53 research outputs found
Sesión 471, Ordinaria. Vigésimo Tercer Consejo Académico, 31 de enero de 2020
1 archivo PDF (328 páginas).Oficio del Dr. Marco Vinicio Ferruzca Navarro, Director de la División de Ciencias y Artes para el Diseño, en el que informa su inasistencia y en su lugar asistirá el Mtro. Salvador Ulises Islas Barajas, Secretario Académico. -- Correo del Lic. César Yordany Padilla Salmerón, Representante del Sector Administrativo, en el que informa su inasistencia y en su lugar asistirá el Lic. Gabriel Palomares, Consejero Suplente. -- Lista de asistencia. -- Orden del Día. -- Acta de la Sesión 471 Ordinaria. -- Acuerdos de la Sesión 471 Ordinaria. -- Informe que presenta la Comisión encargada de coordinar el proceso de auscultación para designar a la Directora o al Director de la División de Ciencias Básicas e Ingeniería, periodo 2020-2024. (Incluye anexos). -- Curricula Vitae en extenso, curricula vitae sintéticos y programas de trabajo de las y el candidato, doctores: o 1. Rafael Escarela Pérez o 2. Silvia Beatriz González Brambila o 3. Teresa Merchand Hernández -- Oficio del lng. Ramón Juan Macías Baltazar en el que envía corrección y alcance a la tabla de resultados del proceso de Dirección de CBI. -- Escrito de varios alumnos en el que manifiestan su inconformidad con relación al proceso de Designación de la Directora o Director de la División de Ciencias Básicas e Ingeniería, periodo 2020-2024
Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360◦ Video
EXtended Reality systems have resurged as a medium for work and entertainment. While
360o video has been characterized as less immersive than computer-generated VR, its
realism, ease of use and affordability mean it is in widespread commercial use. Based
on the prevalence and potential of the 360o video format, this research is focused on
improving and augmenting the user experience of watching 360o video. By leveraging
knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI),
this research addresses two issues affecting user experience in 360o video: Attention
Guidance and Visually Induced Motion Sickness (VIMS).
This research work relies on the construction of multiple artifacts to answer the de-
fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe-
riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as
well as enabling the collection and analysis of captured metrics emerging from the user
experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including
optical flow and visual SLAM among others) that control parameters for visual modi-
fications such as a restricted Field of View (FoV). These artifacts are accompanied by
evaluation studies targeting the defined research questions. Through Cue Control, this
research shows that non-diegetic music can be spatialized to act as orientation for users.
A partial spatialization of music was deemed ineffective when used for orientation. Addi-
tionally, our results also demonstrate that diegetic sounds are used for notification rather
than orientation. Through VIMS mitigation pipeline, this research shows that dynamic
restricted FoV is statistically significant in mitigating VIMS, while mantaining desired
levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a
Research through Design (RtD) approach, where the IVRUX artifact is the product of de-
sign knowledge and gave direction to research. The research presented in this thesis is
of interest to practitioners and researchers working on 360o video and helps delineate
future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra-
balho e entretenimento. Enquanto que o vídeo 360o tem sido caracterizado como sendo
menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili-
dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na
prevalência e potencial do formato de vídeo 360o, esta pesquisa está focada em melhorar e
aumentar a experiência de utilizador ao ver vídeos 360o. Impulsionado por conhecimento
de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta
pesquisa aborda dois problemas que afetam a experiência de utilizador em vídeo 360o:
Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS).
Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res-
ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de
experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação
de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas
capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS,
uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que
controla parâmetros para modificações visuais como o campo de visão restringido. Estes
artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas
de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não-
diegética pode ser espacializada para servir como orientação para os utilizadores. Uma
espacialização parcial da música foi considerada ineficaz quando usada para a orientação.
Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para
notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa
mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar
VIMS, enquanto mantem níveis desejados de Presença. Ambos Cue Control e o canal para
a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD),
onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa.
A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra-
balhando em vídeo 360o e ajuda a delinear futuras direções em tornar o vídeo 360o um
espaço de design rico para a interação e narrativa
Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments
Mit stetig steigender Bildschirmauflösung, genauerem Tracking und fallenden Preisen stehen Virtual Reality (VR) Systeme kurz davor sich erfolgreich am Markt zu etablieren. Verschiedene Werkzeuge helfen Entwicklern bei der Erstellung komplexer Interaktionen mit mehreren Benutzern innerhalb adaptiver virtueller Umgebungen. Allerdings entstehen mit der Verbreitung der VR-Systeme auch zusätzliche Herausforderungen: Diverse Eingabegeräte mit ungewohnten Formen und Tastenlayouts verhindern eine intuitive Interaktion. Darüber hinaus zwingt der eingeschränkte Funktionsumfang bestehender Software die Nutzer dazu, auf herkömmliche PC- oder Touch-basierte Systeme zurückzugreifen. Außerdem birgt die Zusammenarbeit mit anderen Anwendern am gleichen Standort Herausforderungen hinsichtlich der Kalibrierung unterschiedlicher Trackingsysteme und der Kollisionsvermeidung. Beim entfernten Zusammenarbeiten wird die Interaktion durch Latenzzeiten und Verbindungsverluste zusätzlich beeinflusst. Schließlich haben die Benutzer unterschiedliche Anforderungen an die Visualisierung von Inhalten, z.B. Größe, Ausrichtung, Farbe oder Kontrast, innerhalb der virtuellen Welten. Eine strikte Nachbildung von realen Umgebungen in VR verschenkt Potential und wird es nicht ermöglichen, die individuellen Bedürfnisse der Benutzer zu berücksichtigen.
