3,692 research outputs found
Social positioning: Designing the Seams between Social, Physical and Digital Space
Mobile settings are not only physically and digitally mediated; they are also inhabited by people - a social space. We argue that careful design exposing the connections, gaps, overlays and mismatches within and between physical, digital and social space allow for a better understanding and thereby mastering of the resulting combined space. Two concepts are explored in MobiTip, a social mobile service for exchanging opinions among peers: intramedia seams concerning network coverage and position technology, and intermedia seams between digitally transmitted tips and the physical, social context surrounding the user. We introduce social positioning as an alternative and complement to the current strive for seamless connectedness and exact positioning in physical space
Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design
Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario
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Mixed Reality for Historic Preservation
Digital technologies are becoming widely available to experts in the field of historic preservation. These tools equip experts with the capability to obtain high resolution and accurate information about cultural heritage, which can be accurately reproduced and rematerialized without coming into contact with the physical object itself. This preservation approach is described as non-contact, meaning that it is not invasive to the material integrity of an artifact. Since the turn of the century, stakeholders in the field have increasingly focused their attention on digital technologies for advancing the field. The motivation for experts to preserve cultural heritage with digital technologies starts with the idea of merging the two, and in recent years, innovations in high-resolution digital imaging, recording, processing, modeling and reproduction capabilities have fostered the integration of a virtual environment. Mixed Reality (MR), which the merging of digital and physical worlds, not only allows experts to expand possibilities for preservation interventions once all physical range of actions have been exhausted, but it also makes it possible for experts to intervene digitally before carrying out a preservation treatment. MR can be used as a tool to create hybrid environments for experts and researchers to better manage and understand cultural heritage, which in turn allows them to provide the public with a deeper understanding about cultural heritage. The traditionally object-centric nature of the historic preservation field favors MR over Virtual Reality, since the former engages with the physical site or artifact themselves. By allowing field experts and visitors to visualize scenes in situ from viewpoints that are impossible due to size, content or accessibility issues, the installation of MR’s formless aesthetics engages viewers of cultural heritage through new and innovative ways. The application of MR offers countless strategies for approaching conservation and interpretation projects in historic preservation. But, despite its capacity to enhance the practice of historic preservation, MR poses new technological and methodological questions for the field. As a burgeoning tool and constantly changing field, there have been very few studies conducted on the application of MR to the field of historic preservation. This thesis argues that, on the one hand, MR provides innovative strategies for approaching preservation problems; but on the other hand, the absence of standards, guidelines, and techniques make it difficult to evaluate and propose new projects in the field. As a response to this deficiency, I propose a framework to evaluate and use MR for the preservation of cultural heritage. This framework is first tested to evaluate three case studies, and next, to propose a unique MR strategy for the complex preservation case of the San Baudelio de Berlanga Hermitage in the province of Soria, Spain. This thesis aims to contribute a MR framework and methodology that provides a consistent conceptual approach to MR projects in the field
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Empowering Expression for Users with Aphasia through Constrained Creativity
Creative activities allow people to express themselves in rich, nuanced ways. However, being creative does not always come easily. For example, people with speech and language impairments, such as aphasia, face challenges in creative activities that involve language. In this paper, we explore the concept of constrained creativity as a way of addressing this challenge and enabling creative writing. We report an app, MakeWrite, that supports the constrained creation of digital texts through automated redaction. The app was co-designed with and for people with aphasia and was subsequently explored in a workshop with a group of people with aphasia. Participants were not only successful in crafting novel language, but, importantly, self-reported that the app was crucial in enabling them to do so. We refect on the potential of technology-supported constrained creativity as a means of empowering expression amongst users with diverse needs
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)
Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement
Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture
Big Data and Analysis of Data Transfers for International Research Networks Using NetSage
Modern science is increasingly data-driven and collaborative in nature. Many scientific disciplines, including genomics, high-energy physics, astronomy, and atmospheric science, produce petabytes of data that must be shared with collaborators all over the world. The National Science Foundation-supported International Research Network Connection (IRNC) links have been essential to enabling this collaboration, but as data sharing has increased, so has the amount of information being collected to understand network performance. New capabilities to measure and analyze the performance of international wide-area networks are essential to ensure end-users are able to take full advantage of such infrastructure for their big data applications. NetSage is a project to develop a unified, open, privacy-aware network measurement, and visualization service to address the needs of monitoring today's high-speed international research networks. NetSage collects data on both backbone links and exchange points, which can be as much as 1Tb per month. This puts a significant strain on hardware, not only in terms storage needs to hold multi-year historical data, but also in terms of processor and memory needs to analyze the data to understand network behaviors. This paper addresses the basic NetSage architecture, its current data collection and archiving approach, and details the constraints of dealing with this big data problem of handling vast amounts of monitoring data, while providing useful, extensible visualization to end users
Immersive Insights: A Hybrid Analytics System for Collaborative Exploratory Data Analysis
In the past few years, augmented reality (AR) and virtual reality (VR)
technologies have experienced terrific improvements in both accessibility and
hardware capabilities, encouraging the application of these devices across
various domains. While researchers have demonstrated the possible advantages of
AR and VR for certain data science tasks, it is still unclear how these
technologies would perform in the context of exploratory data analysis (EDA) at
large. In particular, we believe it is important to better understand which
level of immersion EDA would concretely benefit from, and to quantify the
contribution of AR and VR with respect to standard analysis workflows.
In this work, we leverage a Dataspace reconfigurable hybrid reality
environment to study how data scientists might perform EDA in a co-located,
collaborative context. Specifically, we propose the design and implementation
of Immersive Insights, a hybrid analytics system combining high-resolution
displays, table projections, and augmented reality (AR) visualizations of the
data.
We conducted a two-part user study with twelve data scientists, in which we
evaluated how different levels of data immersion affect the EDA process and
compared the performance of Immersive Insights with a state-of-the-art,
non-immersive data analysis system.Comment: VRST 201
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