189 research outputs found

    Architectural Digital Photogrammetry

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    This study is to exploit texturing techniques of a common modelling software in the way of creating virtual models of an exist architectures using oriented panoramas. In this research, The panoramic image-based interactive modelling is introduced as assembly point of photography, topography, photogrammetry and modelling techniques. It is an interactive system for generating photorealistic, textured 3D models of architectural structures and urban scenes. The technique is suitable for the architectural survey because it is not a «point by point» survey, and it exploit the geometrical constraints in the architecture to simplify modelling. Many factors are presented to be critical features that affect the modelling quality and accuracy, such as the way and the position in shooting the photos, stitching the multi-image panorama photos, the orientation, texturing techniques and so on. During the last few years, many Image-based modelling programmes have been released. Whereas, in this research, the photo modelling programs was not in use, it meant to face the fundamentals of the photogrammetry and to go beyond the limitations of such software by avoiding the automatism. In addition, it meant to exploit the potent commands of a program as 3DsMax to obtain the final representation of the Architecture. Such representation can be used in different fields (from detailed architectural survey to an architectural representation in cinema and video games), considering the accuracy and the quality which they are vary too. After the theoretical studies of this technique, it was applied in four applications to different types of close range surveys. This practice allowed to comprehend the practical problems in the whole process (from photographing all the way to modelling) and to propose the methods in the ways to improve it and to avoid any complications. It was compared with the laser scanning to study the accuracy of this technique. Thus, it is realized that not only the accuracy of this technique is linked to the size of the surveyed object, but also the size changes the way in which the survey to be approached. Since the 3D modelling program is not dedicated to be used for the image-based modelling, texturing problems was faced. It was analyzed in: how the program can behave with the Bitmap, how to project it, how it could be an interactive projection, and what are the limitations

    A Phenomenological approach to media art environments: The Immersive art experience and the Finnish art scene

