8,826 research outputs found
Noise Solver for Refurbishment Construction Site Design
The noise generated by the presence of a construction site within complex structure in operation (e.g. school, hospital) is a problem that too often is underestimated but that can generate problems of different nature, both concerning the health of the actors involved and regarding the performance of daily activities present within such structures (e.g. carrying out a lesson, a surgical procedure). The main aim of our tool is to highlight the impact of the noise generated by the construction site activities on these daily activities and to allow the simulation in real time of the viable solutions, thus arriving to find the one that is considered most suitable
Immercity: a curation content application in Virtual and Augmented reality
When working with emergent and appealing technologies as Virtual Reality,
Mixed Reality and Augmented Reality, the issue of definitions appear very
often. Indeed, our experience with various publics allows us to notice that
technology definitions pose ambiguity and representation problems for informed
as well as novice users. In this paper we present Immercity, a content curation
system designed in the context of a collaboration between the University of
Montpellier and CapGemi-ni, to deliver a technology watch. It is also used as a
testbed for our experiences with Virtual, Mixed and Augmented reality to
explore new interaction techniques and devices, artificial intelligence
integration, visual affordances, performance , etc. But another, very
interesting goal appeared: use Immercity to communicate about Virtual, Mixed
and Augmented Reality by using them as a support
Timing and correction of stepping movements with a virtual reality avatar
Research into the ability to coordinate one’s movements with external cues has focussed on the use of simple rhythmic, auditory and visual stimuli, or interpersonal coordination with another person. Coordinating movements with a virtual avatar has not been explored, in the context of responses to temporal cues. To determine whether cueing of movements using a virtual avatar is effective, people’s ability to accurately coordinate with the stimuli needs to be investigated. Here we focus on temporal cues, as we know from timing studies that visual cues can be difficult to follow in the timing context.
Real stepping movements were mapped onto an avatar using motion capture data. Healthy participants were then motion captured whilst stepping in time with the avatar’s movements, as viewed through a virtual reality headset. The timing of one of the avatar step cycles was accelerated or decelerated by 15% to create a temporal perturbation, for which participants would need to correct to, in order to remain in time. Step onset times of participants relative to the corresponding step-onsets of the avatar were used to measure the timing errors (asynchronies) between them. Participants completed either a visual-only condition, or auditory-visual with footstep sounds included, at two stepping tempo conditions (Fast: 400ms interval, Slow: 800ms interval).
Participants’ asynchronies exhibited slow drift in the Visual-Only condition, but became stable in the Auditory-Visual condition. Moreover, we observed a clear corrective response to the phase perturbation in both the fast and slow tempo auditory-visual conditions.
We conclude that an avatar’s movements can be used to influence a person’s own motion, but should include relevant auditory cues congruent with the movement to ensure a suitable level of entrainment is achieved. This approach has applications in physiotherapy, where virtual avatars present an opportunity to provide the guidance to assist patients in adhering to prescribed exercises
Visualisation of semantic architectural information within a game engine environment
Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualisation technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualisation for architectural design and construction
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