Trodn is a locative media project that aims to use physical locations as an alternative way to provide immersive education and training focused on problem solving. It proposes creating "iBlox" - defined virtual areas in Second Life that are mapped to real world locations, allowing users to interact with them using GPS-enabled devices. This interaction would affect the iBlox in Second Life. The goal is to develop game scenarios across different learning audiences using this interactive virtual and real world space.
This document describes Intan Zulailka Binti Rahimi's final year project to develop an augmented reality application called "Discovery Natural Satellites Of The Solar System". The project aims to help users learn about and interact with models of natural satellites in an interactive way. It will use marker-based augmented reality techniques to display 3D models and provide information about satellites. The target users are teachers and students who can learn about satellites in a more engaging and visualized manner compared to traditional manuals. The application is being developed for Android devices and will include zooming and rotating satellite models as well as information in different languages. Literature on existing augmented reality applications and techniques was reviewed to inform the project methodology and development.
A hypertool environment for sustainable territorial community governanceTerritorial Intelligence
This document proposes the development of a hypertool environment to support sustainable community governance and territorial planning. The environment would allow for collaborative production of territorial knowledge and data through a participatory game. It would integrate project sharing, virtual reality representations, and multimedia tools to facilitate multidisciplinary collaboration among stakeholders on issues of urban development, land use, and environmental design. The goal is to design an interactive system that brings together different methodologies and tools to support informed decision making and consensus building around territorial projects.
Presentation by Kurt Kohlstedt, Founder & Executive Editor of WebUrbanist, given at the Center for Architecture in New York City, hosted by the American Institute of Architects as part of the Global Dialogues series (June 19th, 2014)
This document discusses a geo media sharing and social mapping platform. It allows users to share location-based media and stories on an interactive map. The platform enables storytelling through mapping images to specific geographic coordinates.
COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...michelafelici1
The document describes the development and implementation of an interactive movie map system. The system allows users to virtually navigate an unfamiliar urban environment through street-level video footage and aerial photos accessed from a video disc. Users can travel through sequences of photographic footage, view maps and data, and change their viewpoint and route. The system was developed using footage of Aspen, Colorado filmed from streets and helicopters. It is intended as a research tool to study how users acquire spatial knowledge of an unfamiliar place through interaction with the system.
Trodn is a locative media project that aims to use physical locations as an alternative way to provide immersive education and training focused on problem solving. It proposes creating "iBlox" - defined virtual areas in Second Life that are mapped to real world locations, allowing users to interact with them using GPS-enabled devices. This interaction would affect the iBlox in Second Life. The goal is to develop game scenarios across different learning audiences using this interactive virtual and real world space.
This document describes Intan Zulailka Binti Rahimi's final year project to develop an augmented reality application called "Discovery Natural Satellites Of The Solar System". The project aims to help users learn about and interact with models of natural satellites in an interactive way. It will use marker-based augmented reality techniques to display 3D models and provide information about satellites. The target users are teachers and students who can learn about satellites in a more engaging and visualized manner compared to traditional manuals. The application is being developed for Android devices and will include zooming and rotating satellite models as well as information in different languages. Literature on existing augmented reality applications and techniques was reviewed to inform the project methodology and development.
A hypertool environment for sustainable territorial community governanceTerritorial Intelligence
This document proposes the development of a hypertool environment to support sustainable community governance and territorial planning. The environment would allow for collaborative production of territorial knowledge and data through a participatory game. It would integrate project sharing, virtual reality representations, and multimedia tools to facilitate multidisciplinary collaboration among stakeholders on issues of urban development, land use, and environmental design. The goal is to design an interactive system that brings together different methodologies and tools to support informed decision making and consensus building around territorial projects.
Presentation by Kurt Kohlstedt, Founder & Executive Editor of WebUrbanist, given at the Center for Architecture in New York City, hosted by the American Institute of Architects as part of the Global Dialogues series (June 19th, 2014)
This document discusses a geo media sharing and social mapping platform. It allows users to share location-based media and stories on an interactive map. The platform enables storytelling through mapping images to specific geographic coordinates.
COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...michelafelici1
The document describes the development and implementation of an interactive movie map system. The system allows users to virtually navigate an unfamiliar urban environment through street-level video footage and aerial photos accessed from a video disc. Users can travel through sequences of photographic footage, view maps and data, and change their viewpoint and route. The system was developed using footage of Aspen, Colorado filmed from streets and helicopters. It is intended as a research tool to study how users acquire spatial knowledge of an unfamiliar place through interaction with the system.
