21 research outputs found

    Designing for Usability in 3D Virtual Environments

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    This paper is about designing 3D applications and the software design process in desktop virtual environments. Here, we introduce parts of our work on a design-focused approach to usability engineering and software development for 3D desktop virtual environments. We begin by discussing some of the current limitations in virtual environment research. We then introduce alternate perspectives for improving the usability of virtual environment applications. We highlight the need for a software development approach to designing virtual environment applications and provide some arguments for this. Finally, we conclude by providing a summary of our work-in-progress solution

    City networks in cyberspace and time : using Google hyperlinks to measure global economic and environmental crises

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    Geographers and social scientists have long been interested in ranking and classifying the cities of the world. The cutting edge of this research is characterized by a recognition of the crucial importance of information and, specifically, ICTs to cities’ positions in the current Knowledge Economy. This chapter builds on recent “cyberspace” analyses of the global urban system by arguing for, and demonstrating empirically, the value of Web search engine data as a means of understanding cities as situated within, and constituted by, flows of digital information. To this end, we show how the Google search engine can be used to specify a dynamic, informational classification of North American cities based on both the production and the consumption of Web information about two prominent current issues global in scope: the global financial crisis, and global climate change

    Hybrid space as a conceptual framework for adaptation

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    Adaptive reuse is a common formula for reliving life in spaces that are no longer used for their original function, whether through physical adjustments or by incorporating virtual environments into space to Create hybrid spaces with a new dimension in which the data of memory, culture and space identity interact. Although the trends of the studies vary in their approach to deal with the concept of adapting architectural spaces, they remain in the same theme that the process of space adaptation is seen to be based on either one or the other, Oblivious to the fact that the process of building adaptation generates tension and creates hybrid spaces which belong to neither. Thus, the studies that focused on this subject does not reach the creation of a clear and specific theoretical framework for adapting architecture to changing cultural and social requirements and desires. This research attempts to examine the possibility of investing the concept of hybrid to consider different dimensions of architectural adaptation. The relevance of hybridity theory to understanding architectural adaptation is a subject that has hardly been explored. An objective of this research is to investigate this research gap represented of absence of specialized studies help to understand the relationship between the concept of hybrid and architectural adaptation and lack of the proposed concepts that accommodate new patterns of adaptation to preserve more than one characteristic (perhaps in conflict) within the original space. In light of this, the research problem is represented in the absence of a clear and comprehensive theoretical framework that enables the identification of forms of adaptation that respond to changing cultural and social requirements and desires. Hence, this research seeks to combine Bhabha's concept of hybrids and adaptation of architecture to build a clear and comprehensive perception of this concept, by using architectural studies that dealt with these subjects

    O TEXTO NO ENTRE-LUGAR: CONDICIONAMENTOS DA FALA DIGITADA EM UMA LISTA DE DISCUSSÃO

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    Este trabalho discute algumas das características dos textos elaborados sob a forma de mensagens de correio eletrônico e organizados em listas de discussão. Parte do pressuposto de que sua compreensão, como texto e como constituinte de um ambiente comunicacional, não pode ser apreendida sem levar em conta fatores específicos. Dentre estes, os principais seriam os relacionados com o meio onde trafegam, com as características do grupo que compõe cada lista e o assunto principal em debate, que motiva a existência da mesma

