The Life of Buildings - Dr Richard Brook (Manchester Metropolitan University), presented at the Immersive Experiences Showcase Event on 4th Dec 2018, hosted by Creative Media Labs and University of York, Department of Theatre, Film and Television.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
This document proposes creating an interactive escape room game using virtual reality (VR) and SSN College as the environment. The goals are to open new areas of learning for students, build an interactive virtual SSN, and claim the title of the first virtualized college in India. The scope includes fully virtualizing SSN and creating a logical game for students. Limitations include the limited time, dependency on VR headsets, and potential for cybersickness. The methodology involves designing requirements, the base environment, textures, collisions, storylines, actions, multiplayer support, and testing. Tools like Unreal Engine and Blender will be used to create the base environment and animations. A storyboard and Gantt chart are proposed to
This document presents a study comparing 3D walkthroughs created using a game engine to photo stitching techniques for developing virtual tours. The study aims to demonstrate that a 3D walkthrough of a university facility created in Unreal Engine 4 provides advantages over a photo stitching approach. These advantages include improved realism, interactivity, and ease of updating the virtual tour when the real environment changes. Background research on related virtual tour projects and the limitations of photo stitching techniques is also provided.
Innovating Humane Habitats in a Digital Era for a Sustainable Future.Digital Technology in Architectural Education and Profession .The significance of virtual Architecture is its emergence with the ability of computer-imaging technology to accurately simulate three-dimensional reality. The technique of simulating three-dimensional reality is known as virtual reality.
Parametric design:
Enables the exploration of alternative designs within a single representation using parameters and associative relationships to control geometric and constructive aspects of the design.
New developments in computational design as well as in digital fabrication are currently leading to a rethinking of architectural design, material science, engineering and fabrication.
This document summarizes a study that evaluated the impact of field of view (FOV) and tracking artifacts on user performance in an augmented reality (AR) information-seeking task. The study used a virtual reality (VR) system to simulate different FOV conditions (full vs constrained) and the presence or absence of mild tracking artifacts. Participants completed information retrieval tasks in a simulated AR tourism site. Results found that a constrained FOV significantly increased task completion time, and older participants were more impacted by tracking artifacts than younger ones. The study demonstrated the potential impact of FOV and tracking on AR design and experience.
This document summarizes a term paper presentation on the applications of virtual reality (VR) and augmented reality (AR) in construction. It discusses current and potential uses of VR/AR in building design, including visualization, walkthroughs, and construction sequencing. Challenges like registration and costs are also covered. The paper aims to review applications, quantify advantages and limitations, and explore adopting emerging technologies in construction organizations.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
This document proposes creating an interactive escape room game using virtual reality (VR) and SSN College as the environment. The goals are to open new areas of learning for students, build an interactive virtual SSN, and claim the title of the first virtualized college in India. The scope includes fully virtualizing SSN and creating a logical game for students. Limitations include the limited time, dependency on VR headsets, and potential for cybersickness. The methodology involves designing requirements, the base environment, textures, collisions, storylines, actions, multiplayer support, and testing. Tools like Unreal Engine and Blender will be used to create the base environment and animations. A storyboard and Gantt chart are proposed to
This document presents a study comparing 3D walkthroughs created using a game engine to photo stitching techniques for developing virtual tours. The study aims to demonstrate that a 3D walkthrough of a university facility created in Unreal Engine 4 provides advantages over a photo stitching approach. These advantages include improved realism, interactivity, and ease of updating the virtual tour when the real environment changes. Background research on related virtual tour projects and the limitations of photo stitching techniques is also provided.
Innovating Humane Habitats in a Digital Era for a Sustainable Future.Digital Technology in Architectural Education and Profession .The significance of virtual Architecture is its emergence with the ability of computer-imaging technology to accurately simulate three-dimensional reality. The technique of simulating three-dimensional reality is known as virtual reality.
Parametric design:
Enables the exploration of alternative designs within a single representation using parameters and associative relationships to control geometric and constructive aspects of the design.
New developments in computational design as well as in digital fabrication are currently leading to a rethinking of architectural design, material science, engineering and fabrication.
This document summarizes a study that evaluated the impact of field of view (FOV) and tracking artifacts on user performance in an augmented reality (AR) information-seeking task. The study used a virtual reality (VR) system to simulate different FOV conditions (full vs constrained) and the presence or absence of mild tracking artifacts. Participants completed information retrieval tasks in a simulated AR tourism site. Results found that a constrained FOV significantly increased task completion time, and older participants were more impacted by tracking artifacts than younger ones. The study demonstrated the potential impact of FOV and tracking on AR design and experience.
This document summarizes a term paper presentation on the applications of virtual reality (VR) and augmented reality (AR) in construction. It discusses current and potential uses of VR/AR in building design, including visualization, walkthroughs, and construction sequencing. Challenges like registration and costs are also covered. The paper aims to review applications, quantify advantages and limitations, and explore adopting emerging technologies in construction organizations.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Archaeology & cultural heritage application working group part 2Manolis Vavalis
The document summarizes the proceedings of a review meeting on archaeology and cultural heritage applications. It lists the members of the application working group from the first and second years. It then provides details on a thematic workshop organized by the group on 3D knowledge technologies, including the program, position statements discussed, and outcomes. It also describes scenarios for virtual exhibitions, integrating geometry and knowledge, and animating virtual human crowds. Open problems addressed include facilitating automatic semantic annotation of 3D content and enhancing repositories to exploit semantics.
