4,264 research outputs found

    Mixed Reality Architecture: a dynamic architectural topology

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    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 ‘civic legibility’, 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

    Mixed Reality Architecture: Concept, Construction, Use

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    Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build around us. However, by providing a flexible spatial topology spanning physical and virtual environments it presents new opportunities for social interaction across electronic media. An experimental MRA is described that allowed us to study some of the emerging issues in this field. It provided material for the development of a framework describing virtual and physical spaces, the links between those and the types of mixed reality structure that we can envisage it being possible to design using these elements. We propose that by re-introducing a level of spatiality into communication across physical and virtual environments MRA will support everyday social interaction, and may convert digital communication media from being socially conservative to a more generative form familiar from physical space

    Good-Bye, Dixie Dear

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    https://digitalcommons.library.umaine.edu/mmb-vp/4911/thumbnail.jp

    IF

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    https://digitalcommons.library.umaine.edu/mmb-vp/1719/thumbnail.jp

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    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)

    Acquisitions, Mergers and Debt: the new language of childcare - main report

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    Acquisitions, Mergers and Debt: the new language of childcare - technical annex

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