3,462 research outputs found

    Producing place atmospheres digitally: Architecture, digital visualisations practices and the experience economy

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    Computer generated images have become the common means for architects and developers to visualise and market future urban developments. This article examines within the context of the experience economy how these digital images aim to evoke and manipulate specific place atmospheres to emphasize the experiential qualities of new buildings and urban environments. In particular, we argue that CGIs are far from ā€˜justā€™ glossy representations but are a new form of visualising the urban that captures and markets particular embodied sensations. Drawing on a two year qualitative study of architectsā€™ practices that worked on the Msheireb project, a large scale redevelopment project in Doha (Qatar), we examine how digital visualisation technology enables the virtual engineering of sensory experiences using a wide range of graphic effects. We show how these CGIs are laboriously materialised in order to depict and present specific sensory, embodied regimes and affective experiences to appeal to clients and consumers. Such development has two key implications. Firstly, we demonstrate the importance of digital technologies in framing the ā€˜expressive infrastructureā€™ (Thrift 2012) of the experience economy. Secondly, we argue that although the Msheireb CGIs open up a field of negotiation between producers and the Qatari client, and work quite hard at being culturally specific, they ultimately draw ā€œon a Westnocentric literary and sensory paletteā€ (Tolia-Kelly 2006) that highlights the continuing influence of colonial sensibilities in supposedly postcolonial urban processes.This research was funded by the ESRC (RES-062-23-0223)

    Visualizing Roots and Itineraries of Indian Ocean Creolizations: Project for a Museum of the Present

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    In this paper, I will discuss the methodological problems raised by the museography of a forthcoming museum on Reunion Island, the Maison des civilisations et de l'unitĆ© rĆ©unionnaise. One of the museum's goals is to retrace visually the itineraries of the processes of creolisation in the Indian Ocean that led to the creation of a singular culture, the Creole indiaoceanic culture. How to visualise the multiple layers of signification at work, the traces and fragments of languages, imaginaries, rituals, practices travelling throughout the ocean, the dynamic of loss, transformation, translation and recreation of forms, rituals, practices in the itineraries of people? I will first present the museum, its context and goals, then suggests ways of ā€œmaking visualā€ elements of the Indian Oceanā€™s long history, and finally, discuss the challenges of imagining a museum of the present in the Indian Ocean world

    Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

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    The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students

    Secure Cloud-Edge Deployments, with Trust

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    Assessing the security level of IoT applications to be deployed to heterogeneous Cloud-Edge infrastructures operated by different providers is a non-trivial task. In this article, we present a methodology that permits to express security requirements for IoT applications, as well as infrastructure security capabilities, in a simple and declarative manner, and to automatically obtain an explainable assessment of the security level of the possible application deployments. The methodology also considers the impact of trust relations among different stakeholders using or managing Cloud-Edge infrastructures. A lifelike example is used to showcase the prototyped implementation of the methodology

    Network geography: relations, interactions, scaling and spatial processes in GIS

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    This chapter argues that the representational basis of GIS largely avoidseven the most rudimentary distortions of Euclidean space as reflected, forexample, in the notion of the network. Processes acting on networks whichinvolve both short and longer term dynamics are often absent from GIscience. However a sea change is taking place in the way we view thegeography of natural and man-made systems. This is emphasising theirdynamics and the way they evolve from the bottom up, with networks anessential constituent of this decentralized paradigm. Here we will sketchthese developments, showing how ideas about graphs in terms of the waythey evolve as connected, self-organised structures reflected in theirscaling, are generating new and important views of geographical space.We argue that GI science must respond to such developments and needs tofind new forms of representation which enable both theory andapplications through software to be extended to embrace this new scienceof networks

    Virtual software in reality

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    Software visualisation is an important weapon in the program comprehension armoury. It is a technique that can, when designed and used effectively, aid in understanding existing program code. It can achieve this by displaying information in new and different forms, which may make obvious something missed in reading the code. It can also be used to present many aspects of the data at once. Software, despite many software engineering advances in requirements, design and implementation techniques, continues to be complex and large and if anything seems to be growing in these respects. This means that techniques that failed to aid comprehension and maintenance are certainly not going to be able to deal with the current software. Therefore this area requires research to be able to suggest solutions to deal with the information overload that is sure to occur. There are several issues that this thesis addresses; all of them related to the creation of software visualisation systems that are capable of being used and useful well into the next generation of software systems. The scale and complexity of software are pressing issues, as is the associated information overload problem that this brings. In an attempt to address this problem the following are considered to be important: abstractions, representations, mappings, metaphors, and visualisations. These areas are interrelated and the first four enable the final one, visualisations. These problems are not the only ones that face software visualisation systems. There are many that are based on the general theory of the applicability of the technique to such tasks as program comprehension, rather than the detail of how a particular code fragment is shown. These problems are also related to the enabling technology of three- dimensional visualisations; virtual reality. In summary the areas of interest are: automation, evolution, scalability, navigation and interaction, correlation, and visual complexity. This thesis provides an exploration of these identified areas in the context of software visualisation. Relationships that describe, and distinguish between, existing and future software visualisations are presented, with examples based on recent software visualisation research. Two real world metaphors (and their associated mappings and representations) are defined for the purpose of visualising software as an aid to program comprehension. These metaphors also provide a vehicle for the exploration of the areas identified above. Finally, an evaluation of the visualisations is presented using a framework developed for the comparative evaluation of three-dimensional, comprehension oriented, software visualisations. This thesis has shown the viability of using three-dimensional software visualisations. The important issues of automation, evolution, scalability, and navigation have been presented and discussed, and their relationship to real world metaphors examined. This has been done in conjunction with an investigation into the use of such real world metaphors for software visualisation. The thesis as a whole has provided an important examination of many of the issues related to these types of visualisation in the context of software and is therefore a valuable basis for future work in this area

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Electronic Visualisation and The Arts Australasia 2016:Conference Papers

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