Self Organization Simulation Over Gis Based On Multi Agent Platformanas_elf
This document discusses using agent-based modeling and geographic information systems (GIS) to simulate self-organization and segregation patterns based on Thomas Schelling's segregation model. It outlines how Agent Analyst, a multi-agent modeling platform, can be used to implement Schelling's model over GIS data by defining agents that represent residents and environments that represent city regions. The model simulates residents moving between regions based on preferences for neighbors of their own type, resulting in emergent segregation despite only mild preferences. The approach allows studying complex spatial systems and behaviors through individual-based simulations linked with real geographical data.
Touching Transport - A Case Study on Visualizing Metropolitan Public Transit ...Till Nagel
Presentation at AVI 2014 (Conference of Advanced Visual Interfaces) of Touching Transport, an application that allows a diverse group of users to visually explore public transit data on a multitouch tabletop.
Find more information at http://senseable.mit.edu/visual-explorations-urban-mobility/touching-bus-rides.html
1. An experiential puzzle and mapping game was created in London in 2008 to raise awareness of extensively drug resistant tuberculosis (XDR-TB) on a small budget.
2. The game hid clues and locations across blogs, social media, and the city for players to find hidden objects which furthered the game.
3. Over 30,000 people visited the website, nearly 400 engaged on Twitter, and at least 50 searched London, creating the first form of "geo marker drawing" art.
CommunityViz is a participatory decision support tool for planners that can be used at various stages of the planning process. It allows users to define and evaluate multiple scenarios or alternatives using spatial and non-spatial data. Formulas can be used to dynamically update attributes and indicators as assumptions are modified. This allows users to interactively analyze the impacts of different scenarios in real-time through maps, charts, and reports. The tool was demonstrated for planning in the Wrocław region of Poland, where it helped create common models and dynamically interpret alternative land use scenarios.
hyper cities thick mapping and Digital humanitiesSuman Das
HyperCities thick mapping and Digital humanities. it basically deals about digital humanities. the presentation based on a book chapter called HyperCities Thick Mapping in the Digital Humanities.
Interactive Exploration of Geospatial Network Visualization Till Nagel
This document summarizes research into improving interactive visualization of geospatial network data on multi-touch tabletop displays. An initial prototype had usability issues around selecting individual affiliations clustered together and clarity of connection strengths. A second prototype addressed these by allowing exploded clusters and visualizing connection quality. User studies found participants engaged in social discussion and storytelling using the improved visualization. Future work aims to further enhance dense data selection and evaluate weighted edge representation.
Google Earth is a 3D satellite map application that allows users to easily research and share views of locations around the world. It utilizes broadband streaming technology and 3D graphics to interactively explore locations from neighborhoods to far corners of the globe. Key features include 3D buildings and terrain, dynamic navigation, video playback, and sharing annotations.
The document discusses 3D city models (3DCM), which are digital representations of urban areas like cities and buildings. 3DCM have various applications in fields like urban planning and engineering. The document reviews literature on 3DCM projects, including cases modeling the cities of Hamburg, Germany and Fez, Morocco. It also describes two case studies modeling the cities of Vadaj, India and parts of Mumbai, India using software like ArcGIS. The 3DCM allow for better visualization and analysis of spatial properties, land use, and infrastructure to inform decision making.
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.
Esri CityEngine & Minecraft: Engaging Citizens in 3D City PlanningErin Lemky
Researchers at VU, Amsterdam are leveraging Esri CityEngine and Minecraft to increase citizen engagement in neighborhood design & planning. Inspired by UN-Habitat’s Block by Block, the project combines 2D & 3D datasets to create a 3D model in CityEngine. This GIS output becomes a canvas of the city in Minecraft, offering a gaming-style geodesign tool that citizens and their children can interact with. This presentation will explore how 2D data can be leveraged in 3D with Esri CityEngine.
Using Social Networking Data to Understand Urban Human Mobility Yuyun Wabula
Social networking app has been growing very rapidly in the past decade. One of the important features of social media is the ability of system that can attach coordinate where users are located (check-in). The aim of this study is to identify the characteristic of human mobility patterns in Bandung city. We proposed a technique uses pixel matching approach. In this paper, we describe the visualization of the city is determined by the activity of people on Twitter social media. Our work includes firstly, characterize the pattern of user’s interest to different types of places. Secondly, to characterize the pattern of user visits to different neighborhoods with way choose the user’s activity pattern on the weekdays and weekends. We then categorize the existing place based on the period of time that people visiting. Meanwhile, to define the existing areas, we used official map the city planning department as parameters to determine the user’s movement. Our research will answer the question whether the Twitter App data is a viable resource to measure the human movement? The result indicates that it can be used as the one of the sources of information data to understand urban human mobility
The aim of this project is to provide a contextualised, social and historical account of urban education, focusing on systems and beliefs that contribute to the construction of the surrounding discourses.
