4,069 research outputs found
A Ludic Generation: Bridging Architecture, Games, and Technology for More Playful Spaces
In a world dominated by mundane environments, this thesis proposes a novel approach to designing public spaces that integrate game design principles and extended reality technology. By embracing the inherent ludic behavior found in human nature and games, I aim to elevate everyday experiences.
This research delves into the capabilities of extended reality technology, psychology of play and its cultural and societal background, psychology of human archetypes, and game design components as an extraction for architectural typologies. Key findings reveal that by analyzing game components, design languages are formed and can be used to develop feasible architectural typologies.
The significance of ephemerality in architecture is also revealed as a mirroring concept for the need of frequent updates in games to maintain stimulation. There must also be an emphasis on understanding that typical space users may have different emotions and tendencies compared to game users, and thus, spaces must be designed to coexist harmoniously with their users
The Journal of Conventional Weapons Destruction Issue 27.2
Updates on recent enhancements to IMAS. Food security and its connection to mine action as it applies to Ukraine. Digital EORE as a small NGO in mine action. A case study on moving beyond do no harm in environmental mainstreaming in mine action. Efforts of JICA and CMAC in fostering South-South cooperation in mine action. UAV Lidar imaging in mine action to detect and map minefields in Angola. Land disputes and rights in mine action. Computer vision detection of explosive ordnance
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Immersion and interaction: Creating virtual 3d worlds for stage performances
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This thesis formulates an approach towards the creation of a gesture activated and body movement controlled real time virtual 3d world in a dance performance context. It investigates immersion and navigation techniques derived from modern video games and methodologies and proposes how they can be used to further involve a performer into a virtual space as well as simultaneously offer a stimulating visual spectacle for an audience. The argument presented develops through practice-based methodology and artistic production strategies in interdisciplinary and collaborative contexts.
Two choreographic performance/installations are used as cases studies to demonstrate in practice the proposed methodologies. First, the interactive dance work Suna No Onna, created in collaboration with Birringer/Danjoux and the Dap Lab, investigates the use of interactive pre-rendered animations in a real time setting and in real time by incorporating wearable sensors in the performance. Secondly, the potentials offered by the sensor technology and real time rendering engines led to the “creation scene", a key scene in the choreographic installation UKIYO (Moveable Worlds).
This thesis investigates the design, creation and interaction qualities of virtual 3d spaces by exploring the potentialities offered by a shared space, between an intelligent space and a dancer in a hybrid world. The methodology applied uses as a theoretical base the phenomenological approach of Merleau-Ponty and Mark Hansen‟s mixed reality paradigm proposing the concept of the “space schema", a system which replicates and embeds proprioception, perception and motility into the space fabric offering a world which “lives”, functions and interacts with the performer.
The outcome of the research is the generation of an interactive, non-linear, randomized 3d virtual space that collaborates with a technologically embedded performer in creating a 3d world which evolves and transforms, driven by the performer‟s intention and agency. This research contributes to the field of interactive performance art by making transparent the methodology, the instruments and the code used, in a non-technical terminology, making it accessible for both team members with less technological expertise as well as artists aspiring to engage interactive 3d media promoting further experimentation and conceptual discussions
Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance
Sketch-based terrain generation seeks to create realistic landscapes for
virtual environments in various applications such as computer games, animation
and virtual reality. Recently, deep learning based terrain generation has
emerged, notably the ones based on generative adversarial networks (GAN).
However, these methods often struggle to fulfill the requirements of flexible
user control and maintain generative diversity for realistic terrain.
Therefore, we propose a novel diffusion-based method, namely terrain diffusion
network (TDN), which actively incorporates user guidance for enhanced
controllability, taking into account terrain features like rivers, ridges,
basins, and peaks. Instead of adhering to a conventional monolithic denoising
process, which often compromises the fidelity of terrain details or the
alignment with user control, a multi-level denoising scheme is proposed to
generate more realistic terrains by taking into account fine-grained details,
particularly those related to climatic patterns influenced by erosion and
tectonic activities. Specifically, three terrain synthesisers are designed for
structural, intermediate, and fine-grained level denoising purposes, which
allow each synthesiser concentrate on a distinct terrain aspect. Moreover, to
maximise the efficiency of our TDN, we further introduce terrain and sketch
latent spaces for the synthesizers with pre-trained terrain autoencoders.
