14 research outputs found

    ImMApp: An immersive database of sound art

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    The ImMApp (Immersive Mapping Application) thesis addresses contemporary and historical sound art from a position informed by, on one hand, post-structural critical theory, and on the other, a practice-based exploration of contemporary digital technologies (MySQL, XML, XSLT, X3D). It proposes a critical ontological schema derived from Michel Foucault's Archaeology of Knowledge (1972) and applies this to pre-existing information resources dealing with sound art. Firstly an analysis of print-based discourses (Sound by Artists. Lander and Lexier (1990), Noise, Water, Meat. Kahn (2001) and Background Noise: Perspectives on Sound Art. LaBelle (2006» is carried out according to Foucauldian notions of genealogy, subject positions, the statement, institutional affordances and the productive nature of discursive formation. The discursive field (the archive) presented by these major canonical texts is then contrasted with a formulation derived from Giles Deleuze and Felix Guattari: that of a 'minor' history of sound art practices. This is then extended by media theory (McLuhan, Kittler, Manovich) into a critique of two digital sound art resources (The Australian Sound Design Project (Bandt and Paine (2005) and soundtoys.net Stanza (1998). The divergences between the two forms of information technologies (print vs. digital) are discussed. The means by which such digitised methodologies may enhance Foucauldian discourse analysis points onwards towards the two practice-based elements of the thesis. Surface, the first iterative part, is a web-browser based database built on an Apache/MySQIlXML architecture. It is the most extensive mapping of sound art undertaken to date and extends the theoretical framework discussed above into the digital domain. Immersion, the second part, is a re-presentation of this material in an immersive digital environment, following the transformation of the source material via XSL-T into X3D. Immersion is a real-time, large format video, surround sound (5.ln.l) installation and the thesis concludes with a discussion of how this outcome has articulated Foucauldian archaeological method and unframed pre-existing notions of the nature of sound art

    3D Spatial Data Infrastructures for web-based Visualization

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    In this thesis, concepts for developing Spatial Data Infrastructures with an emphasis on visualizing 3D landscape and city models in distributed environments are discussed. Spatial Data Infrastructures are important for public authorities in order to perform tasks on a daily basis, and serve as research topic in geo-informatics. Joint initiatives at national and international level exist for harmonizing procedures and technologies. Interoperability is an important aspect in this context - as enabling technology for sharing, distributing, and connecting geospatial data and services. The Open Geospatial Consortium is the main driver for developing international standards in this sector and includes government agencies, universities and private companies in a consensus process. 3D city models are becoming increasingly popular not only in desktop Virtual Reality applications but also for being used in professional purposes by public authorities. Spatial Data Infrastructures focus so far on the storage and exchange of 3D building and elevation data. For efficient streaming and visualization of spatial 3D data in distributed network environments such as the internet, concepts from the area of real time 3D Computer Graphics must be applied and combined with Geographic Information Systems (GIS). For example, scene graph data structures are commonly used for creating complex and dynamic 3D environments for computer games and Virtual Reality applications, but have not been introduced in GIS so far. In this thesis, several aspects of how to create interoperable and service-based environments for 3D spatial data are addressed. These aspects are covered by publications in journals and conference proceedings. The introductory chapter provides a logic succession from geometrical operations for processing raw data, to data integration patterns, to system designs of single components, to service interface descriptions and workflows, and finally to an architecture of a complete distributed service network. Digital Elevation Models are very important in 3D geo-visualization systems. Data structures, methods and processes are described for making them available in service based infrastructures. A specific mesh reduction method is used for generating lower levels of detail from very large point data sets. An integration technique is presented that allows the combination with 2D GIS data such as roads and land use areas. This approach allows using another optimization technique that greatly improves the usability for immersive 3D applications such as pedestrian navigation: flattening road and water surfaces. It is a geometric operation, which uses data structures and algorithms found in numerical simulation software implementing Finite Element Methods. 3D Routing is presented as a typical application scenario for detailed 3D city models. Specific problems such as bridges, overpasses and multilevel networks are addressed and possible solutions described. The integration of routing capabilities in service infrastructures can be accomplished with standards of the Open Geospatial Consortium. An additional service is described for creating 3D networks and for generating 3D routes on the fly. Visualization of indoor routes requires different representation techniques. As server interface for providing access to all 3D data, the Web 3D Service has been used and further developed. Integrating and handling scene graph data is described in order to create rich virtual environments. Coordinate transformations of scene graphs are described in detail, which is an important aspect for ensuring interoperability between systems using different spatial reference systems. The Web 3D Service plays a central part in nearly all experiments that have been carried out. It does not only provide the means for interactive web-visualizations, but also for performing further analyses, accessing detailed feature information, and for automatic content discovery. OpenStreetMap and other worldwide available datasets are used for developing a complete architecture demonstrating the scalability of 3D Spatial Data Infrastructures. Its suitability for creating 3D city models is analyzed, according to requirements set by international standards. A full virtual globe system has been developed based on OpenStreetMap including data processing, database storage, web streaming and a visualization client. Results are discussed and compared to similar approaches within geo-informatics research, clarifying in which application scenarios and under which requirements the approaches in this thesis can be applied