Another aim of this project is to scaffold the trainee teachers’ understanding of what is possible with mobile learning in terms of filed trips.
This document summarizes research on designing interactions for navigation in 3D mobile maps. It discusses challenges in controlling 3D views on mobile devices due to limitations of the interface and user's attention. The document presents a model of mobile map interaction and analyzes controlling degrees of freedom in navigation. It proposes ways to support spatial awareness, rapid alignment of physical and virtual spaces, and overcoming limitations of viewing a small screen. The research aims to create an efficient 3D mobile map interface and discusses prototypes, controls, navigation metaphors and weighing their pros and cons.
3D GIS has several strengths for public engagement in development proposals. It allows non-experts to better understand proposals through interactive 3D visualization of projects. Web-based 3D GIS makes information easily accessible to the public online instead of just at meetings. The realism of 3D models through techniques like photorealistic texturing helps users visualize how projects will look from different angles and heights. 3D GIS can also collect public feedback through integrating communication platforms like emails and forums. However, 3D GIS also has limitations such as high hardware and software requirements.
Presenling Landscape Design of sunter Reservoir lJrban Forest in Virtual Reat...Repository Ipb
This document summarizes research on presenting the landscape design of Sunter Reservoir Urban Forest (SRUF) in Indonesia using a virtual reality (VR) model. The VR model of the SRUF landscape design was created using Quest 3D software. An online survey found that most respondents, who were landscape architecture students, were able to operate the VR program and understand the presented design. However, the large file size of the VR model limited online distribution and caused performance issues for some users. While VR models show promise for design presentation, file size and hardware limitations must be considered.
Both the recent adoption of ‘smart’ mobile devices and the advances in network communications have opened up new opportunities for learning. With our mobile devices we can connect anytime and anywhere to our global identity in the cloud extending our experience with our environment. We are constantly learning in an informal process through our devices in interaction with our physical context
and with people. As Sharples (2010) states, “learning flows across locations, time, topics and technologies rather than occurring within a fixed location”. Novel applications appear everyday, which propose new forms of interactions that superimpose layers of ‘digital’ contextualized information over ‘physical’ environments opening up a new range of learning experiences. In this session, we will discuss recent theory of mobile learning and how this has changed the way we learn. We will review some of the applications developed for supporting learning in several contexts, indoors and outdoors, and how all this
is evolving toward applications for learning in the Smart City. Finally we will discuss the challenges of current and future mobile learning scenarios.
M. Sharples,J. Taylor, and G. Vavoula. Bachmair, B. (Ed.) Medienbildung in neuen Kulturr¨aumen, chapter A Theory of Learning
for the Mobile Age. Learning through Conversation and Exploration Across Contexts, pp. 87–99. Verlag: Springer, 2010.
This document provides a mid-semester evaluation report for an augmented reality interior design android app project. It includes declarations signed by the two students, Shyam Gupta and Vinyas Gupta, certifying the work as their own. It also includes an acknowledgement thanking their supervisor, Dr. Dharamveer Singh, for his guidance. The introduction provides an overview of augmented reality and the project, which aims to allow users to view virtual objects in the real world by providing images of objects from different angles to place on a 3D cube. The document discusses the architecture, constraints, application areas and literature survey of the project.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
This document provides an overview of augmented reality (AR) and virtual reality (VR) technologies and their applications in architecture and urban planning. It first discusses how AR and VR have helped generate multiple design options, improve visualization, and provide more detailed virtual experiences of projects before they are built. It then reviews several research papers on the topics of AR/VR in design. Key applications discussed include enabling better collaboration and ideation, analyzing spatial relationships, and allowing public involvement in design decisions. The document also outlines some challenges to wider adoption of these technologies, such as technical limitations of equipment and the need for more specialized tools tailored for the design field.
Self Organization Simulation Over Gis Based On Multi Agent Platformanas_elf
This document discusses using agent-based modeling and geographic information systems (GIS) to simulate self-organization and segregation patterns based on Thomas Schelling's segregation model. It outlines how Agent Analyst, a multi-agent modeling platform, can be used to implement Schelling's model over GIS data by defining agents that represent residents and environments that represent city regions. The model simulates residents moving between regions based on preferences for neighbors of their own type, resulting in emergent segregation despite only mild preferences. The approach allows studying complex spatial systems and behaviors through individual-based simulations linked with real geographical data.