Fostering new creative paradigms based on recording and sharing "casual" videos through the Internet. The c-Space project aims to develop low-cost creative tools that turn the real space surrounding users into a backdrop for new creative content by reconstructing a 4D model from live video streams. This will allow for interactive augmented reality experiences on mobile devices and new forms of creative works across industries like architecture, advertising and cultural tourism.
Explore the transformative world of point cloud technology, a cutting-edge 3D data visualization tool that's reshaping industries from architecture to gaming. Dive into the blog to uncover what point clouds are, how they work, and their diverse applications. Discover how these digital data points can empower architects, surveyors, environmental scientists, and even gamers, offering precision, realism, and immersive experiences. Whether you're a professional in a relevant field or just curious about the digital frontier, point cloud technology promises an exciting journey into the future of 3D data visualization.
Explore the transformative world of point cloud technology, a cutting-edge 3D data visualization tool that's reshaping industries from architecture to gaming. Dive into the blog to uncover what point clouds are, how they work, and their diverse applications. Discover how these digital data points can empower architects, surveyors, environmental scientists, and even gamers, offering precision, realism, and immersive experiences. Whether you're a professional in a relevant field or just curious about the digital frontier, point cloud technology promises an exciting journey into the future of 3D data visualization.
Augmented reality (AR) differs from virtual reality in that AR overlays virtual objects on the real world, whereas virtual reality completely replaces the real world. AR uses devices like smartphones and tablets that contain processors, displays, sensors, and input devices to render augmented content. Modern AR systems use cameras, accelerometers, GPS, gyroscopes and compasses to track motion. Potential applications of AR include aiding architecture, education, social interaction, and more. However, concerns exist around modifications to reality and privacy issues from continuous environmental recording.
Augmented reality (AR) differs from virtual reality in that AR overlays virtual objects on the real world, whereas virtual reality completely replaces the real world. AR uses devices like smartphones and tablets that contain processors, displays, sensors, and input devices to render augmented content. Modern AR systems use cameras, accelerometers, GPS, gyroscopes and compasses to track motion. Potential applications of AR include aiding architecture, education, social interaction, and more. However, concerns exist around modifications to reality and privacy issues from continuous environmental recording.
Making Augmented Reality Applications with Android NDKEvren Coşkun
This document provides an overview of augmented reality (AR) and discusses several key aspects of AR including:
- The history and foundational concepts of AR including how it differs from virtual reality by allowing users to see the real world with virtual objects overlaid.
- Important figures in the development of AR technology such as Tom Caudell who coined the term "augmented reality" and Hirokazu Kato who released the open-source ARToolkit.
- Common methods for implementing AR including marker-based AR, image target tracking, and location-based applications utilizing GPS, compass, and other sensors.
- Examples of current and potential future applications of AR spanning education, military, engineering, retail
Virtual reality (VR) is a technology that allows users to interact with computer-simulated environments, whether real or imagined. Some key developments in VR history include Morton Heilig creating a multi-sensory simulator in 1962, the first computer-generated movie in 1982, and the rise of VR gaming in the late 1990s. VR has applications in fields such as medicine, engineering, education, and entertainment. While VR offers benefits for interaction and visualization, challenges remain regarding usability, side effects, and a lack of standardization.
This document discusses experience montage, which is a method for providing virtual spatial experiences that blend the physical and virtual. It proposes two components - browsing and transformation - to model experience montage. Browsing involves sliding between virtual spaces and catching different forms of data, while transformation includes managing collected data in an atlas and composing it. The document also maps an exploration model to experience montage and outlines pilot studies on distributed visualization, a 3D museum, and a critic room.
Part 1 of the printed publication "3D-ICONS Guidelines and Case Studies" First published in November 2014.
Public fascination with the architectural and archaeological heritage is well known, it is proven to be one of the main reasons for tourism according to the UN World Tourism Organisation. Historic buildings and archaeological monuments form a significant component Europe’s cultural heritage; they are the physical testimonies of European history and of the di°erent events that led to the creation of the European landscape, as we know it today.
The documentation of built heritage increasingly avails of 3D scanning and other remote sensing technologies, which produces digital replicas in an accurate and fast way. Such digital models have a large range of uses, from the conservation and preservation of monuments to the communication of their cultural value to the public. They may also support in-depth analysis of their architectural and artistic features as well as allow the production of interpretive reconstructions of their past appearance.
The goal of the 3D-ICONS project, funded under the European Commission’s ICT Policy Support Programme which builds on the results of CARARE (www.carare.eu) and 3D-COFORM (www.3d-coform.eu), is to provide Europeana with 3D models of architectural and archaeological monuments of remarkable cultural importance. The project brings together 16 partners (see appendix 2) from across Europe (11 countries) with relevant expertise in 3D modelling and digitization. The main purpose of this project is to produce around 4000 accurate 3D models which have to be processed into a simplified form in order to be visualized on low end personal computers and on the web.