    Elements of design for indoor visualisation

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    Indoor visualisation has received little attention. Research related to indoor environments have primarily focussed on the data structuring, localisation and navigation components (Zlatanova et al., 2013). Visualisation is an integral component in addressing the diverse array of indoor environments. In simple words, 'What is the most efficient way to visualise the surrounding indoor environment so that the user can concisely understand their surroundings as well as facilitating the process of navigation?' This dissertation proposes a holistic approach that consists of two components. The significance of this approach is that it provides a robust and adaptable method in providing a standard to which indoor visualisation can be referenced against. The first component is a theoretical framework focussing on indoor visualisation and it comprises of principles from several disciplines such as geovisualisation, human-perception theory, spatial cognition, dynamic and 3D environments as well as accommodating emotional processes resulting from human-computer interaction. The second component is based on the theoretical framework and adopts a practical approach towards indoor visualisation. It consists of a set of design properties that can be used for the design of effective indoor visualisations. The framework is referred to as the "Elements of Design" framework. Both these components aim to provide a set of principles and guidelines that can be used as best practices for the design of indoor visualisations. In order to practically demonstrate the holistic indoor visualisation approach, multiple indoor visualisation renderings were developed. The visualisation renderings were represented in a three-dimensional virtual environment from a first-person perspective. Each rendering used the design framework differently. Also, each rendering was graded using a parallel chart that compares how the different visual elements were used per the rendering. The main findings were that the techniques/ renderings that used the visual elements effectively (enhanced human-perception) resulted in better acquisition and construction of knowledge about the surrounding indoor environment

    Using Virtual Reality Modelling to Enhance Electrical Safety and Design in the Built Environment.

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    This thesis presents a prototype desktop virtual reality model entitled ‘Virtual Electrical Services’, to enhance electrical safety and design in the built environment. The model presented has the potential to be used as an educational tool for third level students, a design tool for industry, or as a virtual electrical safety manual for the general public. A description of the development of the virtual reality model is presented along with the applications that were developed within the model. As part of the VR development process, this research investigates the cause and effects of electrical accidents in domestic properties. This highlights the high-risk activities, which lead to receiving an electric shock in a domestic property and identifies at-risk groups that could most benefit from electrical safety interventions. It also examines the theory of transfer touch voltage calculations and expands on it to show how to carry out a sensitivity analysis in relation to the design parameters that are being used by designers and installers. The use of Desktop Virtual Reality systems for enhancing electrical safety and engineering design is a novel prospect for both practicing and student electrical services engineers. This innovative approach, which can be readily accessed via the World Wide Web, constitutes a marked shift in conventional learning and design techniques to a more immersive, interactive and intuitive working and learning environment. A case study is carried out to evaluate the users’ attitudes toward VR learning environments and also the usability of the prototype model developed. From the completed case study, it appears that there is sufficient evidence to suggest that virtual reality could enhance electrical safety and design in the built environment and also advance training methods used to educate electrical services engineers and electricians. The thesis includes a discussion on the limitations of the system developed and the potential for future research and developmen

    Developing an Organisational Framework for Sustaining Virtual City Models

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    This research thesis presents an organisational framework for the management of virtual cities for hosts to adopt when seeking to produce and maintain a virtual city for use as a tool for urban planning related activities. The framework functions as an over-arching business model or structure, a general methodology for defining the organisational processes of virtual city enterprises. In achieving this aim, the research outlines standards and protocols for its creation, legal issues for its distribution and suggested processes for the update of 3D data. The diverse issues and needs of various stakeholders are addressed (Horne et al., 2006) in order to challenge the organisational issues and common concepts involved in creating, hosting and managing a city model (Voigt et al., 2004). Preliminary investigations showed that extensive research has been carried out on 3D and virtual city modelling techniques and their application, but the theoretical organisational and management issues for hosting 3D virtual city models needs to be addressed (Hamilton et al., 2005; Dokonal and Martens, 2001) through a ‘guiding source book’ for the creation and use of 3D city models(Bourdakis, 2004). This thesis explores the current state of virtual city modelling and its origins through literature research as well as an investigation into suitable business modelling practice. Pilot studies and an interview process with current virtual city hosts informed the research of current practice in the field. An organisational framework is subsequently put forward that combines elements from each of these investigations using a business model ‘canvas’ that can be adopted by current or prospective hosts and adapted to suit their circumstances, applications and users. The framework addresses the technical aspects of establishing a virtual city model, such as 3D data capture methods, spatial data infrastructure and modelling protocols in order to present a roadmap for virtual city enterprises. This correspondingly outlines a development from traditional and static datasets of geometry in ‘3D city models’ to more serviceable and user-centric ‘virtual city enterprises’. The organisational framework introduces 7 key areas that virtual city hosts should address for sustaining their enterprise that encompasses the technologies and expertise. Hence, this research makes significant contribution to knowledge by bringing together the many considerations that virtual city hosts must consider when creating a sustainable process to support urban planning

    EUCEET 2018: 4th International Conference on Civil Engineering Education: Challenges for the Third Millennium

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    World economy is changing rapidly. On the one hand, issues like health and safety, quality, resilience, sustainability, social justice and environment are increasing their weight for decision makers compared with traditional pecuniary considerations. On the other hand, the advent of cheap powerful computers, smart phones and robots is changing society drastically and also the economic interactions. The general agreed on professional requirements for future generations are the ability to interact with computers and robots, and the ability to do what these are not able to do (the so called soft skills as ethics or creativity). Civil Engineer practice is also impacted by this change. In the frame of Bologna Treaty, most universities are striving to adapt their educational contents as well as their training methods. Is Civil Engineering Education able to keep pace? In this book, this question is answered addressing the following topics: 1. New contents and capabilities: Resilience, sustainability, BIM (Building Information Modelling), soft skills, automation, artificial intelligence, smart cities, UAV (Unmanned Aerial Vehicles). 2. Methodology: Student centered teaching methods, online learning, flip learning, active learning, PBL (Project Based Learning) 3. The impact of educational policies: quality management, quality control and accreditation agencies, links between teaching, research and practicePostprint (published version
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