Touching Transport - A Case Study on Visualizing Metropolitan Public Transit ...Till Nagel
Presentation at AVI 2014 (Conference of Advanced Visual Interfaces) of Touching Transport, an application that allows a diverse group of users to visually explore public transit data on a multitouch tabletop.
Find more information at http://senseable.mit.edu/visual-explorations-urban-mobility/touching-bus-rides.html
1. An experiential puzzle and mapping game was created in London in 2008 to raise awareness of extensively drug resistant tuberculosis (XDR-TB) on a small budget.
2. The game hid clues and locations across blogs, social media, and the city for players to find hidden objects which furthered the game.
3. Over 30,000 people visited the website, nearly 400 engaged on Twitter, and at least 50 searched London, creating the first form of "geo marker drawing" art.
CommunityViz is a participatory decision support tool for planners that can be used at various stages of the planning process. It allows users to define and evaluate multiple scenarios or alternatives using spatial and non-spatial data. Formulas can be used to dynamically update attributes and indicators as assumptions are modified. This allows users to interactively analyze the impacts of different scenarios in real-time through maps, charts, and reports. The tool was demonstrated for planning in the Wrocław region of Poland, where it helped create common models and dynamically interpret alternative land use scenarios.
hyper cities thick mapping and Digital humanitiesSuman Das
HyperCities thick mapping and Digital humanities. it basically deals about digital humanities. the presentation based on a book chapter called HyperCities Thick Mapping in the Digital Humanities.
Interactive Exploration of Geospatial Network Visualization Till Nagel
This document summarizes research into improving interactive visualization of geospatial network data on multi-touch tabletop displays. An initial prototype had usability issues around selecting individual affiliations clustered together and clarity of connection strengths. A second prototype addressed these by allowing exploded clusters and visualizing connection quality. User studies found participants engaged in social discussion and storytelling using the improved visualization. Future work aims to further enhance dense data selection and evaluate weighted edge representation.
Google Earth is a 3D satellite map application that allows users to easily research and share views of locations around the world. It utilizes broadband streaming technology and 3D graphics to interactively explore locations from neighborhoods to far corners of the globe. Key features include 3D buildings and terrain, dynamic navigation, video playback, and sharing annotations.
The document discusses 3D city models (3DCM), which are digital representations of urban areas like cities and buildings. 3DCM have various applications in fields like urban planning and engineering. The document reviews literature on 3DCM projects, including cases modeling the cities of Hamburg, Germany and Fez, Morocco. It also describes two case studies modeling the cities of Vadaj, India and parts of Mumbai, India using software like ArcGIS. The 3DCM allow for better visualization and analysis of spatial properties, land use, and infrastructure to inform decision making.
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.
Esri CityEngine & Minecraft: Engaging Citizens in 3D City PlanningErin Lemky
Researchers at VU, Amsterdam are leveraging Esri CityEngine and Minecraft to increase citizen engagement in neighborhood design & planning. Inspired by UN-Habitat’s Block by Block, the project combines 2D & 3D datasets to create a 3D model in CityEngine. This GIS output becomes a canvas of the city in Minecraft, offering a gaming-style geodesign tool that citizens and their children can interact with. This presentation will explore how 2D data can be leveraged in 3D with Esri CityEngine.
Using Social Networking Data to Understand Urban Human Mobility Yuyun Wabula
Social networking app has been growing very rapidly in the past decade. One of the important features of social media is the ability of system that can attach coordinate where users are located (check-in). The aim of this study is to identify the characteristic of human mobility patterns in Bandung city. We proposed a technique uses pixel matching approach. In this paper, we describe the visualization of the city is determined by the activity of people on Twitter social media. Our work includes firstly, characterize the pattern of user’s interest to different types of places. Secondly, to characterize the pattern of user visits to different neighborhoods with way choose the user’s activity pattern on the weekdays and weekends. We then categorize the existing place based on the period of time that people visiting. Meanwhile, to define the existing areas, we used official map the city planning department as parameters to determine the user’s movement. Our research will answer the question whether the Twitter App data is a viable resource to measure the human movement? The result indicates that it can be used as the one of the sources of information data to understand urban human mobility
The aim of this project is to provide a contextualised, social and historical account of urban education, focusing on systems and beliefs that contribute to the construction of the surrounding discourses.