Comprehensive experiments on a new dataset constructed from NASA Topology
Images clearly demonstrate the effectiveness of our proposed method, achieving
the state-of-the-art performance. Our code and dataset will be publicly
available
Re-Imagining Nature in Dense, High Rise Urban Environment: the Present and Future of Green Building Infrastructure in Singapore
From the futuristic Jewel at Changi Airport, the healing gardens at Khoo Teck Puat Hospital in Yishun to School of the Arts at Orchard Road, greenery has sprouted in buildings vertically and horizontally in Singapore, painting a growing green canopy for the dense, high rise city. This paper combines both analyses from first-hand site visits and case studies from external scholar studies to examine the performance of existing Green Building Infrastructures (BGIs) within Singapore’s unique urban context. The study reveals that the success of BGIs is highly dependent on the programming (i.e. thermal comfort design, accessibility, amenity facilities etc.), as well as the function and users of the existing building. Designs and planning that take those factors into consideration while being in line with the city’s general development goals, such as storm water management and pervasive greenery, are likely to bring out the most benefits in BGIs. To demonstrate, this paper also proposed several policy and planning recommendations that included several sets of rudimentary yet relevant parameters. Future research is encouraged to explore more complex combinations of considerations, their incorporation in design and policy making process, as well as a scientific and systematic method to evaluate BGI performance that includes both objective environmental impacts and subjective user experience that might be achieved through smart city developments
The simulation method : a teaching technique for environmental education in secondary schools
Bibliography: pages 196-203.The need to establish teaching techniques for Environmental Education in the South African secondary school context was perceived. The simulation method was identified as one such technique which became the focus of this study, because it was believed by the researcher to be compatible with the aims and objectives of Environmental Education. A simulation activity aimed at Standard 9 pupils was devised (based on a particular environmental issue i.e. nuclear vs coal-powered electricity generation). To demonstrate that this activity could affect pupils' environmental knowledge, concepts, attitudes and behavioural intentions, a series of 3 questionnaires was designed to capture the results of the simulation activity. A pilot test was conducted using both the simulation activity and the questionnaires. The results of the pilot test were then analysed after which appropriate changes were made, particularly concerning ambiguity and design problems in the questionnaires. The revised simulation activity and questionnaires were then implemented in 8 Cape Education Department English-speaking secondary schools with a sample population of some 206 pupils. Results analysed from the 3 questionnaires indicated that statistically significant changes had occurred among the pupils. This confirmed that the simulation activity could be utilised as a means of teaching various aspects of environmental education. However, the research also showed that the simulation activity is a teaching technique which needs to be used in conjunction with other supportive methodologies
Reconciling the dissonance between Historic Preservation and Virtual Reality through a Place-based Virtual Heritage system.
This study explores a problematic disconnect associated with virtual heritage and the immersive 3D computer modeling of cultural heritage. The products of virtual heritage often fail to adhere to long-standing principles and recent international conventions associated with historic preservation, heritage recording, designation, and interpretation. By drawing upon the geographic concepts of space, landscape, and place, along with advances in Geographic Information Systems, first-person serious games, and head-mounted Virtual Reality platforms this study envisions, designs, implements, and evaluates a virtual heritage system that seeks to reconcile the dissonance between Virtual Reality and historic preservation. Finally, the dissertation examines the contributions and future directions of such a Place-based Virtual Heritage system in human geography and historic preservation planning and interpretation
Virtual Reality Applications and Development
Virtual Reality (VR) has existed for many years; however, it has only recently gained wide spread popularity and commercial use. This change comes from the innovations in head mounted displays (HMDs) and from the work of many software engineers making quality user experiences (UX). In this thesis, four areas are explored inside of VR. One area of research is within the use of VR for virtual environments and fire simulations. The second area of research is within the use of VR for eye tracking and medical simulations. The third area of research is within multiplayer development for more immersive collaborative simulations. Finally, the fourth area of research is within the development of typing in 3D for virtual reality. Extending from this final area of research, this thesis details an application that details more practical and granular details about developing for VR and using the real-time development platform, Unity
Parametric BIM-based Design Review
This research addressed the need for a new design review technology and method to express the tangible and intangible qualities of architectural experience of parametric BIM-based design projects. The research produced an innovative presentation tool by which parametric design is presented systematically. Focus groups provided assessments of the tool to reveal the usefulness of a parametric BIM-based design review method.
The way in which we visualize architecture affects the way we design and perceive architectural form and performance. Contemporary architectural forms and systems are very complex, yet most architects who use Building Information Modeling (BIM) and generative design methods still embrace the two-dimensional 15th-century Albertian representational methods to express and review design projects. However, architecture cannot be fully perceived through a set of drawings that mediate our perception and evaluation of the built environment.
The systematic and conventional approach of traditional architectural representation, in paper-based and slide-based design reviews, is not able to visualize phenomenal experience nor the inherent variation and versioning of parametric models. Pre-recorded walk-throughs with high quality rendering and imaging have been in use for decades, but high verisimilitude interactive walk-throughs are not commonly used in architectural presentations. The new generations of parametric and BIM systems allow for the quick production of variations in design by varying design parameters and their relationships. However, there is a lack of tools capable of conducting design reviews that engage the advantages of parametric and BIM design projects. Given the multitude of possibilities of in-game interface design, game-engines provide an opportunity for the creation of an interactive, parametric, and performance-oriented experience of architectural projects with multi-design options.
This research has produced a concept for a dynamic presentation and review tool and method intended to meet the needs of parametric design, performance-based evaluation, and optimization of multi-objective design options. The concept is illustrated and tested using a prototype (Parametric Design Review, or PDR) based upon an interactive gaming environment equipped with a novel user interface that simultaneously engages the parametric framework, object parameters, multi-objective optimized design options and their performances with diagrammatic, perspectival, and orthographic representations. The prototype was presented to representative users in multiple focus group sessions. Focus group discussion data reveal that the proposed PDR interface was perceived to be useful if used for design reviews in both academic and professional practice settings
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