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    This research focuses on immersive art, defined as a multimedia experience where visitors interact with artwork whilst immersed in a range of sensory experiences. In this dissertation, I investigate the immersive art experience from the perspective of art history, social theory, and media studies situated within a phenomenological theoretical framework. I present a comparative analysis of forms of immersive spatiality, including projected moving-image art, spatial environments, participatory installations, video art installations and interactive environments in the international art scene. One of my objectives is to emphasise the role of video art in the development of interactive and immersive art environments. The growing importance of spectators for giving meaning to the artwork allows immersivity to be analysed in relation to the notions of spectacle and spectatorship. I connect disciplines, practices and concepts by adopting principles from Maurice Merleau-Ponty’s phenomenological writings. Spatiality and motility are pivotal points in immersive experiences. Immersive art, as an embodied mutual experience, materialises the phenomenological concepts of spectatorship, corporeality, motility, porosity, chiasm, and encounter. I have selected a group of relevant Finnish artists from different generations to characterise the development of media art and, particularly, immersive media art in an international context. The group includes Eija-Liisa Ahtila, Lauri Astala, Laura Beloff, Hanna Haaslahti, Tuomas A. Laitinen, Erkka Nissinen, and Marjatta Oja. I examine the historical dissemination of phenomenology in Finland and a renewed interest in the 1990s which coincided with the spatialisation of video art and the emergence of immersivity. I also investigate the opening of Kiasma Museum of Contemporary Art and its impact on Finnish culture, and the recent Amos Rex Museum, specifically built for immersive exhibitions. Regarding the unstable nature of media art, I analyse the changes in displaying art collections and exhibitions, the new commitments of art museums and the innovative directions taken by media conservators. My examination of immersive art, with its performativity and transience, reveals environmentally friendly and sustainable aspects.Fenomenologinen tulokulma mediataideympĂ€ristöihin. Immersiivinen taidekokemus ja Suomen taidekenttĂ€ TĂ€mĂ€ tutkimus kĂ€sittelee immersiivistĂ€ taidetta multimediaalisena kokemuksena. Immersiossa kĂ€vijĂ€t ovat erilaisten aistimellisten kokemusten ympĂ€röiminĂ€ vuorovaikutuksessa taiteen kanssa. Tutkin vĂ€itöskirjassani immersiivistĂ€ taidekokemusta fenomenologisessa teoriakehyksessĂ€ taidehistorian, yhteiskuntateorian ja mediatutkimuksen nĂ€kökulmasta. EsitĂ€n vertailevan analyysin immersiivisistĂ€ tilallisuuden muodoista, joihin sisĂ€llytĂ€n liikkuvan kuvan projisoinnit, tilateokset, osallistavat installaatiot, videoinstallaatiot ja interaktiiviset ympĂ€ristöt kansainvĂ€lisen taidekentĂ€n ilmiöinĂ€. YhtenĂ€ pyrkimyksenĂ€ni on painottaa videotaiteen merkitystĂ€ interaktiivisen ja immersiivisen taiteen kehityksessĂ€. Katsojien kasvava rooli taideteoksen merkityksen muodostuksessa tarjoaa perustan immersion analyysille nimenomaan spektaakkelin ja katsojuuden viitekehyksessĂ€. YhdistĂ€n eri tieteenaloja, kĂ€ytĂ€ntöjĂ€ ja kĂ€sitteitĂ€ toisiinsa Maurice Merleau-Pontyn fenomenologisten kirjoitusten avulla. Tilallisuus ja liike ovat immersiivisten kokemusten ytimessĂ€. Jaettuna ruumiillisena kokemuksena immersiivinen taide ilmentÀÀ materiaalisesti fenomenologisia katsojuuden, ruumiillisuuden, liikkeessĂ€ olemisen, huokoisuuden, kiasman ja kohtaamisen kĂ€sitteitĂ€. Olen valinnut joukon eri sukupolvia edustavia suomalaistaiteilijoita hahmot-taakseni mediataiteen ja erityisesti immersiivisen mediataiteen kansainvĂ€lisiĂ€ kehityskulkuja. Heihin lukeutuvat Eija-Liisa Ahtila, Lauri Astala, Laura Beloff, Hanna Haaslahti, Tuomas A. Laitinen, Erkka Nissinen ja Marjatta Oja. KĂ€sittelen fenomenologian saapumista Suomeen sekĂ€ siihen 1990-luvulla videotaiteen tilallistumisen ja immersion esiin nousun yhteydessĂ€ uudelleen virinnyttĂ€ mielenkiintoa. Tarkastelen myös Nykytaiteen museo Kiasman perustamista ja sen vaikutusta suomalaiseen kulttuuriin, samoin kuin vastikÀÀn avattua Amos Rex -taidemuseota, joka on rakennettu erityisesti immersiivisiĂ€ nĂ€yttelyitĂ€ silmĂ€llĂ€ pitĂ€en. Analysoin muutoksia taidekokoelmien ja nĂ€yttelyiden esillepanossa, taidemuseoiden uudenlaisia sitoumuksia ja mediataiteen kuratoinnin uutta luovia suuntia suhteessa mediataiteen nopeasti muuttuvaan luonteeseen. Painottamalla performatiivisuutta ja hetkellisyyttĂ€ nostan immersiivisen taiteen analyysissani nĂ€kyville sen ympĂ€ristöystĂ€vĂ€llisiĂ€ ja kestĂ€viĂ€ ulottuvuuksia

    Electronic Imaging & the Visual Arts. EVA 2012 Florence

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    The key aim of this Event is to provide a forum for the user, supplier and scientific research communities to meet and exchange experiences, ideas and plans in the wide area of Culture & Technology. Participants receive up to date news on new EC and international arts computing & telecommunications initiatives as well as on Projects in the visual arts field, in archaeology and history. Working Groups and new Projects are promoted. Scientific and technical demonstrations are presented

    Screen Space Reconfigured

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    Screen Space Reconfigured is the first edited volume that critically and theoretically examines the many novel renderings of space brought to us by 21st century screens. Exploring key cases such as post-perspectival space, 3D, vertical framing, haptics, and layering, this volume takes stock of emerging forms of screen space and spatialities as they move from the margins to the centre of contemporary media practice.Recent years have seen a marked scholarly interest in spatial dimensions and conceptions of moving image culture, with some theorists claiming that a 'spatial turn' has taken place in media studies and screen practices alike. Yet this is the first book-length study dedicated to on-screen spatiality as such.Spanning mainstream cinema, experimental film, video art, mobile screens, and stadium entertainment, the volume includes contributions from such acclaimed authors as Giuliana Bruno and Tom Gunning as well as a younger generation of scholars

    Electronic Imaging & the Visual Arts. EVA 2017 Florence

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    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Sciences and Culture Developments and Applications; New Technical Developments & Applications; Museums - Virtual Galleries and Related Initiatives; Art and Humanities Ecosystem & Applications; Access to the Culture Information. Two Workshops regard: Innovation and Enterprise; the Cloud Systems connected to the Culture (eCulture Cloud) in the Smart Cities context. The more recent results of the Researches at national and international are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    FACING EXPERIENCE: A PAINTER’S CANVAS IN VIRTUAL REALITY