Another aim of this project is to scaffold the trainee teachers’ understanding of what is possible with mobile learning in terms of filed trips.
This document summarizes research on designing interactions for navigation in 3D mobile maps. It discusses challenges in controlling 3D views on mobile devices due to limitations of the interface and user's attention. The document presents a model of mobile map interaction and analyzes controlling degrees of freedom in navigation. It proposes ways to support spatial awareness, rapid alignment of physical and virtual spaces, and overcoming limitations of viewing a small screen. The research aims to create an efficient 3D mobile map interface and discusses prototypes, controls, navigation metaphors and weighing their pros and cons.
3D GIS has several strengths for public engagement in development proposals. It allows non-experts to better understand proposals through interactive 3D visualization of projects. Web-based 3D GIS makes information easily accessible to the public online instead of just at meetings. The realism of 3D models through techniques like photorealistic texturing helps users visualize how projects will look from different angles and heights. 3D GIS can also collect public feedback through integrating communication platforms like emails and forums. However, 3D GIS also has limitations such as high hardware and software requirements.
Presenling Landscape Design of sunter Reservoir lJrban Forest in Virtual Reat...Repository Ipb
This document summarizes research on presenting the landscape design of Sunter Reservoir Urban Forest (SRUF) in Indonesia using a virtual reality (VR) model. The VR model of the SRUF landscape design was created using Quest 3D software. An online survey found that most respondents, who were landscape architecture students, were able to operate the VR program and understand the presented design. However, the large file size of the VR model limited online distribution and caused performance issues for some users. While VR models show promise for design presentation, file size and hardware limitations must be considered.
Both the recent adoption of ‘smart’ mobile devices and the advances in network communications have opened up new opportunities for learning. With our mobile devices we can connect anytime and anywhere to our global identity in the cloud extending our experience with our environment. We are constantly learning in an informal process through our devices in interaction with our physical context
and with people. As Sharples (2010) states, “learning flows across locations, time, topics and technologies rather than occurring within a fixed location”. Novel applications appear everyday, which propose new forms of interactions that superimpose layers of ‘digital’ contextualized information over ‘physical’ environments opening up a new range of learning experiences. In this session, we will discuss recent theory of mobile learning and how this has changed the way we learn. We will review some of the applications developed for supporting learning in several contexts, indoors and outdoors, and how all this
is evolving toward applications for learning in the Smart City. Finally we will discuss the challenges of current and future mobile learning scenarios.
M. Sharples,J. Taylor, and G. Vavoula. Bachmair, B. (Ed.) Medienbildung in neuen Kulturr¨aumen, chapter A Theory of Learning
for the Mobile Age. Learning through Conversation and Exploration Across Contexts, pp. 87–99. Verlag: Springer, 2010.
This document provides a mid-semester evaluation report for an augmented reality interior design android app project. It includes declarations signed by the two students, Shyam Gupta and Vinyas Gupta, certifying the work as their own. It also includes an acknowledgement thanking their supervisor, Dr. Dharamveer Singh, for his guidance. The introduction provides an overview of augmented reality and the project, which aims to allow users to view virtual objects in the real world by providing images of objects from different angles to place on a 3D cube. The document discusses the architecture, constraints, application areas and literature survey of the project.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
This document provides an overview of augmented reality (AR) and virtual reality (VR) technologies and their applications in architecture and urban planning. It first discusses how AR and VR have helped generate multiple design options, improve visualization, and provide more detailed virtual experiences of projects before they are built. It then reviews several research papers on the topics of AR/VR in design. Key applications discussed include enabling better collaboration and ideation, analyzing spatial relationships, and allowing public involvement in design decisions. The document also outlines some challenges to wider adoption of these technologies, such as technical limitations of equipment and the need for more specialized tools tailored for the design field.
Teleporting effect using augmented realityManojKumar6305
Many historical sites in South Korea have been damaged by development projects. AR Teleport is a mobile app that uses augmented reality to reconstruct these historical sites, allowing users to view them as they were in the past directly from the present locations. The app aims to provide rich interactive experiences through gestures like jumping and touching. This study examines how these interactions impact user interest and awareness levels. AR Teleport opens new possibilities for digitally reconstructing historical places through mobile augmented reality experiences.
Many historical sites in South Korea have been damaged by development projects. AR Teleport is a mobile app that uses augmented reality to reconstruct these historical sites, allowing users to view them as they were in the past directly from the current locations. The app aims to provide rich interactive experiences through gestures like jumping and touching. This study examines how these interactions impact user interest and awareness levels. AR Teleport could open new opportunities for digitally restoring historical places through mobile interactions.
