37 research outputs found

    Prototyping Large Scale Projection Based Experiences in VR

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    The aim of this research was to develop a technique to simulate large scale, location-based installations in VR. The project is a col-laboration with Aardman Animations, a world-renowned animation studio developing a projection-based installation. We developed a room-scale VR experience to simulate the installation in order to visualise the projection distortion under different conditions. A study was then conducted using our simulation to investigate the effect of distortion of the projections on the experience of immersion and how three factors effected the distortion

    Simulating Location-Based Experiences in VR

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    This research is a collaboration with Aardman Animations, a world-renowned animation studio to innovate their linear storytelling into a real-time, interactive and spatially immersive experience. We developed a room-scale VR experience to simulate the installation in order to visualise the projection distortion under different conditions. A study was then conducted using our simulation to investigate the effect of distortion of the projections on the experience of immersion and how three factors effected the distortion. This paper explains the preliminary results and the process

    If These Walls Could Talk | St Georges Hall Location-based Immersive Experience

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    Professor Richard Koeck, Pete Woodbridge rom the Centre of Architecture and the Visual Arts (CAVA) have led and collaborated with Culture Liverpool, Immersive Storylab, Liverpool Institute of Performing Arts, CineTecture and Draw & Code to develop a ground-breaking participatory and immersive mixed reality experience. The team created an immersive mixed reality experience, combining 3D projection mapping, Virtual Reality, Augmented Reality and Live Performances that produces an entirely new kind of digital visitor experience. But more than that, with the support of Microsoft's Mixed Reality team in the US, the CAVA team created the world's first volumetrically filmed (3D holograms) UNESCO heritage experience using Microsoft's HoloLens system

    Florence Maybrick 1889: Microsoft Hololense | Immersive Experience

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    Professor Richard Koeck, Pete Woodbridge and other colleagues from the Centre of Architecture and the Visual Arts (CAVA) have collaborated with Culture Liverpool, Immersive Storylab, Liverpool Institute of Performing Arts, CineTecture and Draw & Code to develop a ground-breaking participatory and immersive mixed reality experience. The team created an immersive mixed reality experience, combining 3D projection mapping, Virtual Reality, Augmented Reality and Live Performances that produces an entirely new kind of digital visitor experience. But more than that, with the support of Microsoft's Mixed Reality team in the US, the CAVA team created the world's first volumetrically filmed (3D holograms) UNESCO heritage experience using Microsoft's HoloLens system

    Augmented Masonry Design: A design method using Augmented Reality (AR) for customized bricklaying design algorithms

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    The Augmented Masonry Design project presents experimental research about developing and applying Augmented Reality (AR) technology for customized design algorithms, exploring a real-time, interactive, and spatial-free design method for the early architectural design stage. We aim to resolve the current 2D-based design limitations and provide architects with a 3D-4D immersive perception in AR for a practical and easy-to-use design method. Furthermore, with reference to the Covid-19 pandemic, we propose that this method could break through site accessibility and constraints by breaking the barriers of physical space. Towards this aim, we apply the Augmented Masonry Design into two prototypes: a) user interface (UI) immersive design, in which interactive inputs will communicate with design algorithms in AR through the inputs from the screen-based UI on mobile devices (e.g., smartphones and tablets); b) intuitive interaction immersive design, in which interactive inputs will be translated to design algorithms directly in AR through hand gestures on head-mounted devices (HMD) (e.g., Microsoft HoloLens). Our Findings highlight the advantages of immersive design in the initial stage of architectural drafts, which gives designers better spatial understanding and design creativity, as well as the challenges arising from the limitations of current AR devices and the lack of real physical simulation in the design system

    AUGMENTED BRICKS an onsite AR immersive design to fabrication framework for masonry structures

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    AbstractThe Augmented Bricks research project aims to develop an immersive design to fabrication framework for the assembly of masonry building components by incorporating robotic fabrication and augmented reality (AR) technologies. Our method incorporates two main phases: firstly, the design phase in which users’ gestures and interactions are being identified in AR for the immersive design and simulation process; secondly, an innovative robotic assembly phase in which users can control a robotic arm for assembly by interacting with the AR user interface (UI). Our framework is validated by the design and assembly of four brick-based columns. Our findings highlight that the proposed design to fabrication framework offers a novel, intuitive design inspiration and experience beyond the traditional design methods. It returns the task of assembling parametric structures with high-tech equipment back to the designers, allowing them to master and participate in the entire design to the fabrication process. The impact of this practice-based research will allow architects and designers to modify and construct their designs more simply and intuitively through the AR environment.</jats:p

    Film as architectural theory

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    Publications on architectural theory have predominantly taken on the form of text-based books, monographs, and articles. With the rise of transdisciplinary and practice-based research in architecture, new opportunities are opening up for other forms of architectural theory, such as film-based mediums, which promise to expand and alter the convention of the written practice of theory. Two possible types of filmic theory are presented here. One follows the method of ethnographic documentary filmmaking inspired by Sarah Pinkfilm-based mediums, which promise to expand and alter thellows the line of art house filmmaking inspired by Kathryn Rameyyn Rameyg inspired by Sarah Pinkfilm-based mediums, which promise to expand ae to expand ad mediums, which promise to expand a convention of the written practice of theory. or constructing knowledge, new discourses on filmic theory can be opened up. It is argued here that film as architectural theory is part of this new discourse, broadening the audience’u engagement with architecture through not only “readership” but also “viewership.

    PESFOR-W: Improving the design and environmental effectiveness of woodlands for water Payments for Ecosystem Services

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    ABSTRACT: The EU Water Framework Directive aims to ensure restoration of Europe?s water bodies to ?good ecological status? by 2027. Many Member States will struggle to meet this target, with around half of EU river catchments currently reporting below standard water quality. Diffuse pollution from agriculture represents a major pressure, affecting over 90% of river basins. Accumulating evidence shows that recent improvements to agricultural practices are benefiting water quality but in many cases will be insufficient to achieve WFD objectives. There is growing support for land use change to help bridge the gap, with a particular focus on targeted tree planting to intercept and reduce the delivery of diffuse pollutants to water. This form of integrated catchment management offers multiple benefits to society but a significant cost to landowners and managers. New economic instruments, in combination with spatial targeting, need to be developed to ensure cost effective solutions - including tree planting for water benefits - are realised. Payments for Ecosystem Services (PES) are flexible, incentive-based mechanisms that could play an important role in promoting land use change to deliver water quality targets. The PESFOR-W COST Action will consolidate learning from existing woodlands for water PES schemes in Europe and help standardize approaches to evaluating the environmental effectiveness and cost-effectiveness of woodland measures. It will also create a European network through which PES schemes can be facilitated, extended and improved, for example by incorporating other ecosystem services linking with aims of the wider forestscarbon policy nexus

    On the Adams-Riemann-Roch theorem in positive characteristic. [With an appendix by B. Koeck: Another formula for the Bott element]

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    We give a new proof of the Adams-Riemann-Roch theorem for a smooth projective morphism X ? Y, in the situation where Y is a scheme of characteristic p &gt; 0, which is of finite type over a noetherian ring and carries an ample line bundle. This theorem implies the Hirzebruch-Riemann-Roch theorem in characteristic 0. We also answer a question of B. Koeck.[Appendix: The object of the appendix is to give another formula for the Bott element of a smooth morphism. This formula is analogous to a formula in the main part of the paper and extends a list of miraculous analogies explained in an earlier paper.
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