The document discusses the MellaniuM museum application and its use of the Unreal game engine to create high-quality 3D reconstructions and virtual reality environments, such as a reconstruction of the Temple of Horus complex. It explains how recent upgrades to the Unreal engine and computer hardware now allow for detailed 3D models and textures that increase immersion. Additional metadata on artifacts can also be linked to objects to enhance the educational experience for users exploring the virtual reconstruction. The application aims to realistically transport users to the Temple complex through lighting, textures, and layout in order to suspend disbelief.
This document presents an application of Augmented Reality (AR) technology for interior design. It discusses using AR to allow users to view virtual furniture overlaid in a real environment and interact with it. The system was developed using ARToolkit and allows users to place virtual objects, adjust their properties like color, and get a mixed real-virtual view through a head-mounted display. The goal is for AR technology to become a new simulation tool for interior design education by enabling users to design in a digital environment.
Augmented reality applications have potential uses in libraries by overlaying digital information on physical spaces and collections. For example, an AR app could reveal additional details about library materials on shelves or show where related online resources are located. Library tours or instructional tutorials could also be offered through AR by providing contextual information at relevant locations. While few libraries currently use AR, it may help connect physical and virtual library resources by making digital content accessible directly in the physical library.
IN140703 service support technologies 6.10.2016Pirita Ihamäki
6.10.2016 Service support technologies first part go through Virtual Reality, Virtual Prototyping, Component of a Virtual Prototype, Top 5 Virtual Reality Gadget of the Future, Virtual Market Potential.
AR & VR at the Science Museum - REMIX 2017Dave Patten
The document discusses the Digital Lab at the Science Museum and its interest in emerging technologies like VR, AR, and location-aware services. The Digital Lab explores how these technologies can create new audience experiences and engage visitors with the museum's collections in immersive ways. It operates projects to test technologies, deliver prototypes, engage audiences, and share findings with other museums. Its areas of interest include using digital tools to tell stories with objects, layer information for different audiences, and signal deeper online content from exhibits. It also explores how VR, AR, location services, and gaming can provide novel experiences involving the museum's collections and spaces.
Research topics for EON Realty's Research Grant Program (RGP) v16Senthilkumar R
The document proposes several research topics for EON Reality's grant program that are aligned with their interests in augmented, virtual and merged reality technology. Topic areas include integrating AR/VR environments with IoT sensor data through digital twins; using AR for safety training and alerts; automating annotation and knowledge portal generation; studying large-scale AR deployment in education; crowdsourcing data to build a knowledge metaverse; methods for cultural heritage digitization; and enhancing tourism experiences with AR. Each topic provides example use cases and potential applications.
IndianaJS: Building spatially aware web sites for the Web of ThingsTECO Research Group
Intelligent web enabled devices proliferate our households and work environments and brought a Web of Things to life. However, while almost any device has virtual representation the web itself is not yet a very physical place. Bringing proven spatial interaction and ubiquitous computing paradigms to life using current web technology we designed IndianaJS1, a JavaScript framework to add a physical browsing experience to any web of things content.
The IoT-Compass, built on top of our library, shows that the “wow factor” of web-based hyper-reality can still be achieved 15 years after the first implementations. Today however, tra- ditional browsing paradigms can be augmented to feature a physical browsing experience with the Web of Things without requiring special devices and infrastructure. Our lightweight framework design, prototypical interaction components and our use case evaluation just show how little is needed to bridge the interactive gap towards the web for a better user experience within the Web of Things.
Tomasz Bednarz is the director of the Expanded Perception and Interaction Centre and a team leader at CSIRO Data61. He is also the chair of SIGGRAPH Asia 2019, which will take place from November 17-20, 2019 in Brisbane, Australia. The document discusses hybrid analytics using both automated/statistical methods and visual analytics for data analysis. It provides examples of visualization research at the EPICentre including for genomics, drug discovery, massive networks, and more.
A Survey on Different Approaches to Augmented Reality inthe Educational FieldIRJET Journal
This document summarizes research on using augmented reality in education. It discusses how AR can help students learn actively and motivate learning by providing realistic virtual experiences. The document reviews several studies on using AR in education. One study proposed a framework called "inverse augmented reality" that allows virtual agents to observe both virtual and real objects. Another designed an AR game to guide tourists to locations and display historical information. A third explored using blockchain to allow users to contribute AR content. The document concludes AR shows potential for improving skills like spatial ability but also faces challenges from technical issues and complexity.
This document discusses exploring data visualization in virtual reality. It describes a project that created an immersive "gallery" in virtual reality where users could navigate and interact with different representations of their data. The project aimed to make data visualization more accessible by allowing non-technical users to simply provide their data in a standardized format for parsing and display in the virtual environment. This provides an improved way to visualize and analyze multidimensional and complex data compared to traditional 2D tools.
