21,689 research outputs found
Parametric Surfaces for Augmented Architecture representation
Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation
Seeing the invisible: from imagined to virtual urban landscapes
Urban ecosystems consist of infrastructure features working together to provide services for inhabitants. Infrastructure functions akin to an ecosystem, having dynamic relationships and interdependencies. However, with age, urban infrastructure can deteriorate and stop functioning. Additional pressures on infrastructure include urbanizing populations and a changing climate that exposes vulnerabilities. To manage the urban infrastructure ecosystem in a modernizing world, urban planners need to integrate a coordinated management plan for these co-located and dependent infrastructure features. To implement such a management practice, an improved method for communicating how these infrastructure features interact is needed. This study aims to define urban infrastructure as a system, identify the systematic barriers preventing implementation of a more coordinated management model, and develop a virtual reality tool to provide visualization of the spatial system dynamics of urban infrastructure. Data was collected from a stakeholder workshop that highlighted a lack of appreciation for the system dynamics of urban infrastructure. An urban ecology VR model was created to highlight the interconnectedness of infrastructure features. VR proved to be useful for communicating spatial information to urban stakeholders about the complexities of infrastructure ecology and the interactions between infrastructure features.https://doi.org/10.1016/j.cities.2019.102559Published versio
Exploring the Design Space of Immersive Urban Analytics
Recent years have witnessed the rapid development and wide adoption of
immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft
HoloLens. These immersive devices have the potential to significantly extend
the methodology of urban visual analytics by providing critical 3D context
information and creating a sense of presence. In this paper, we propose an
theoretical model to characterize the visualizations in immersive urban
analytics. Further more, based on our comprehensive and concise model, we
contribute a typology of combination methods of 2D and 3D visualizations that
distinguish between linked views, embedded views, and mixed views. We also
propose a supporting guideline to assist users in selecting a proper view under
certain circumstances by considering visual geometry and spatial distribution
of the 2D and 3D visualizations. Finally, based on existing works, possible
future research opportunities are explored and discussed.Comment: 23 pages,11 figure
Teegi: Tangible EEG Interface
We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that
enables novice users to get to know more about something as complex as brain
signals, in an easy, en- gaging and informative way. To this end, we have
designed a new system based on a unique combination of spatial aug- mented
reality, tangible interaction and real-time neurotech- nologies. With Teegi, a
user can visualize and analyze his or her own brain activity in real-time, on a
tangible character that can be easily manipulated, and with which it is
possible to interact. An exploration study has shown that interacting with
Teegi seems to be easy, motivating, reliable and infor- mative. Overall, this
suggests that Teegi is a promising and relevant training and mediation tool for
the general public.Comment: to appear in UIST-ACM User Interface Software and Technology
Symposium, Oct 2014, Honolulu, United State
Mobile learning: benefits of augmented reality in geometry teaching
As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the
field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio
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