101 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

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    This thesis develops and investigates Mixed Reality Architectures (MRA), dynamic shared architectural topologies, which span physical and virtual spaces. A theoretical framework is developed to describe the field of possible architectures. As the result of a first pilot study, this is then extended with the concept of the Mixed Reality Architectural Cell (MRACell). MRACells consist of one physical and one virtual space, linked by a two-way video and audio connection. The video of a real physical space is rendered on an MRACell, which can move within the virtual environment. A projector and screen in the real space renders an image of the virtual environment from the point of view of that MRACell. Inhabitants can move their MRACell in relation to all others within the shared virtual environment, allowing ad hoc as well as planned remote social interaction. In this sense MRACells can be described as novel architectural interfaces extending real physical space, via a shared virtual environment to link to other real spaces. 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. The study found that the MRA was effective at supporting remote social interaction between users. Usage patterns appeared to be motivated by awareness and communication or conversely privacy requirements. This usage maintained and strengthened social ties. Social interaction was both visible to others and part of the everyday activities at the respective office spaces. It resulted from the virtual adjacencies introduced by MRA that allowed the ‘spatial’ integration of remote locations. However, the virtual spatial framework making this possible, introduced new topological limitations on the number of concurrent connections that were available. Overall, it was found that the dynamic architectural topology directly affected social interaction, while social interaction itself re-shaped the topology. These findings are of direct relevance to current developments, which aim to use communications media to overcome the spatial dispersion of work groups in modern organizations. Finally, the differences in use that were observed between groups of inhabitants suggest that spatial cognition in Mixed Reality is affected both by the interface technology and by the social practices surrounding it. In response, it is suggested that in order to investigate the new generation of mixed physical and virtual technologies, cognitive science should take into account their affordances as ‘virtual extensions’ to both our bodies and to our environment

    ExoPranayama: a biofeedback-driven actuated environment for supporting yoga breathing practices

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    Both breathing and internal self-awareness are an integral part of any yoga practice. We describe and discuss the development of ExoPranayama, an actuated environment that physically manifests users’ breathing in yoga. Through a series of trials with yoga practitioners and expert teachers, we explore its role in the practice of yoga. Our interview results reveal that biofeedback through the environment supported teaching and improved self-awareness, but it impacted group cohesion. Two practical uses of the technology emerged for supporting breath control in yoga: (1) biofeedback can provide new information about users’ current internal states; (2) machine-driven feedback provides users with a future state or goal, and leads to improved cohesiveness

    Creativity Bento Box: a physical resource pack to support interaction in virtual space

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    The Creativity Bento Box is a physical resource pack, designed to support casual social interaction and break taking in an intensive, computer-mediated social activity. It was developed within the Creativity Greenhouse project, which piloted a mechanism to create research proposals and distribute funding at a distance. This involved facilitated phases of collaboration and competition over multiple days of computer-mediated work, where participants communicate and interact through a virtual world. During the iterative development process, the lack of time for socialising, the intense focus on virtual resources, and a lack of time spent away from the screen were reported as negative issues in feedback from participants. We report on the development of the Creativity Bento Box and how it helped to address these issues. By providing physical resources that contrasted with the properties of the virtual world, it supported people to socialise and take breaks from their primary activity, allowed them to include physical space and artefacts in their interactions, and provoked moves away from the otherwise intense focus on the computer. We reflect on the roles of the Bento Box as a gift, in bridging between physical and virtual contexts, its higher suitability during the earlier phases of ideation and group development, and its perception by participants as something ‘framed’. Through this, we highlight the underexplored potential of using physical, offline resources as a means to solve difficulties in distanced social interactions

    Adaptive architecture and personal data

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    Through sensors carried by people and sensors embedded in the environment, personal data is being processed to try to understand activity patterns and people’s internal states in the context of human-building interaction. This data is used to actuate adaptive buildings to make them more comfortable, convenient, and accessible or information rich. In a series of envisioning workshops, we queried the future relationships between people, personal data and the built environment, when there are no technical limits to the availability of personal data to buildings. Our analysis of created designs and user experience fictions allows us to contribute a systematic exposition of the emerging design space for adaptive architecture that draws on personal data. This is being situated within the context of the new European information privacy legislation, the EU General Data Protection Regulation 2016. Drawing on the tension space analysis method, we conclude with the illustration of the tensions in the temporal, spatial, and inhabitation-related relationships of personal data and adaptive buildings, re-usable for the navigation of the emerging, complex issues by future designers