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    Full version unavailable due to 3rd party copyright restrictions.This research investigates how shifts in perception might be brought about through the development of visual imagery created by the use of virtual environment technology. Through a discussion of historical uses of immersion in art, this thesis will explore how immersion functions and why immersion has been a goal for artists throughout history. It begins with a discussion of ancient cave drawings and the relevance of Plato’s Allegory of the Cave. Next it examines the biological origins of “making special.” The research will discuss how this concept, combined with the ideas of “action” and “reaction,” has reinforced the view that art is fundamentally experiential rather than static. The research emphasizes how present-day virtual environment art, in providing a space that engages visitors in computer graphics, expands on previous immersive artistic practices. The thesis examines the technical context in which the research occurs by briefly describing the use of computer science technologies, the fundamentals of visual arts practices, and the importance of aesthetics in new media and provides a description of my artistic practice. The aim is to investigate how combining these approaches can enhance virtual environments as artworks. The computer science of virtual environments includes both hardware and software programming. The resultant virtual environment experiences are technologically dependent on the types of visual displays being used, including screens and monitors, and their subsequent viewing affordances. Virtual environments fill the field of view and can be experienced with a head mounted display (HMD) or a large screen display. The sense of immersion gained through the experience depends on how tracking devices and related peripheral devices are used to facilitate interaction. The thesis discusses visual arts practices with a focus on how illusions shift our cognition and perception in the visual modalities. This discussion includes how perceptual thinking is the foundation of art experiences, how analogies are the foundation of cognitive experiences and how the two intertwine in art experiences for virtual environments. An examination of the aesthetic strategies used by artists and new media critics are presented to discuss new media art. This thesis investigates the visual elements used in virtual environments and prescribes strategies for creating art for virtual environments. Methods constituting a unique virtual environment practice that focuses on visual analogies are discussed. The artistic practice that is discussed as the basis for this research also concentrates on experiential moments and shifts in perception and cognition and references Douglas Hofstadter, Rudolf Arnheim and John Dewey. iv Virtual environments provide for experiences in which the imagery generated updates in real time. Following an analysis of existing artwork and critical writing relative to the field, the process of inquiry has required the creation of artworks that involve tracking systems, projection displays, sound work, and an understanding of the importance of the visitor. In practice, the research has shown that the visitor should be seen as an interlocutor, interacting from a first-person perspective with virtual environment events, where avatars or other instrumental intermediaries, such as guns, vehicles, or menu systems, do not to occlude the view. The aesthetic outcomes of this research are the result of combining visual analogies, real time interactive animation, and operatic performance in immersive space. The environments designed in this research were informed initially by paintings created with imagery generated in a hypnopompic state or during the moments of transitioning from sleeping to waking. The drawings often emphasize emotional moments as caricatures and/or elements of the face as seen from a number of perspectives simultaneously, in the way of some cartoons, primitive artwork or Cubist imagery. In the imagery, the faces indicate situations, emotions and confrontations which can offer moments of humour and reflective exploration. At times, the faces usurp the space and stand in representation as both face and figure. The power of the placement of the caricatures in the paintings become apparent as the imagery stages the expressive moment. The placement of faces sets the scene, establishes relationships and promotes the honesty and emotions that develop over time as the paintings are scrutinized. The development process of creating virtual environment imagery starts with hand drawn sketches of characters, develops further as paintings on “digital canvas”, are built as animated, three-dimensional models and finally incorporated into a virtual environment. The imagery is generated while drawing, typically with paper and pencil, in a stream of consciousness during the hypnopompic state. This method became an aesthetic strategy for producing a snappy straightforward sketch. The sketches are explored further as they are worked up as paintings. During the painting process, the figures become fleshed out and their placement on the page, in essence brings them to life. These characters inhabit a world that I explore even further by building them into three dimensional models and placing them in computer generated virtual environments. The methodology of developing and placing the faces/figures became an operational strategy for building virtual environments. In order to open up the range of art virtual environments, and develop operational strategies for visitors’ experience, the characters and their facial features are used as navigational strategies, signposts and methods of wayfinding in order to sustain a stream of consciousness type of navigation. Faces and characters were designed to represent those intimate moments of self-reflection and confrontation that occur daily within ourselves and with others. They sought to reflect moments of wonderment, hurt, curiosity and humour that could subsequently be relinquished for more practical or purposeful endeavours. They were intended to create conditions in which visitors might reflect upon their emotional state, v enabling their understanding and trust of their personal space, in which decisions are made and the nature of world is determined. In order to extend the split-second, frozen moment of recognition that a painting affords, the caricatures and their scenes are given new dimensions as they become characters in a performative virtual reality. Emotables, distinct from avatars, are characters confronting visitors in the virtual environment to engage them in an interactive, stream of consciousness, non-linear dialogue. Visitors are also situated with a role in a virtual world, where they were required to adapt to the language of the environment in order to progress through the dynamics of a drama. The research showed that imagery created in a context of whimsy and fantasy could bring ontological meaning and aesthetic experience into the interactive environment, such that emotables or facially expressive computer graphic characters could be seen as another brushstroke in painting a world of virtual reality