The document discusses branding guidelines for the Creative Industries Clusters Programme (CICP). It provides the CICP hero logo and variants, and establishes guiding principles for communications, including ensuring the UKRI/IS lock-up is prominent, using agreed wording, and avoiding new brands without a clear business case. It also references various CICP-funded projects in cities across the UK focused on areas like games, data and design, immersive technology, and fashion.
Published in November 2018, this report includes: Part One - A CREATe Report to Support the Launch of the AHRC’s Creative Industries Clusters Programme 2018 (Authors: Professor Martin Kretschmer, Bartolomeo Meletti, and Dr Sukhpreet Singh,
CREATe) and Part Two - Feedback from Participants at the IP and Collaborative Agreement Roundtable and Recommendations (Authors: Ben Green, BGA and Professor Andrew Chitty, Arts and Humanities Research Council)
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Ähnlich wie Immersive Experiences Showcase Award Holder Presentation - The Life of Buildings
Archaeology & cultural heritage application working group part 2Manolis Vavalis
The document summarizes the proceedings of a review meeting on archaeology and cultural heritage applications. It lists the members of the application working group from the first and second years. It then provides details on a thematic workshop organized by the group on 3D knowledge technologies, including the program, position statements discussed, and outcomes. It also describes scenarios for virtual exhibitions, integrating geometry and knowledge, and animating virtual human crowds. Open problems addressed include facilitating automatic semantic annotation of 3D content and enhancing repositories to exploit semantics.
Fostering new creative paradigms based on recording and sharing "casual" videos through the Internet. The c-Space project aims to develop low-cost creative tools that turn the real space surrounding users into a backdrop for new creative content by reconstructing a 4D model from live video streams. This will allow for interactive augmented reality experiences on mobile devices and new forms of creative works across industries like architecture, advertising and cultural tourism.
Explore the transformative world of point cloud technology, a cutting-edge 3D data visualization tool that's reshaping industries from architecture to gaming. Dive into the blog to uncover what point clouds are, how they work, and their diverse applications. Discover how these digital data points can empower architects, surveyors, environmental scientists, and even gamers, offering precision, realism, and immersive experiences. Whether you're a professional in a relevant field or just curious about the digital frontier, point cloud technology promises an exciting journey into the future of 3D data visualization.
Explore the transformative world of point cloud technology, a cutting-edge 3D data visualization tool that's reshaping industries from architecture to gaming. Dive into the blog to uncover what point clouds are, how they work, and their diverse applications. Discover how these digital data points can empower architects, surveyors, environmental scientists, and even gamers, offering precision, realism, and immersive experiences. Whether you're a professional in a relevant field or just curious about the digital frontier, point cloud technology promises an exciting journey into the future of 3D data visualization.
Augmented reality (AR) differs from virtual reality in that AR overlays virtual objects on the real world, whereas virtual reality completely replaces the real world. AR uses devices like smartphones and tablets that contain processors, displays, sensors, and input devices to render augmented content. Modern AR systems use cameras, accelerometers, GPS, gyroscopes and compasses to track motion. Potential applications of AR include aiding architecture, education, social interaction, and more. However, concerns exist around modifications to reality and privacy issues from continuous environmental recording.
Augmented reality (AR) differs from virtual reality in that AR overlays virtual objects on the real world, whereas virtual reality completely replaces the real world. AR uses devices like smartphones and tablets that contain processors, displays, sensors, and input devices to render augmented content. Modern AR systems use cameras, accelerometers, GPS, gyroscopes and compasses to track motion. Potential applications of AR include aiding architecture, education, social interaction, and more. However, concerns exist around modifications to reality and privacy issues from continuous environmental recording.
Making Augmented Reality Applications with Android NDKEvren Coşkun
This document provides an overview of augmented reality (AR) and discusses several key aspects of AR including:
- The history and foundational concepts of AR including how it differs from virtual reality by allowing users to see the real world with virtual objects overlaid.
- Important figures in the development of AR technology such as Tom Caudell who coined the term "augmented reality" and Hirokazu Kato who released the open-source ARToolkit.
- Common methods for implementing AR including marker-based AR, image target tracking, and location-based applications utilizing GPS, compass, and other sensors.
- Examples of current and potential future applications of AR spanning education, military, engineering, retail
Virtual reality (VR) is a technology that allows users to interact with computer-simulated environments, whether real or imagined. Some key developments in VR history include Morton Heilig creating a multi-sensory simulator in 1962, the first computer-generated movie in 1982, and the rise of VR gaming in the late 1990s. VR has applications in fields such as medicine, engineering, education, and entertainment. While VR offers benefits for interaction and visualization, challenges remain regarding usability, side effects, and a lack of standardization.
This document discusses experience montage, which is a method for providing virtual spatial experiences that blend the physical and virtual. It proposes two components - browsing and transformation - to model experience montage. Browsing involves sliding between virtual spaces and catching different forms of data, while transformation includes managing collected data in an atlas and composing it. The document also maps an exploration model to experience montage and outlines pilot studies on distributed visualization, a 3D museum, and a critic room.
Part 1 of the printed publication "3D-ICONS Guidelines and Case Studies" First published in November 2014.