    Exploring the effect of spatial layout on mediated urban interactions

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    In this paper we focus on the spatial configuration and emergent social interactions in two locations in London mediated by interactive and networked urban displays. Our analysis draws upon interactions mediated through displays we implemented in the real world connecting four urban spaces [1]. We outline our case study and the methodology we implemented, including the analysis of the spatial layout on the micro/local scale in two sites, followed by the observations of social behavior and technologically mediated interactions by actors, spectators and passers-by during two community events, before finally outlining the following identified interaction zones: 1) direct interaction space surrounding the display (direct); 2) the surrounding public space (wide); and 3) across spatial boundaries i.e. the remotely connected space through networked displays (connected) over time. We highlight site-specific interactions and compare them to the more generic types of interactions, thus contributing to the understanding of mediated social interactions. We suggest that the properties of the spatial layout play a significant role and, to a certain extent, frame the type of interactions mediated through public displays. We highlight in particular the dynamic and interconnected nature of this mediation, defined through the spatial layout, people, type of social activities, and time of the day

    Tension Space Analysis: Exploring Community Requirements for Networked Urban Screens

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    This paper draws on the design process, implementation and early evaluation results of an urban screens network to highlight the tensions that emerge at the boundary between the technical and social aspects of design. While public interactive screens in urban spaces are widely researched, the newly emerging networks of such screens present fresh challenges. Researchers wishing to be led by a diverse user community may find that the priorities of some users, directly oppose the wishes of others. Previous literature suggests such tensions can be handled by ‘goal balancing’, where all requirements are reduced down to one set of essential, implementable attributes. Contrasting this, this paper’s contribution is ‘Tension Space Analysis’, which broadens and extends existing work on Design Tensions. It includes new domains, new representational methods and offers a view on how to best reflect conflicting community requirements in some aspects or features of the design

    When does the co-evolution of technology and science overturn into technoscience?

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    In this paper, the relations between science and technology, intervention and representation, the natural and the artificial are analysed on the background of the formation of modern science in the sixteenth century. Due to the fact that technique has been essential for modern science from its early beginning, modern science is characterised by a hybridisation of knowledge and intervention. The manipulation of nature in order to measure its properties has steadily increased until artificial things have been produced, such as laser beams, chemical compounds, elementary particles. Furthermore, the structural bracing of natural science, technological development, and industrial exploitation of nature go also back to the foundation of modern science. In order to strengthen the debate on technoscience against this background, the specific characteristics of technoscientific objects have to be clarified as have the specific characteristics of the social organisation of technoscience and its performance

    Designing Hybrid Gifts

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    Hybrid gifting combines physical artefacts and experiences with digital interactivity to generate new kinds of gifts. Our review details how gifting is a complex social phenomenon and how digital gifting is less engaging than physical gifting for both givers and receivers. Employing a Research Through Design approach, we developed a portfolio of four hybrid gifting experiences: an augmented advent calendar; edible music tracks; personalised museum tours; and a narrated city walk. Our reflection addresses three concepts: hybrid wrapping where physical gifts become wrapped in digital media and vice versa; the importance of effortful interactions that are visible and pleasurable; and the need to consider social obligation, including opportunities for acknowledgement and reciprocation, dealing with embarrassment, and recognising the distinction between giving and sharing. Our concepts provide guidance to practitioners who wish to design future gifting experiences while helping HCI researchers engage with the concept of gifting in a nuanced way

    Carnap’s Aufbau in the Weimar Context

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    Quine’s classical classic interpretation succinctly characterized characterizes Carnap’s Aufbau as an attempt “to account for the external world as a logical construct of sense-data....” Consequently, “Russell” was characterized as the most important influence on the Aufbau. Those times have passed. Formulating a comprehensive and balanced interpretation of the Aufbau has turned out to be a difficult task and one that must take into account several disjointed sources. My thesis is that the core of the Aufbau rested on a problem that had haunted German philosophy since the end of the 19th century. In terms fashionable at the time, this problem may be expressed as the polarity between Leben and Geist that characterized German philosophy during the years of the Weimar Republic. At that time, many philosophers, including Cassirer, Rickert and Vaihinger, were engaged in overcoming this polarity. As I will show, Carnap’s Aufbau joined the ranks of these projects. This suggests that Lebensphilosophie and Rickert’s System der Philosophie exerted a strong influence on Carnap’s projects, an influence that is particularly conspicuous in his unpublished manuscript Vom Chaos zur Wirklichkeit. Carnap himself asserted that this manuscript could be considered “the germ of the constitution theory” of the Aufbau. Reading Chaos also reveals another strong but neglected influence on the Aufbau, namely a specific version of neutral monism put forward by the philosopher and psychologist Theodor Ziehen before World War I. Ziehen’s work contributed much to the invention of the constitutional method of quasi-analysis. -/
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