    Body Conjunction = Wavering Between Actual and Virtual Spaces

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    In the present digital age, the body tends to extend beyond it being flesh, it can be extended, it is a body without organs, and it might belong to more than your own-self. The “Body” as a living entity with its embedded sensory system, not only embodies who we are but also lets us understand and explore the sensitive, unpredictable but fascinating world. The body is an information receiver as well as information reactor. Through years of medical experiments and research on the body, medical devices and instruments are able to allow us to look into the deepest and the most mysterious spots in the human body. For instance, if seen through an HD monitor, while being probed by an endoscope, the body appears as an immersive and infinite landscape. By observing the smoothness and the folds of the surfaces encountered within the body, it is quite simple to project your individual self into this body-scape for a while to imagine and experience this immersive organic space. Various potential ideas of designing a body-like space have become the subject of design fantasies of a number of architects. The “Vitruvian Man”, which, Vitruvius described in the third book of De Architectura, and was later interpreted and illustrated by Leonardo DaVinci, has served as the human figure/body representation to be used as a measuring unit rather than being considered as a sensitive object. Unsurprisingly, it was a relatively long journey for architects to abandon this dogma. After the industrial revolution (during the modernist era), the concrete evidence of considering body proportions as potential measurements could still be seen in the projects of Le Corbusier, which accompanied his famous school of thought: “A house is a machine for living”. He developed the “Modular” in a mathematical proportion of space based on figures and intended to replace the old Vitruvian man with it as a new generation’s typical model. However, with the rapid development of electronic technology, the trend of realizing sensory environments akin to living bodies has no longer remained a thought but can be seen as an initial action to refuse to see the human body merely as a measuring unit. The turning point came about the time while the medium of news media, television, and social media became relatively mature, and thus started making people conduct critical reflections. Marshall McLuhan, a well-known pioneering media theorist, stated in his well-known publication, “Understanding Media: The Extension of Man” (McLuhan, Understanding Media: The Extensions of Man, 1964). This explicit shot made the researcher foresee the potential and intimate relationships between the body, technology, and space, and somehow have a rational explanation to extend the physical body to endless space, which is crucial in this chapter

    Wits Pride: language, sexuality and space

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    A Dissertation submitted to the Faculty of Humanities, University of the Witwatersrand, Johannesburg, in fulfilment of the requirements for the degree of Master of Art by Research in LinguisticsWits Pride is an initiative spearheaded by the Transformation and Gender Equity Office, at the University of the Witwatersrand. Beginning in 2010, the event has been held annually and has grown from a week-long event to a two-week long event which focuses on “creating a non-heterosexist, non-cissexist, non-homophobic and non-transphobic university environment”. Prior to 2010, it happened as part of the events of the campus LGBTQIA+ society Activate, and was not explicitly supported by the university as it is now, under the name “Wits Pride”. With the university’s name attached to it, Wits Pride gained institutional support and that came with more visibility. Wits Pride was now able to advertise widely, producing posters for campus use, t-shirts to give freely to students, as well as issuing press releases to the general public. As a result, journalists came to campus to report on Wits Pride and these reports, along with the texts produced by the Wits Pride Office are the focus of this paper. The paper analyses newspaper articles, posters and t-shirts, with the aim of explicating the discursive strategies used by Wits Pride and external media to represent Wits Pride. These representations are analysed diachronically, to see if and how they have changed over time, by espousing a Queer Linguistic approach which uses Multimodal Critical Discourse Analysis to analyse the various texts. Keywords: Wits Pride, MMCDA, Queer Linguistics, Sexuality, SpaceGR201

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

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    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form” has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form” in architecture as a continual “information processor” rather than the result of information processing. In other words, “Form” should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formation”. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities?   “Embodiment” in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension” (McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs” (Gilles Deleuze and Félix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology” proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities.   “Biology”, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural process”. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complex”, “Geometric Information Distribution”, and “On/Off Switch and Trigger.” The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential System based approach from the “Simple to Complex” principle of Evo-Devo B. Extract the idea of “Collective Intelligence” from “Geometric information Distribution” principle of Evo-Devo C. Extract the principle of “Assembly Regulation” from “On/Off switch and trigger” principle of Evo-Devo The “HyperCell” research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBody”. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell” will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Get PDF
    This pioneering research focuses on Biomimetic Interactive Architecture using “Computationâ€, “Embodimentâ€, and “Biology†to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computationâ€, “Embodimentâ€, and “Biologyâ€. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural designâ€. These three major topics will be introduced in this Summary. “Computationâ€, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form†has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form†in architecture as a continual “information processor†rather than the result of information processing. In other words, “Form†should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formationâ€. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities? “Embodiment†in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension†(McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs†(Gilles Deleuze and Félix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology†proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities. “Biologyâ€, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural processâ€. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complexâ€, “Geometric Information Distributionâ€, and “On/Off Switch and Trigger.†The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential Systembased approach from the “Simple to Complex†principle of Evo-Devo B. Extract the idea of “Collective Intelligence†from “Geometric information Distribution†principle of Evo-Devo C. Extract the principle of “Assembly Regulation†from “On/Off switch and trigger†principle of Evo-Devo The “HyperCell†research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBodyâ€. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell†will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures
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