foi realizada com um caso de
estudo. Ficou então clara a necessidade de realizar uma reflexão
profunda para melhor compreender as dimensões que influenciam
e devem ser consideradas na RA Colaborativa. Foram então
propostos um modelo conceptual e uma taxonomia centrada no ser
humano para promover a sistematização de perspetivas. Com base
no modelo proposto, foi desenvolvido um framework de avaliação
para recolha e análise de dados contextualizados, permitindo
apoiar o desenho e a realização de avaliações distribuídas de
forma mais informada e completa. Para instanciar esta visão, o
CAPTURE toolkit foi criado, fornecendo uma perspetiva adicional
com base em dimensões de colaboração e medidas predefinidas
para obter dados in situ, que podem ser analisados utilizando o
painel de visualização integrado. O toolkit permitiu avaliar com
sucesso vários colaboradores durante a realização de tarefas de
manutenção remota apoiada por RA, permitindo mostrar a sua
versatilidade e potencial em obter uma caracterização abrangente
do valor acrescentado da RA em situações da vida real. Sendo
assim, estabelece-se como uma solução genérica, potencialmente
aplicável a uma gama diversificada de cenários colaborativos.Programa Doutoral em Engenharia Informátic
From corporeality to virtual reality: theorizing literacy, bodies, and technology in the emerging media of virtual, augmented, and mixed realities
This dissertation explores the relationships between literacy, technology, and bodies in the emerging media of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In response to the recent, rapid emergence of new media forms, questions arise as to how and why we should prepare to compose in new digital media. To interrogate the newness accorded to new media composing, I historicize the literacy practices demanded by new media by examining digital texts, such as video games and software applications, alongside analogous “antiquated” media, such as dioramas and museum exhibits. Comparative textual analysis of analogous digital and non-digital VR, AR, and MR texts reveals new media and “antiquated” media utilize common characteristics of dimensionality, layering, and absence/presence, respectively. The establishment of shared traits demonstrates how media operate on a continuum of mutually held textual practices; despite their distinctive forms, new media texts do not represent either a hierarchical or linear progression of maturing development. Such an understanding aids composing in new VR, AR, and MR media by enabling composers to make fuller use of prior knowledge in a rapidly evolving new media environment, a finding significant both for educators and communicators. As these technologies mature, we will continue to compose both traditional and new forms of texts. As such, we need literacy theory that attends to both the traditional and the new and also is comprehensive enough to encompass future acts of composing in media yet to emerge
The Memory Store: A collaborative online fiction, which explores the opportunities for participatory narrative experiences afforded by the shared space of the Internet
This practice-led thesis explores the opportunities digital technologies afford for writers to create online fictional spaces to share with readers. The research asks how might authors utilise the shared space of the Internet to offer collaborative narrative experiences? Part One of the thesis is a creative project, The Memory Store, http://thememorystore.org a hypertext, detective fiction, set in Liverpool in 2115, written with contributions from a hundred people. The work experiments with authorship as a collective experience in an online environment, considering ways in which we might collaboratively construct stories. This experimental project differs in its ambition from other collaborative online writing projects, such as MacGuffin (Comma Press and Manchester Metropolitan University, 2015) and Rainy City Stories (Openstories, 2008) by exploring methods to structure writing contributed by participants so that reading can flow from one writer to another with a narrative connection established by the site’s interface. Part Two of the thesis is a critical reflection that explores theories that have informed my creative practice. The research examines what Manovich described as ‘spatial wandering,’ (2001, p49) Nelson’s term ‘intertwingularity’ (1974, p29) and ‘the bricolage’ that Turkle (1995, p51) referred to in respect of the Internet, to approach conceptualisations of digital technology as spatial, creating environments through which readers navigate to interconnected experiences, facilitating exploration, encouraging participation, communication and sharing. The thesis also considers narrative space, detective fiction and the archiving of collective memory in online environments to support the development of the creative project
The Ethics of Obstruction
This work engages the film The Five Obstructions (2003) as a configuration for multimodal composition. It explores a theory of general composition as a matter of confronting obstructions or creative constraints as a process of collaborative revision and pedagogy. Writing in this context constitutes ethical responses to the shifting constraints of communication and signification. The obstructions performed by the film as a series of revisions offer sources of proliferating rhetorical invention and play grounded on negotiated fields of operations. The first two chapters explore the relations between image and ethics in a pedagogy of revision, while the third considers the position of creative freedom as its own compositional obstruction. The fourth chapter looks to psychoanalysis as a model for an interruptive or hesitant relationship that accounts for an ethical exchange between teacher and student. The final chapter proposes configurations for how obstructions and revision function as a compositional approach, and offers a general lens in which to attend to assignments. All five chapters are written alongside the five obstructions from the film and embody the ethical practice of composition discussed in the project
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