Android Phone has power to access or fetch data from remote location and provide various facilities to the user. Hence android applications have more and more demand because of its user friendly nature and its power of computation. Many tourist are having problem to search proper tourist places due to communication overhead or less facility of tourist guide. It is impractical to search each and every tourist place at every location. So in order to provide feasible as well as user friendly solution for this problem we develop an android application which will automatically recognize famous and nearby places and send notification to android phone. This application also provides weather recommendation feature which notifies the tourist about weather conditions of the destination before visiting it. All places are properly categorized and also with review or rating. The application also provides facility of vehicle mark to reach your vehicle after site visit. We are using Triangulation method with LBS as well as GPS to track the location of user. And as per his location, relevant list of tourist places will be send in the form of pop up notification.
Studying perceptions of urban space and neighbourhood with mobloggingDania Abdel-aziz
This document describes a study that used a novel methodology called "moblogging" to examine people's perceptions of their neighborhoods. Moblogging involves using a mobile phone to record media like photos, audio notes, and location data during self-guided tours of one's neighborhood. The study collected qualitative data from 15 participants through moblogging activities and workshops. The results highlighted how people use public and private landmarks, differences in spatial knowledge between urban and rural dwellers, and individual strategies for orientation. The findings suggest guidelines for designing personalized spatial profiles in technologies.
A Co-Design Prototyping Approach For Building A Precinct Planning ToolScott Donald
This document describes the development of a new precinct planning tool called the Envision Scenario Planner (ESP) using a co-design prototyping approach. The tool is being developed to assist with planning for infill development and densification in Australian cities. An initial workshop exposed planning experts to a prototype of the tool to refine its workflows and functionality. Subsequent iterations will be tested with larger audiences to validate and improve the tool. The document outlines the need for an effective precinct planning tool and reviews existing related tools. It introduces the co-design approach being used to develop ESP to ensure it is practical and useful for end users.
A SOS BASED APPLICATION FOR TRAVELERS TO TRAVEL ALONEvivatechijri
A traveler is a person who is traveling different places and enjoy the personal growth that occurs within the experience and people they meet. Now a days travelling in historical places and wild nature is more trending for travelers specially the solo traveler is attracted the most towards it. To interact with people, know and learn the cultures of different places, making friends solo travelling is something interesting to do, meeting People, nature, weather, etc. But at a same time, it is really dangerous to travel alone in unknown places and being a stranger all around, it is like doing something out of comfort zone which is dangerous and also expensive. There are no certain applications built for solo travelers with multiple functionalities like exploring places due to help rating security and cab sharing which can reduce their expenses. To overcome the problem’s, we are building an application name ‘Smart Travel’ application where all these functionalities will be implemented.
In this project, we describe a unique architecture for indoor navigation that integrates behavior recognition, multisensory indoor localization, and path-planning in order to pro-actively provide directions without direct input from users. To our knowledge, this is the first architecture that attempts to integrate the core navigation components of path planning and localization with intent prediction towards a more refined navigation solution. The system comprises of three core components: augmented reality, map representation and route planning, and plan recognition.
To achieve effective localization, we provide pre-built maps using QR code scanning distributed at various places of the indoor location. We are using Augmented Reality to make an intuitive and user friendly interface which uses QR codes for identification of various maps that are pre uploaded in the QR codes for the ease of users.
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.
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 slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
2. Trodn Mobile Learning Location Awareness Its not only about GPS location M-learning uses mobile devices to enhance learning
3. Michel de Certeau states that it is not the city infrastructure that gives it life but the people who walk and live through it. Each person with their own story contributes to writing a city narrative but de Certeau infers they cannot read it as a whole. Trodn – Location Aware
4. Trodn – Mobile Learning Mobile technology in its current form is best suited to support constructivist , behavourist and collaborative learning. (after Winters,2006)
5. The aim of this project is to use the situated place as novel learning platform that will provide an immersive and fresh approach to the relationship between form and function. (after Paul Carter - Material Thinking ) Trodn – Aim
6. The creation of a real time design and evaluation tool should act as a hook to motivate and focus the user into changing their understanding of their world and the relationships of its elements. The immediacy of the realisation is the interstitial fold And..
7. The Prototype proposal This project proposes the design of a collaborative training tool for planning students. The scenario would typically involve a group undertaking a joint planning exercise, and would consist of various components that allow pre and post visualization, and collaborative design in both the virtual and physical worlds.