Um diese Probleme anzugehen, werden in der vorliegenden Arbeit Lösungen in den Bereichen Eingabe, Zusammenarbeit und Erweiterung von virtuellen Welten und Benutzern vorgestellt, die darauf abzielen, die Benutzerfreundlichkeit und Produktivität von VR zu erhöhen. Zunächst werden PC-basierte Hardware und Software in die virtuelle Welt übertragen, um die Vertrautheit und den Funktionsumfang bestehender Anwendungen in VR zu erhalten. Virtuelle Stellvertreter von physischen Geräten, z.B. Tastatur und Tablet, und ein VR-Modus für Anwendungen ermöglichen es dem Benutzer reale Fähigkeiten in die virtuelle Welt zu übertragen. Des Weiteren wird ein Algorithmus vorgestellt, der die Kalibrierung mehrerer ko-lokaler VR-Geräte mit hoher Genauigkeit und geringen Hardwareanforderungen und geringem Aufwand ermöglicht. Da VR-Headsets die reale Umgebung der Benutzer ausblenden, wird die Relevanz einer Ganzkörper-Avatar-Visualisierung für die Kollisionsvermeidung und das entfernte Zusammenarbeiten nachgewiesen. Darüber hinaus werden personalisierte räumliche oder zeitliche Modifikationen vorgestellt, die es erlauben, die Benutzerfreundlichkeit, Arbeitsleistung und soziale Präsenz von Benutzern zu erhöhen. Diskrepanzen zwischen den virtuellen Welten, die durch persönliche Anpassungen entstehen, werden durch Methoden der Avatar-Umlenkung (engl. redirection) kompensiert. Abschließend werden einige der Methoden und Erkenntnisse in eine beispielhafte Anwendung integriert, um deren praktische Anwendbarkeit zu verdeutlichen.
Die vorliegende Arbeit zeigt, dass virtuelle Umgebungen auf realen Fähigkeiten und Erfahrungen aufbauen können, um eine vertraute und einfache Interaktion und Zusammenarbeit von Benutzern zu gewährleisten. Darüber hinaus ermöglichen individuelle Erweiterungen des virtuellen Inhalts und der Avatare Einschränkungen der realen Welt zu überwinden und das Erlebnis von VR-Umgebungen zu steigern
Fine Art Pattern Extraction and Recognition
This is a reprint of articles from the Special Issue published online in the open access journal Journal of Imaging (ISSN 2313-433X) (available at: https://www.mdpi.com/journal/jimaging/special issues/faper2020)
Intelligence, Creativity and Fantasy
UID/HIS/04666/2019
This is the 2nd volume of PHI series, published by CRC Press, the 4th published by CRC Press and the 5th volume of PHI proceedings.The texts presented in Proportion Harmonies and Identities (PHI) - INTELLIGENCE, CREATIVITY AND FANTASY were compiled with the intent to establish a multidisciplinary platform for the presentation, interaction and dissemination of research. The aim is also to foster the awareness and discussion on the topics of Harmony and Proportion with a focus on different visions relevant to Architecture, Arts and Humanities, Design, Engineering, Social and Natural Sciences, and their importance and benefits for the sense of both individual and community identity. The idea of modernity has been a significant motor for development since the Western Early Modern Age. Its theoretical and practical foundations have become the working tools of scientists, philosophers, and artists, who seek strategies and policies to accelerate the development process in different contexts.authorsversionpublishe
Designing interactive technology for cross-cultural appreciation of intangible cultural heritage: Chinese traditional painting and puppetry
Ph. D. ThesisDigital heritage is becoming a significant component of cultural heritage, and cultural
organisations are increasingly using interactive technologies to showcase and safeguard
heritage assets. However, few studies focus on using interactive technology to enhance the
appreciation of Intangible Cultural Heritage (ICH) amongst cross-cultural audiences.
This dissertation explores the design of interactive technologies to support the cultural
appreciation, learning, and experience of Chinese ICH. In addition, the research seeks to
explore the value of Human-Computer Interaction (HCI) design strategies in supporting the
appreciation of ICH. The research uses HCI design strategies to specifically explore how
interactive technology might be effectively utilised in two case-study contexts, supporting
traditional Chinese painting and traditional Chinese puppetry.
To this end, in stage one of the research, a qualitative study involving interviews, workshops,
and fieldwork for design was undertaken with potential cross-cultural audiences and both
Chinese and international painting and puppetry practitioners. Based on the results of these
studies, several suggestions were developed for safeguarding ICH across cultural boundaries.
In the next stage of the research, two interactive applications were designed and deployed that
supported cross-cultural audiences’ appreciation of traditional of ICH. One application
explored Chinese painting, the other Chinese puppetry. Using both qualitative and
quantitative methods, studies were conducted that examined the efficacy of both applications
and offered suggestions for a holistic approach to cross-cultural appreciation through the use
of interactive applications. The analysis focuses on the use of element-based archiving to
increase aesthetic appreciation, gestural/tangible interfaces for cultural engagement, and the
use of interactive access to inspire self-expression and collaborative appreciation.
Finally, this research relies on practical methods to deconstruct cultural elements from the
HCI perspective and enhance the cross-cultural appreciation of Chinese ICH. It thus provides
a framework for assisting non-Chinese people to better understand the cultural significance of
Chinese ICH. The findings have design implications for both HCI researchers and digital
heritage researchers
Semantic discovery and reuse of business process patterns
Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
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