4,410 research outputs found

    Seeing the invisible: from imagined to virtual urban landscapes

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    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

    Building a game with augmented reality: for training computational thinking

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    Dissertação de mestrado em Informatics EngineeringComputational Thinking is the problem solving method based on picking a complex problem, understanding what the problem is and developing solutions in a way that a computer or human could solve it. To aid in this task Augmented Reality provides a more visual and interesting way of presenting problems to subjects, that will solve puzzles presented as computational inputs. This work is composed of a case study of Augmented Reality and their uses and practices, Computational Thinking definitions and importance in society, as well as games and puzzles used as a training and skill developing tools among students. Based on the gathered data a proof of concept tool was developed to test and create an engaging game to retain the subjects interest to train Computational Thinking. The project developed tackled various technologies that together provided a fun and interactive game that developed Computational Thinking skills with positive feedback on the use of the Augmented Reality.Pensamento Computacional Ă© o mĂ©todo de resolução de problemas baseado em escolher um problema complexo, entender qual o problema e desenvolver soluçÔes de uma maneira que um computador ou humano podem resolver. Para ajudar nesta tarefa a Realidade Aumentada oferece uma mais visual e interessante maneira de apresentar problemas a indivĂ­duos que irĂŁo resolver puzzles apresentados como inputs computacionais. Este trabalho Ă© composto de um caso de estudo sobre Realidade Aumentada e os seus usos e prĂĄticas, Pensamento Computacional, as suas definiçÔes e a importĂąncia na sociedade, como tambĂ©m jogos e puzzles usados como ferramentas de desenvolvimento e treino de aptidĂŁo entre estudantes. Com base nos dados recolhidos uma ferramenta de prova de conceito foi desenvolvida para testar e criar uma experiĂȘncia atraente para reter o interesse de indivĂ­duos para treinar o Pensamento Computacional. O projeto foi desenvolvido enfrentado vĂĄrias tecnologias que juntas ofereceram um jogo divertido e interativo para desenvolver o Pensamento Computacional com um feedback positivo sobre o uso da Realidade Aumentada

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Egocentric Perception of Hands and Its Applications

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    Mobile phone technology as an aid to contemporary transport questions in walkability, in the context of developing countries

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    The emerging global middle class, which is expected to double by 2050 desires more walkable, liveable neighbourhoods, and as distances between work and other amenities increases, cities are becoming less monocentric and becoming more polycentric. African cities could be described as walking cities, based on the number of people that walk to their destinations as opposed to other means of mobility but are often not walkable. Walking is by far the most popular form of transportation in Africa’s rapidly urbanising cities, although it is not often by choice rather a necessity. Facilitating this primary mode, while curbing the growth of less sustainable mobility uses requires special attention for the safety and convenience of walking in view of a Global South context. In this regard, to further promote walking as a sustainable mobility option, there is a need to assess the current state of its supporting infrastructure and begin giving it higher priority, focus and emphasis. Mobile phones have emerged as a useful alternative tool to collect this data and audit the state of walkability in cities. They eliminate the inaccuracies and inefficiencies of human memories because smartphone sensors such as GPS provides information with accuracies within 5m, providing superior accuracy and precision compared to other traditional methods. The data is also spatial in nature, allowing for a range of possible applications and use cases. Traditional inventory approaches in walkability often only revealed the perceived walkability and accessibility for only a subset of journeys. Crowdsourcing the perceived walkability and accessibility of points of interest in African cities could address this, albeit aspects such as ease-of-use and road safety should also be considered. A tool that crowdsources individual pedestrian experiences; availability and state of pedestrian infrastructure and amenities, using state-of-the-art smartphone technology, would over time also result in complete surveys of the walking environment provided such a tool is popular and safe. This research will illustrate how mobile phone applications currently in the market can be improved to offer more functionality that factors in multiple sensory modalities for enhanced visual appeal, ease of use, and aesthetics. The overarching aim of this research is, therefore, to develop the framework for and test a pilot-version mobile phone-based data collection tool that incorporates emerging technologies in collecting data on walkability. This research project will assess the effectiveness of the mobile application and test the technical capabilities of the system to experience how it operates within an existing infrastructure. It will continue to investigate the use of mobile phone technology in the collection of user perceptions of walkability, and the limitations of current transportation-based mobile applications, with the aim of developing an application that is an improvement to current offerings in the market. The prototype application will be tested and later piloted in different locations around the globe. Past studies are primarily focused on the development of transport-based mobile phone applications with basic features and limited functionality. Although limited progress has been made in integrating emerging advanced technologies such as Augmented Reality (AR), Machine Learning (ML), Big Data analytics, amongst others into mobile phone applications; what is missing from these past examples is a comprehensive and structured application in the transportation sphere. In turn, the full research will offer a broader understanding of the iii information gathered from these smart devices, and how that large volume of varied data can be better and more quickly interpreted to discover trends, patterns, and aid in decision making and planning. This research project attempts to fill this gap and also bring new insights, thus promote the research field of transportation data collection audits, with particular emphasis on walkability audits. In this regard, this research seeks to provide insights into how such a tool could be applied in assessing and promoting walkability as a sustainable and equitable mobility option. In order to get policy-makers, analysts, and practitioners in urban transport planning and provision in cities to pay closer attention to making better, more walkable places, appealing to them from an efficiency and business perspective is vital. This crowdsourced data is of great interest to industry practitioners, local governments and research communities as Big Data, and to urban communities and civil society as an input in their advocacy activities. The general findings from the results of this research show clear evidence that transport-based mobile phone applications currently available in the market are increasingly getting outdated and are not keeping up with new and emerging technologies and innovations. It is also evident from the results that mobile smartphones have revolutionised the collection of transport-related information hence the need for new initiatives to help take advantage of this emerging opportunity. The implications of these findings are that more attention needs to be paid to this niche going forward. This research project recommends that more studies, particularly on what technologies and functionalities can realistically be incorporated into mobile phone applications in the near future be done as well as on improving the hardware specifications of mobile phone devices to facilitate and support these emerging technologies whilst keeping the cost of mobile devices as low as possible