Public fascination with the architectural and archaeological heritage is well known, it is proven to be one of the main reasons for tourism according to the UN World Tourism Organisation. Historic buildings and archaeological monuments form a significant component Europe’s cultural heritage; they are the physical testimonies of European history and of the di°erent events that led to the creation of the European landscape, as we know it today.
The documentation of built heritage increasingly avails of 3D scanning and other remote sensing technologies, which produces digital replicas in an accurate and fast way. Such digital models have a large range of uses, from the conservation and preservation of monuments to the communication of their cultural value to the public. They may also support in-depth analysis of their architectural and artistic features as well as allow the production of interpretive reconstructions of their past appearance.
The goal of the 3D-ICONS project, funded under the European Commission’s ICT Policy Support Programme which builds on the results of CARARE (www.carare.eu) and 3D-COFORM (www.3d-coform.eu), is to provide Europeana with 3D models of architectural and archaeological monuments of remarkable cultural importance. The project brings together 16 partners (see appendix 2) from across Europe (11 countries) with relevant expertise in 3D modelling and digitization. The main purpose of this project is to produce around 4000 accurate 3D models which have to be processed into a simplified form in order to be visualized on low end personal computers and on the web.
The document discusses the MellaniuM museum application and its use of the Unreal game engine to create high-quality 3D reconstructions and virtual reality environments, such as a reconstruction of the Temple of Horus complex. It explains how recent upgrades to the Unreal engine and computer hardware now allow for detailed 3D models and textures that increase immersion. Additional metadata on artifacts can also be linked to objects to enhance the educational experience for users exploring the virtual reconstruction. The application aims to realistically transport users to the Temple complex through lighting, textures, and layout in order to suspend disbelief.
This document presents an application of Augmented Reality (AR) technology for interior design. It discusses using AR to allow users to view virtual furniture overlaid in a real environment and interact with it. The system was developed using ARToolkit and allows users to place virtual objects, adjust their properties like color, and get a mixed real-virtual view through a head-mounted display. The goal is for AR technology to become a new simulation tool for interior design education by enabling users to design in a digital environment.
Augmented reality applications have potential uses in libraries by overlaying digital information on physical spaces and collections. For example, an AR app could reveal additional details about library materials on shelves or show where related online resources are located. Library tours or instructional tutorials could also be offered through AR by providing contextual information at relevant locations. While few libraries currently use AR, it may help connect physical and virtual library resources by making digital content accessible directly in the physical library.
IN140703 service support technologies 6.10.2016Pirita Ihamäki
6.10.2016 Service support technologies first part go through Virtual Reality, Virtual Prototyping, Component of a Virtual Prototype, Top 5 Virtual Reality Gadget of the Future, Virtual Market Potential.
AR & VR at the Science Museum - REMIX 2017Dave Patten
The document discusses the Digital Lab at the Science Museum and its interest in emerging technologies like VR, AR, and location-aware services. The Digital Lab explores how these technologies can create new audience experiences and engage visitors with the museum's collections in immersive ways. It operates projects to test technologies, deliver prototypes, engage audiences, and share findings with other museums. Its areas of interest include using digital tools to tell stories with objects, layer information for different audiences, and signal deeper online content from exhibits. It also explores how VR, AR, location services, and gaming can provide novel experiences involving the museum's collections and spaces.
Research topics for EON Realty's Research Grant Program (RGP) v16Senthilkumar R
The document proposes several research topics for EON Reality's grant program that are aligned with their interests in augmented, virtual and merged reality technology. Topic areas include integrating AR/VR environments with IoT sensor data through digital twins; using AR for safety training and alerts; automating annotation and knowledge portal generation; studying large-scale AR deployment in education; crowdsourcing data to build a knowledge metaverse; methods for cultural heritage digitization; and enhancing tourism experiences with AR. Each topic provides example use cases and potential applications.
IndianaJS: Building spatially aware web sites for the Web of ThingsTECO Research Group
Intelligent web enabled devices proliferate our households and work environments and brought a Web of Things to life. However, while almost any device has virtual representation the web itself is not yet a very physical place. Bringing proven spatial interaction and ubiquitous computing paradigms to life using current web technology we designed IndianaJS1, a JavaScript framework to add a physical browsing experience to any web of things content.
The IoT-Compass, built on top of our library, shows that the “wow factor” of web-based hyper-reality can still be achieved 15 years after the first implementations. Today however, tra- ditional browsing paradigms can be augmented to feature a physical browsing experience with the Web of Things without requiring special devices and infrastructure. Our lightweight framework design, prototypical interaction components and our use case evaluation just show how little is needed to bridge the interactive gap towards the web for a better user experience within the Web of Things.
Tomasz Bednarz is the director of the Expanded Perception and Interaction Centre and a team leader at CSIRO Data61. He is also the chair of SIGGRAPH Asia 2019, which will take place from November 17-20, 2019 in Brisbane, Australia. The document discusses hybrid analytics using both automated/statistical methods and visual analytics for data analysis. It provides examples of visualization research at the EPICentre including for genomics, drug discovery, massive networks, and more.
