7 research outputs found

    Proactive Space and its Suitability for Copying

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    Jokapaikan tietotekniikassa ja läsnä-älyssä käytetään ihmisen elinympäristössä mahdollisesti näkymättömissä olevaa tekniikkaa toimintojen toteuttamiseen. Tähän alaan kuuluu huonetilan proaktiivisuus eli kyky ennakoida käyttäjän tarpeita. Tässä työssä tutkitaan proaktiivista tilaa käyttötarkoituksena erityisesti aivohalvauspotilaiden ja vanhusten kuntous. Projektissa varusteltiin proaktiivisen tilan prototyyppihuone, johon toteutettiin esimerkinomaisia toimintoja huoneen idean esittelemiseksi. Prototyypissä on lähikenttäkuvantamiseen perustuva anturilattia, joka kertoo ihmisen sijainnin. Sen perusteella ohjataan tietokoneen avulla huoneen valoja ja kuvaa. Prototyypin soveltuvuutta vastaavien esittelyhuoneiden pohjaksi arvioitiin ja todettiin huoneen soveltuvan siihen pääosin hyvin.In ubiquitous and ambient computing technology is used in people's everyday environment to realize functions. This includes proactivity of a room space, or capability to predict needs of the user. In this work proactive space is examined, especially rehabilitation of stroke patients and elderly people in mind. A prototype room was equipped, and example-like functions were realized in order to demonstrate the idea of the room. The prototype has a sensor floor based on near field imaging, which tells the location of a person. Based on the location a computer controls the room lighting and a video projector. The suitability of the prototype to act as a model to subsequent proactive space demonstration rooms was estimated and found to be mainly good

    Perceptive Spaces for Performance and Entertainment: Untethered Interaction using Computer Vision and Audition

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    Bulky head-mounted displays, data gloves, and severely limited movement have become synonymous with virtual environments. This is unfortunate since virtual environments have such great potential in applications such as entertainment, animation by example, design interface, information browsing, and even expressive performance. In this paper we describe an approach to unencumbered, natural interfaces called Perceptive Spaces. The spaces are unencumbered because they utilize passive sensors that don't require special clothing and large format displays that don't isolate the user from their environment. The spaces are natural because the open environment facilitates active participation. Several applications illustrate the expressive power of this approach, as well as the challenges associated with designing these interfaces. 1 Introduction We live in 3-D spaces, and our most important experiences are interactions with other people. We are used to moving around rooms, working at desktop..

    A brief review of the application of machine vision in livestock behaviour analysis

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    DirectIVE-- choreographing media for interactive virtual environments

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, June 1997.Includes bibliographical references (leaves 62-65).by Flavia Sparacino.M.S

    Modes of Interaction in Computational Architecture

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    This thesis is an enquiry into the importance and influence of interaction in architecture, the importance of which is observed through different modes of interaction occurring in various aspects of architectural discourse and practice. Interaction is primarily observed through the different use of software within architectural practice and in the construction of buildings, façades and systems. In turn, the kind of influences software has on architecture is one of the underlying questions of this thesis. Four qualities: Concept, Materiality, Digitization and Interactivity, are proposed as a theoretical base for the analysis and assessment of different aspects of computational architecture. These four qualities permeate and connect the diverse areas of research discussed, including architecture, cybernetics, computer science, interaction design and new media studies, which in combination provide the theoretical background. The modalities of computational architecture analysed here are, digital interior spaces, digitized design processes and communicational exterior environments. The analysis is conducted through case studies: The Fun Palace, Generator Project, Water Pavilion, Tower of Winds, Institute du Monde Arabe, The KPN building, Aegis Hyposurface, BIX Façade, Galleria Department Store, Dexia Tower, and also E:cue, Microstation, Auto-Cad, Rhino, Top Solid and GenerativeComponents software. These are important for discussion because they present different architectural concepts and thoughts about interactivity within architecture. The analytical processes used in the research distinguished and refined, eight modes of interaction: (1) interaction as a participatory process; (2) cybernetic mutualism; (3) thematic interaction; (4) human-computer interaction during architectural design production; (5) interaction during digital fabrication; (6) parametric interaction; (7) kinetic interaction with dynamic architectural forms; and (8) interaction with façades. Out of these, cybernetic mutualism is the mode of interaction proposed by this thesis
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