132,016 research outputs found
Spatial displays for visual awareness of remote locations
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.Cataloged from PDF version of thesis.Includes bibliographical references (p. [113]-116).uCom enables remote users to be visually aware of each other using "spatial displays" - live views of a remote space assembled according to an estimate of the remote space's layout. The main elements of the system design are a 3D representation of each space and a multi-display physical setup. The 3D image-based representation of a space is composed of an aggregate of live video feeds acquired from multiple viewpoints and rendered in a graphical visualization resembling a 3D collage. Its navigation controls allow users to transition among the remote views, while maintaining a sense of how the images relate in 3D space. Additionally, the system uses a configurable set of displays to portray always-on visual connections with a remote site integrated into the local physical environment. The evaluation investigates to what extent the system improves users' understanding of the layout of a remote space.by Ana Luisa de Araujo Santos.S.M
Framework for the implementation of urban big screens in the public space
In the last decade, big urban screens have appeared in town squares and on building facades across the UK. The use of these screens brings new potentials and challenges for city regulators, artists, architects, urban designers, producers, broadcasters and advertisers. Dynamic moving images form new architectural material, affecting our perception and the experience of the space around us. A new form of urban space is emerging that is fundamentally different from what we have known, and it seems that we are
ill-equipped to deal with and analyse it.
We are just beginning to understand the opportunities for public information, art and community engagement. Most of screens at present serve mainly commercial purposes, they do not broadcast information aimed at sharing community content nor do they support public social interactions. We
need to see more negotiation between commercial, public and cultural interests. The SCREAM project addresses these new challenges by looking at the physical urban spaces and the potential spaces created by the new technologies
Augmented reality meeting table: a novel multi-user interface for architectural design
Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)
Irrespective Priority-Based Regular Properties of High-Intensity Virtual Environments
We have a lot of relation to the encoding and the Theory of Information, when
considering thinking. This is a natural process and, at once, the complex thing
we investigate. This always was a challenge - to understand how our mind works,
and we are trying to find some universal models for this. A lot of ways have
been considered so far, but we are looking for Something, we seek for
approaches. And the goal is to find a consistent, noncontradictory view, which
should at once be enough flexible in any dimensions to allow to represent
various kinds of processes and environments, matters of different nature and
diverse objects. Developing of such a model is the destination of this article.Comment: 4 pages, 2 figures; ISBN: 978-1-4673-2984-
Mixed Reality Architecture: a dynamic architectural topology
Architecture can be shown to structure patterns of co-presence and in turn to be
structured itself by the rules and norms of the society present within it. This two-way
relationship exists in a surprisingly stable framework, as fundamental changes to
buildings are slow and costly. At the same time, change within organisations is
increasingly rapid and buildings are used to accommodate some of that change. This
adaptation can be supported by the use of telecommunication technologies, overcoming
the need for co-presence during social interaction. However, often this results in a loss
of accountability or âcivic legibilityâ, as the link between physical location and social
activity is broken. In response to these considerations, Mixed Reality Architecture
(MRA) was developed. MRA links multiple physical spaces across a shared 3D virtual
world. We report on the design of MRA, including the key concept of the Mixed Reality
Architectural Cell, a novel architectural interface between architectural spaces that are
remote to each other. An in-depth study lasting one year and involving six office-based
MRACells, used video recordings, the analysis of event logs, diaries and an interview
survey. This produced a series of ethnographic vignettes describing social interaction
within MRA in detail. In this paper we concentrate on the topological properties of MRA.
It can be shown that the dynamic topology of MRA and social interaction taking place
within it are fundamentally intertwined. We discuss how topological adjacencies across
virtual space change the integration of the architectural spaces that MRA is installed in.
We further reflect on how the placement of MRA technology in different parts of an
office space (deep or shallow) impacts on the nature of that particular space. Both the
above can be shown to influence movement through the building and social interaction
taking place within it. These findings are directly relevant to new buildings that need to
be designed to accommodate organisational change in future but also to existing
building stock that might be very hard to adapt. We are currently expanding the system
to new sites and are planning changes to the infrastructure of MRA as well as its
interactional interface
An architecture of a user-centred digital library for the academic community
An architecture of a user-centred digital library, designed to lead users of an academic community to the required information resources based on their tasks, is proposed. Information resources include full-text articles, databases, theses and dissertations, e-journals, e-books, multimedia databases, and so on. Other information resources such as university course calendars, university statutes, course registration, thesis and dissertation guidelines, style guides, and so on, are also needed by users. A prototype has been designed and developed using the School of Computer Engineering at Nanyang Technological University (NTU) as an example of such an environment to provide access to these information resources which are spread across different servers and in different home pages This prototype provides links to various information resources according to users' needs, as well as a personal work space to record/store his/her publications, frequently used or favorite hyperlinks and references or notes. Various stages of the prototype design and development are described and future works on this line are highlighted
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Lyceum: internet voice groupware for distance learning
This paper describes the design, implementation and deployment of Lyceum, a groupware system providing students and tutors with real time voice conferencing and visual workspace tools, over the standard internet. Lyceum uses a Java client/server architecture to tackle a formidable set of networking requirements: multi-way voice communication with synchronous shared displays, scalable to hundreds of simultaneous users, running over normal modem connections via unknown internet service providers, on home PCs. Additionally, the design had to support multiple courses with different requirements. We describe the interdisciplinary requirements analysis, and iterative design process, by which an academic course team was able to specify and evaluate prototypes. We present the systemĂs architecture, describe the technical successes and failures from LyceumĂs first large scale deployment, and summarise its affordances for interaction and learning
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