A Survey on Different Approaches to Augmented Reality inthe Educational FieldIRJET Journal
This document summarizes research on using augmented reality in education. It discusses how AR can help students learn actively and motivate learning by providing realistic virtual experiences. The document reviews several studies on using AR in education. One study proposed a framework called "inverse augmented reality" that allows virtual agents to observe both virtual and real objects. Another designed an AR game to guide tourists to locations and display historical information. A third explored using blockchain to allow users to contribute AR content. The document concludes AR shows potential for improving skills like spatial ability but also faces challenges from technical issues and complexity.
This document discusses exploring data visualization in virtual reality. It describes a project that created an immersive "gallery" in virtual reality where users could navigate and interact with different representations of their data. The project aimed to make data visualization more accessible by allowing non-technical users to simply provide their data in a standardized format for parsing and display in the virtual environment. This provides an improved way to visualize and analyze multidimensional and complex data compared to traditional 2D tools.
Ähnlich wie Immersive Experiences Showcase Award Holder Presentation - The Life of Buildings (20)
The document discusses branding guidelines for the Creative Industries Clusters Programme (CICP). It provides the CICP hero logo and variants, and establishes guiding principles for communications, including ensuring the UKRI/IS lock-up is prominent, using agreed wording, and avoiding new brands without a clear business case. It also references various CICP-funded projects in cities across the UK focused on areas like games, data and design, immersive technology, and fashion.
Published in November 2018, this report includes: Part One - A CREATe Report to Support the Launch of the AHRC’s Creative Industries Clusters Programme 2018 (Authors: Professor Martin Kretschmer, Bartolomeo Meletti, and Dr Sukhpreet Singh,
CREATe) and Part Two - Feedback from Participants at the IP and Collaborative Agreement Roundtable and Recommendations (Authors: Ben Green, BGA and Professor Andrew Chitty, Arts and Humanities Research Council)
A roundtable discussion on various CRM models from the Creative Industries Clusters Programme Award Holders Workshop held in Belfast in February 2019. Session facilitated by Nicola Osborne, Programme Manager and Michaela Turner, Business Development Manager for Creative Informatics at the University of Edinburgh.
To introduce State Aid and how it will affect the Creative Research & Development Partnerships as part of the Creative Industries Clusters Programme. Presented at the Award Holders Workshop held in Belfast in February 2019 and facilitated by Emyr Lewis, Partner, Blake Morgan and prepared in consultation with Clwstwr Creadigol, Cardiff University.
An overview of pitch and demos presented at the UK Immersive Pitch and Demo event at SXSW 2019 in Austin, Texas. Delegates experienced demos and watched lightning pitches from the best and the brightest UK content creators, with representatives from the UK’s commercial, cultural and academic organisations.
Introducing the nine Creative Industries R&D partnerships as part of the Creative Industries Clusters Programme. Spread across the four nations of the UK, the partnerships are of exceptional quality in terms of research capability, growth plans and the industrial partners who drive them.
Funded by the Arts and Humanities Research Council, as part of the Government’s Industrial Strategy, the final nine creative clusters have been announced following a year-long selection process. A new Policy and Evidence Centre and a National Centre for Immersive Storytelling will also be developed alongside the clusters.
Immersive Experiences Showcase Award Holder Presentation - Within the walls o...Creative Economy Programme
Within the walls of York Gaol: Memory, Place and the Immersive Museum - Dr Gareth Beale (University of Glasgow), presented at the Immersive Experiences Showcase Event on 4th Dec 2018, hosted by Creative Media Labs and University of York, Department of Theatre, Film and Television.
Immersive Pipeline: Production pipelines and translators for the authoring, sharing, and touring of immersive media performance works - Prof Atau Tanaka (Goldsmiths University of London), presented at the Immersive Experiences Showcase Event on 4th Dec 2018, hosted by Creative Media Labs and University of York, Department of Theatre, Film and Television.
ENSEMBLE: Performing Together Apart - Dr Paul Ferguson (Edinburgh Napier University), presented at the Immersive Experiences Showcase Event on 4th Dec 2018, hosted by Creative Media Labs and University of York, Department of Theatre, Film and Television.
Immersive Experiences Showcase Award Holder Presentation - Digital Engagement...Creative Economy Programme
The document discusses a castle model that was built and then installed at the Millennium Galleries in Sheffield. The model went through various stages including being fully rendered and experiments using augmented reality to orient the viewer on site.
Immersive Experiences Showcase Award Holder Presentation - The Digital Ghost ...Creative Economy Programme
The Digital Ghost Hunt - Mary Krell (Sussex University), Elliott Hall (King’s Digital Lab, King's College London), presented at the Immersive Experiences Showcase Event on 4th Dec 2018, hosted by Creative Media Labs and University of York, Department of Theatre, Film and Television.
Immersive Experiences Showcase Award Holder Presentation - The Common Line: G...Creative Economy Programme
The Common Line: Generating Novel Encounters With Place Through Art‐geography and Immersive Technologies - Christopher Hunt (Controlled Frenzy), Prof. John Wylie (University of Exeter), Volkhardt Muller (Blind Ditch) presented at the Immersive Experiences Showcase Event on 4th Dec 2018, hosted by Creative Media Labs and University of York, Department of Theatre, Film and Television.
