CapX: Co-existing Design Capturing Device is about establishment an interface for coexistence of hardware and software. Through Director lingo a 3D virtual stage is established. External files are actively transmitted into the 3D virtual stage. Action script is connected with electronic hardware device Teleo Board to transmit computer-imaged interface and interactive virtual signals into the physical device and change the state of the physical space.
Human-Computer Interaction in Complex Artefact Ecologiesclemensklokmose
The document discusses a PhD defense that presents two main contributions for addressing human-computer interaction in complex artifact ecologies: 1) The Human-Artifact Model, which provides an analytical framework for structuring the design-oriented analysis of artifacts; and 2) The VIGO architectural model, which proposes an alternative "ubiquitous instrumental interaction" paradigm that decouples interactive logic from objects to enable interaction across distributed systems in a unified way.
This document discusses deep learning techniques for person re-identification. It begins with an overview of supervised and unsupervised person re-identification. It then discusses the challenges of annotation cost and data size for re-ID. Next, it covers active learning approaches for person re-ID using human-in-the-loop feedback to incrementally train models. Finally, it discusses relationships between person re-ID and attribute learning, person detection, and multi-target multi-camera tracking.
The slide is about pedestrian re-identification (re-ID) based on Deep Learning methods. I mainly review some prevalent methods and try to give some insights to the future work. Zhedong Zheng @2017.7.27
The document summarizes research on daily living activity recognition using efficient combination of high and low level cues. The researchers propose an approach that fuses body pose estimation and low-level cues like optical flow to produce an enriched descriptor. A Fisher kernel representation is then used to model the temporal variation in video sequences for recognizing activities. The approach achieves state-of-the-art results on the ADL Rochester dataset.
Using Physiological sensing and scene reconstruction in remote collaborationUniversity of Auckland
In this research, We explore novel Augmented Virtual Teleportation (AVT) methods based on the hybrid technologies of Augmented Reality (AR), Virtual Reality (VR), 3D live scene capturing, and multimodal interaction. Natural behavioral cues (Hand gestures, eye gaze, etc.) that are used in face-to-face communication play an essential role in effective collaboration. In contrast, most Mixed Reality (MR) remote collaboration systems mainly investigated computer-generated visual cues rendered as graphic objects or text for delivering instructions. In this research, we first study natural communication cues that people use in face-to-face collaboration. We then develop a novel remote collaboration system to enable people to communicate remotely as face-to-face. The system will contain two main parts: 1) Live scene capturing to enable real-time environment reconstruction and sharing of a user’s location, 2) Multimodal input such as gaze, gesture, and physiological signals to enhance remote communication. So far we have conducted two experiments to study the collaboration between a person with an AR interface and a remote user within a VR interface using multimodal input. We found that the remote collaboration system could provide a significantly stronger sense of co-presence for both the local and remote users by combing gaze and gesture cues than using the gaze cue alone. The combined cues were also rated significantly higher than using gaze cues alone in terms of the ease of conveying spatial actions. We plan to extend this system to study the effect of incorporating physiological signals in communication, especially in co-presence and usability. There are many potential applications of this research in different areas such as training, tourism, entertainment, gaming, and others. In conclusion, this thesis aims to study the effect of incorporating multimodal input and scene capture in remote collaboration systems in terms of presence, engagement, and task efficiency. This research will produce many benefits, such as design guidelines for future AVT systems, software libraries making it easy to create AVT systems, sample data-sets from experiments conducted, research publications, and more.
SSII2021 [SS2] Deepfake Generation and Detection – An Overview (ディープフェイクの生成と検出)SSII
This document provides an overview of deepfake generation and detection. It begins with an introduction to the author and their background and research interests. The rest of the document is outlined as follows: definitions of deepfakes, various deepfake generation techniques including face synthesis, manipulation, reenactment and swapping, and an overview of deepfake detection methods including commonly used datasets, image-based and video-based detection approaches.
Virtual/ Physical Co-Existing Design_Capturing Space Interactive Device Kai-Tzu Lu
The research develop computation model – CapX (It means Capture experience) by analyzing relation study and the methods of generating form. It is including capturing behaviors, surrounding space, and design activities. The four elements of capturing behaviors are shutter, pick, grasp, and recorder. The four behaviors control object in the surrounding space between physical and virtual status. The four conditions of surrounding space are: 1. The interactive actives are between physical object and physical space. 2. The interactive actives are between physical object and virtual space. 3. The interactive actives are between virtual object and physical space. The interactive actives are between virtual object and virtual space. Through the user compose the capturing behaviors and surrounding space that develop CapX model. The system framework of CapX model has four activities: 1. Sliding navigation, 2. Capturing space, 3. 3D Atlas, 4. Generate form.