    A Creative Exploration of the Use of Intelligent Agents in Spatial Narrative Structures

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    This thesis is an interdisciplinary study of authoring tools for creating spatial narrative structures– exposing the relationship between artists, the tools they use, and the experiences they create. It is a research-creation enterprise resulting in the creation of a new authoring tool. A prototype collaborative tool for authoring spatial narratives used at the Land|Slide: Possible Futures public art exhibit in Markham, Ontario 2013 is described. Using narrative analysis of biographical information a cultural context for authoring and experiencing spatial narrative structures is discussed. The biographical information of artists using digital technologies is posited as a context framing for usability design heuristics. The intersection of intelligent agents and spatial narrative structures provide a future scenario by which to assess the suitability of the approach outlined in this study

    Pokémon is Evolving! An investigation into the development of the Pokémon community and expectations for the future of the franchise

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    PokĂ©mon is one of Nintendo’s largest, most influential franchises. With a history ranging more than twenty years, its enormous fan-base spans video and trading card games, anime TV shows and films, amongst other media. This paper aims to investigate the PokĂ©mon fan community while exploring how the franchise has grown: from its beginnings as a pop-culture phenomenon, to one of the strongest and friendliest gaming fan communities in existence today. Data gathered from 165 online respondents examines how fans’ past experiences with the franchise inform their expectations towards future products. It also explores how considerable efforts from developers – as well as the gaming community – contribute to the creative growth of a continually-expanding fan-base. Additionally, this study was in a unique position to gather data before two new PokĂ©mon games were released: Pokken Tournament and PokĂ©mon GO. The former did not generate high expectations but still performed well in terms of sales. The latter was thought of as a casual game but, as the world now knows, was a tremendous success. Insights obtained from researching fan attitudes to unreleased games show that expectations do not always become reality

    Augmented reality and scene examination

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    The research presented in this thesis explores the impact of Augmented Reality on human performance, and compares this technology with Virtual Reality using a head-mounted video-feed for a variety of tasks that relate to scene examination. The motivation for the work was the question of whether Augmented Reality could provide a vehicle for training in crime scene investigation. The Augmented Reality application was developed using fiducial markers in the Windows Presentation Foundation, running on a wearable computer platform; Virtual Reality was developed using the Crytek game engine to present a photo-realistic 3D environment; and a video-feed was provided through head-mounted webcam. All media were presented through head-mounted displays of similar resolution to provide the sole source of visual information to participants in the experiments. The experiments were designed to increase the amount of mobility required to conduct the search task, i.e., from rotation in the horizontal or vertical plane through to movement around a room. In each experiment, participants were required to find objects and subsequently recall their location. It is concluded that human performance is affected not merely via the medium through which the world is perceived but moreover, the constraints governing how movement in the world is controlled

    Analyzing the Impact of Spatio-Temporal Sensor Resolution on Player Experience in Augmented Reality Games

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    Along with automating everyday tasks of human life, smartphones have become one of the most popular devices to play video games on due to their interactivity. Smartphones are embedded with various sensors which enhance their ability to adopt new new interaction techniques for video games. These integrated sen- sors, such as motion sensors or location sensors, make the device able to adopt new interaction techniques that enhance usability. However, despite their mobility and embedded sensor capacity, smartphones are limited in processing power and display area compared to desktop computer consoles. When it comes to evaluat- ing Player Experience (PX), players might not have as compelling an experience because the rich graphics environments that a desktop computer can provide are absent on a smartphone. A plausible alternative in this regard can be substituting the virtual game world with a real world game board, perceived through the device camera by rendering the digital artifacts over the camera view. This technology is widely known as Augmented Reality (AR). Smartphone sensors (e.g. GPS, accelerometer, gyro-meter, compass) have enhanced the capability for deploying Augmented Reality technology. AR has been applied to a large number of smartphone games including shooters, casual games, or puzzles. Because AR play environments are viewed through the camera, rendering the digital artifacts consistently and accurately is crucial because the digital characters need to move with respect to sensed orientation, then the accelerometer and gyroscope need to provide su ciently accurate and precise readings to make the game playable. In particular, determining the pose of the camera in space is vital as the appropriate angle to view the rendered digital characters are determined by the pose of the camera. This defines how well the players will be able interact with the digital game characters. Depending in the Quality of Service (QoS) of these sensors, the Player Experience (PX) may vary as the rendering of digital characters are affected by noisy sensors causing a loss of registration. Confronting such problem while developing AR games is di cult in general as it requires creating wide variety of game types, narratives, input modalities as well as user-testing. Moreover, current AR games developers do not have any specific guidelines for developing AR games, and concrete guidelines outlining the tradeoffs between QoS and PX for different genres and interaction techniques are required. My dissertation provides a complete view (a taxonomy) of the spatio-temporal sensor resolution depen- dency of the existing AR games. Four user experiments have been conducted and one experiment is proposed to validate the taxonomy and demonstrate the differential impact of sensor noise on gameplay of different genres of AR games in different aspect of PX. This analysis is performed in the context of a novel instru- mentation technology, which allows the controlled manipulation of QoS on position and orientation sensors. The experimental outcome demonstrated how the QoS of input sensor noise impacts the PX differently while playing AR game of different genre and the key elements creating this differential impact are - the input modality, narrative and game mechanics. Later, concrete guidelines are derived to regulate the sensor QoS as complete set of instructions to develop different genres or AR games
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