PROVOCATION 2: DESIGN IS THE METHOD
Professor Lady Rachel Cooper, Chair in Design, Lancaster University
Idea: Design as the overarching method for R&D in the creative industries.
Design brings a user-centred approach, solutions focused but open architecture, a vision that can encompass both products and, increasingly services and experiences.
Beyond is the research and development (R&D) conference for the creative industries. Featuring leading thinkers and practitioners, Beyond explores the dynamic relationship between research, academia and business innovation, bringing together business leaders, creatives, researchers, policy makers, journalists, funders and anyone with an interest in the future.
The Beyond conference took place on Tuesday 13th November 2018 at the Barbican in London. The programme featured speaker sessions, panel discussions and thought-provoking presentations, along with a video video presentation to showcase the recently launched Creative Industries Cluster Programme and the National Centre for Immersive Storytelling.
PROVOCATION 6: BEYOND THE INDIVIDUAL
Myra Appannah, Writer, Director, Immersive Technologist, SE14 Limited
Beyond is the research and development (R&D) conference for the creative industries. Featuring leading thinkers and practitioners, Beyond explores the dynamic relationship between research, academia and business innovation, bringing together business leaders, creatives, researchers, policy makers, journalists, funders and anyone with an interest in the future.
The Beyond conference took place on Tuesday 13th November 2018 at the Barbican in London. The programme featured speaker sessions, panel discussions and thought-provoking presentations, along with a video video presentation to showcase the recently launched Creative Industries Cluster Programme and the National Centre for Immersive Storytelling.
PROVOCATION 3: SCIENCE UNDERPINS EVERYTHING
Professor Dave Bull, Director of Bristol Vision Institute, University of Bristol
Idea: The creative industries are nothing without science.
Advances in the creative industries are driven (and to a degree determined) by progress in the behavioural, engineering and science disciplines. Creative processes that interact with and understand the underpinning science are those that will make an impact.
Beyond is the research and development (R&D) conference for the creative industries. Featuring leading thinkers and practitioners, Beyond explores the dynamic relationship between research, academia and business innovation, bringing together business leaders, creatives, researchers, policy makers, journalists, funders and anyone with an interest in the future.
The Beyond conference took place on Tuesday 13th November 2018 at the Barbican in London. The programme featured speaker sessions, panel discussions and thought-provoking presentations, along with a video video presentation to showcase the recently launched Creative Industries Cluster Programme and the National Centre for Immersive Storytelling.
Panel Session - BEYOND DISCIPLINES: THE TRANSFORMATION OF FASHION
Jonathan Chippindale (Holition), Jennifer Davies (Nabil Nayal), Prof Jane Harris (London College of Fashion), Lynda Petherick (Accenture UK) - Chair, Caroline Rush (British Fashion Council), Prof Stephen Russell (Uni of Leeds)
Like other areas of the creative industries the entire fashion ecosystem is in flux with multiple points of destabilisation. Rather than fear or deny this disruption the UK Fashion industry seems poised to embrace it. But to do so it needs to answer a range of challenges which spread across multiple research disciplines. We explore the nature of these challenges and how they are being met in a fast-moving global sub-sector of the creative industries.
Beyond is the research and development (R&D) conference for the creative industries. Featuring leading thinkers and practitioners, Beyond explores the dynamic relationship between research, academia and business innovation, bringing together business leaders, creatives, researchers, policy makers, journalists, funders and anyone with an interest in the future.
The Beyond conference took place on Tuesday 13th November 2018 at the Barbican in London. The programme featured speaker sessions, panel discussions and thought-provoking presentations, along with a video video presentation to showcase the recently launched Creative Industries Cluster Programme and the National Centre for Immersive Storytelling.
Audiences of the Future Consortium Building Event - Sports Entertainment - Ma...Creative Economy Programme
The consortium building events enable bidders to find out more about the £16M Demonstrator Programme - competition to explore future global, mass market, commercial opportunities in immersive experiences and technologies through supporting a limited number of large and ambitious pre-commercial collaborations in four sectors. This is the presentation from the Sports Entertainment Consortium Building event that took place 22nd May 2018 in Edgbaston Stadium.
Audiences of the Future Consortium Building Event - Visitor Experience - May ...Creative Economy Programme
This document summarizes an event held by the Audience of the Future initiative to discuss immersive technologies and build consortia for future projects. The event included presentations on the state of the art in areas like performance and visitor experiences. It also provided information on the demonstrator program including its objectives to significantly advance creative, technical, and commercial aspects while reaching audiences of over 100,000. The event concluded with networking to facilitate collaboration between organizations for future funding applications.
The consortium building events enable bidders to find out more about the £16M Demonstrator Programme - competition to explore future global, mass market, commercial opportunities in immersive experiences and technologies through supporting a limited number of large and ambitious pre-commercial collaborations in four sectors. This is the presentation from the Moving Image Consortium Building event that took place 21st May 2018 in London.