    Mars, invisible vision and the virtual landscape: immersive encounters with contemporary rover images

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    How do contemporary imaging devices and the forms in which images are displayed affect our perception of Mars? How are scientists and engineers visually exploring, experiencing and navigating this uninhabitable terrain? Can we better understand this virtual landscape through immersive imaging techniques, or are these simply illusions? At what point does the glitch invade these immersive spaces, throwing us back into the realm of the image? And finally, can the glitch be seen as a method towards another kind of visibility, enabling us to ‘see’ and encounter Mars in productive ways? Through the analysis of contemporary representations of the Martian terrain, Mars, Invisible Vision and the Virtual Landscape: Immersive Encounters with Contemporary Rover Images offers a new contribution to studies of the digital and virtual image. Specifically addressing immersive image forms used in Mars exploration the research is structured around four main case studies: life-size illusions such as panoramas; 3D imaging; false colour imaging; and the concept of a ‘Mars Yard’. The thesis offers a new understanding of human interaction with a landscape only visible through a screen, and how contemporary scientific imaging devices aim to collapse the frame and increase a sense of immersion in the image. Arguing that these representations produce inherently virtual experiences, their transportive power is questioned, highlighting the image as reconstructed – through the presence of a glitch, illusion is broken, revealing the image-as-image. This thesis takes an interdisciplinary approach in which scientific images are analysed through the prism of photography’s relationship to reality, theories of vision and perception, representations of landscape, and digital and virtual image theory. At the heart of this thesis is the act of looking; critical and speculative writing is used to convey immersive encounters with images at NASA and the Jet Propulsion Laboratory (USA); University College London’s Regional Planetary Imaging Facility; Airbus Defence and Space (UK); the photographic archive at the V&A; and the Panorama Mesdag (Netherlands). The research re-examines scientific forms of images against examples from the history of visual culture (be it art or popular culture) to draw parallels between different ways of seeing, representing and discovering the unknown. The eyes of the Mars rovers provide viewpoints through which we regard an alien terrain: windows upon unknown worlds. Rover images bridge a gap between what is known and unknown, between what is visible and invisible. The rover is our surrogate, an extension of our vision that portrays an intuitively comprehensible landscape. Yet this landscape remains totally out of reach, millions of miles away. This distance is an impenetrable boundary – both physically and metaphorically – that new technologies are trying to break. Mars, Invisible Vision and the Virtual Landscape offers a two-way impact, constituting a new approach to the relationship between real and imagined images in order to demonstrate that the real Mars, however it is represented and perceived, remains distant and detached

    Computer Game Innovation

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    Faculty of Technical Physics, Information Technology and Applied Mathematics. Institute of Information TechnologyWydziaƂ Fizyki Technicznej, Informatyki i Matematyki Stosowanej. Instytut InformatykiThe "Computer Game Innovations" series is an international forum designed to enable the exchange of knowledge and expertise in the field of video game development. Comprising both academic research and industrial needs, the series aims at advancing innovative industry-academia collaboration. The monograph provides a unique set of articles presenting original research conducted in the leading academic centres which specialise in video games education. The goal of the publication is, among others, to enhance networking opportunities for industry and university representatives seeking to form R&D partnerships. This publication covers the key focus areas specified in the GAMEINN sectoral programme supported by the National Centre for Research and Development

    The architecture of photography

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    Electronic Imaging & the Visual Arts. EVA 2013 Florence

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    Important Information Technology topics are presented: multimedia systems, data-bases, protection of data, access to the content. Particular reference is reserved to digital images (2D, 3D) regarding Cultural Institutions (Museums, Libraries, Palace – Monuments, Archaeological Sites). The main parts of the Conference Proceedings regard: Strategic Issues, EC Projects and Related Networks & Initiatives, International Forum on “Culture & Technology”, 2D – 3D Technologies & Applications, Virtual Galleries – Museums and Related Initiatives, Access to the Culture Information. Three Workshops are related to: International Cooperation, Innovation and Enterprise, Creative Industries and Cultural Tourism
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