Indira awas yojana housing scheme renamed as PMAYnarinav14
Indira Awas Yojana (IAY) played a significant role in addressing rural housing needs in India. It emerged as a comprehensive program for affordable housing solutions in rural areas, predating the government’s broader focus on mass housing initiatives.
Jennifer Schaus and Associates hosts a complimentary webinar series on The FAR in 2024. Join the webinars on Wednesdays and Fridays at noon, eastern.
Recordings are on YouTube and the company website.
https://www.youtube.com/@jenniferschaus/videos
UN WOD 2024 will take us on a journey of discovery through the ocean's vastness, tapping into the wisdom and expertise of global policy-makers, scientists, managers, thought leaders, and artists to awaken new depths of understanding, compassion, collaboration and commitment for the ocean and all it sustains. The program will expand our perspectives and appreciation for our blue planet, build new foundations for our relationship to the ocean, and ignite a wave of action toward necessary change.
Jennifer Schaus and Associates hosts a complimentary webinar series on The FAR in 2024. Join the webinars on Wednesdays and Fridays at noon, eastern.
Recordings are on YouTube and the company website.
https://www.youtube.com/@jenniferschaus/videos
Bharat Mata - History of Indian culture.pdfBharat Mata
Bharat Mata Channel is an initiative towards keeping the culture of this country alive. Our effort is to spread the knowledge of Indian history, culture, religion and Vedas to the masses.
Jennifer Schaus and Associates hosts a complimentary webinar series on The FAR in 2024. Join the webinars on Wednesdays and Fridays at noon, eastern.
Recordings are on YouTube and the company website.
https://www.youtube.com/@jenniferschaus/videos
Immersive Experiences Showcase Award Holder Presentation - The Life of Buildings
1. ❑ create a new grouping from an established series of
professional relationships
❑ develop the existing expertise and experience of the group and its members
❑ provide new histories through the collaborative practice
❑ test existing methods of survey, their interface with navigable
environments and their resolution
❑ test the capacity of embedded digitised audio and visual content
❑ test the user interface design and accessibility
❑ suggest new forms of collaborative professional practice in
the planning and heritage sphere
❑ allow new forms of curating
❑ open archive collections to new audiences
❑ lead to further research
Dr. Richard Brook Manchester School of Architecture
Geoff Bretherick Fablr
AHRC / EPSRC Immersive Experiences
The Life of Buildings
The research will…
2. ❑ produced a unique virtual record of the synagogue
❑ brought together scholars with SMEs and shared knowledge and insights
❑ Used existing technologies in new combinations and pushed the boundaries of digital
heritage
❑ sourced new knowledge from interviews, archives and the public
❑ introduced new methods of curation
AHRC / EPSRC Immersive Experiences
The Life of Buildings
The digital output of the project is twofold – a website, which will continue to act as a way to share its onward
development, and a VR experience, best encountered in a headset, but accessible via web platforms. Both the
website and the VR are intended as repositories for digital and digitised information from a range of sources.
In the virtual reality experience we have created, the participant can move between a series of
three-dimensional views both virtually inside and outside of the synagogue. We have presented the main
spaces of the building using a mixture of data from photogrammetric, laser scan and 3D photography. Once
inside the building we have located audio clips with memories of the building from its congregation that can
be played and listened to. We positioned an archive photo, of a Bat Mitzvah from 1957, in the plane in which it
was taken and you can see the rest of the room that was outside of the photographer’s frame. There’s a clip
from a wedding video, also overlaid with the building and viewed from the position of the camera operator.
You can stand above the architects plan and see the building around it.
The research has…
3. Investigating the technology has enabled
us to recognise three specific areas for
future investigation:
There is a technical gap in the processing
of large meshes made by laser scan and
photogrammetry and their downsampling
to VR environments.
The geo-location of data is not yet accurate
enough or accessible enough to enable a first
person mixed reality experience of a building in
real space.
Untethered devices use methods other than GPS
or fixed sensors to locate themselves in space. Their
use outdoors and in urban spaces is still unreliable.
1
2
3
AHRC / EPSRC Immersive Experiences
The Life of Buildings
Learning
4. For phase two of a three-phase project there are two distinct work packages
with a number of subsidiary elements:
1. The enrichment and development of the existing VR experience
2. The research connected to the geo-location of 3D data in real space
and its production as an augmented reality experience
The enrichment of the VR will include: further investigations into the downsampling
and effective use of LIDA and/or photogrammetric point clouds and 3D meshes into
navigable first person environments; the addition of acoustic modelling through
survey tools into the VR experience; the interface design and user operability within
the experience.
The geo-location of 3D data in real space and its accessibility via smart wearable
glasses (e.g. Microsoft Hololens) is currently limited by the inoperability of such
devices in exterior environments, but certain commercial applications are getting
close to realising this type of interface
AHRC / EPSRC Immersive Experiences
The Life of Buildings
Development
5. AHRC / EPSRC Immersive Experiences
The Life of Buildings
Outcomes
www.thelifeofbuildings.org.uk