Human-Computer Interaction in Complex Artefact Ecologiesclemensklokmose
The document discusses a PhD defense that presents two main contributions for addressing human-computer interaction in complex artifact ecologies: 1) The Human-Artifact Model, which provides an analytical framework for structuring the design-oriented analysis of artifacts; and 2) The VIGO architectural model, which proposes an alternative "ubiquitous instrumental interaction" paradigm that decouples interactive logic from objects to enable interaction across distributed systems in a unified way.
This document discusses deep learning techniques for person re-identification. It begins with an overview of supervised and unsupervised person re-identification. It then discusses the challenges of annotation cost and data size for re-ID. Next, it covers active learning approaches for person re-ID using human-in-the-loop feedback to incrementally train models. Finally, it discusses relationships between person re-ID and attribute learning, person detection, and multi-target multi-camera tracking.
The slide is about pedestrian re-identification (re-ID) based on Deep Learning methods. I mainly review some prevalent methods and try to give some insights to the future work. Zhedong Zheng @2017.7.27
The document summarizes research on daily living activity recognition using efficient combination of high and low level cues. The researchers propose an approach that fuses body pose estimation and low-level cues like optical flow to produce an enriched descriptor. A Fisher kernel representation is then used to model the temporal variation in video sequences for recognizing activities. The approach achieves state-of-the-art results on the ADL Rochester dataset.
Using Physiological sensing and scene reconstruction in remote collaborationUniversity of Auckland
In this research, We explore novel Augmented Virtual Teleportation (AVT) methods based on the hybrid technologies of Augmented Reality (AR), Virtual Reality (VR), 3D live scene capturing, and multimodal interaction. Natural behavioral cues (Hand gestures, eye gaze, etc.) that are used in face-to-face communication play an essential role in effective collaboration. In contrast, most Mixed Reality (MR) remote collaboration systems mainly investigated computer-generated visual cues rendered as graphic objects or text for delivering instructions. In this research, we first study natural communication cues that people use in face-to-face collaboration. We then develop a novel remote collaboration system to enable people to communicate remotely as face-to-face. The system will contain two main parts: 1) Live scene capturing to enable real-time environment reconstruction and sharing of a user’s location, 2) Multimodal input such as gaze, gesture, and physiological signals to enhance remote communication. So far we have conducted two experiments to study the collaboration between a person with an AR interface and a remote user within a VR interface using multimodal input. We found that the remote collaboration system could provide a significantly stronger sense of co-presence for both the local and remote users by combing gaze and gesture cues than using the gaze cue alone. The combined cues were also rated significantly higher than using gaze cues alone in terms of the ease of conveying spatial actions. We plan to extend this system to study the effect of incorporating physiological signals in communication, especially in co-presence and usability. There are many potential applications of this research in different areas such as training, tourism, entertainment, gaming, and others. In conclusion, this thesis aims to study the effect of incorporating multimodal input and scene capture in remote collaboration systems in terms of presence, engagement, and task efficiency. This research will produce many benefits, such as design guidelines for future AVT systems, software libraries making it easy to create AVT systems, sample data-sets from experiments conducted, research publications, and more.
SSII2021 [SS2] Deepfake Generation and Detection – An Overview (ディープフェイクの生成と検出)SSII
This document provides an overview of deepfake generation and detection. It begins with an introduction to the author and their background and research interests. The rest of the document is outlined as follows: definitions of deepfakes, various deepfake generation techniques including face synthesis, manipulation, reenactment and swapping, and an overview of deepfake detection methods including commonly used datasets, image-based and video-based detection approaches.
Virtual/ Physical Co-Existing Design_Capturing Space Interactive Device Kai-Tzu Lu
The research develop computation model – CapX (It means Capture experience) by analyzing relation study and the methods of generating form. It is including capturing behaviors, surrounding space, and design activities. The four elements of capturing behaviors are shutter, pick, grasp, and recorder. The four behaviors control object in the surrounding space between physical and virtual status. The four conditions of surrounding space are: 1. The interactive actives are between physical object and physical space. 2. The interactive actives are between physical object and virtual space. 3. The interactive actives are between virtual object and physical space. The interactive actives are between virtual object and virtual space. Through the user compose the capturing behaviors and surrounding space that develop CapX model. The system framework of CapX model has four activities: 1. Sliding navigation, 2. Capturing space, 3. 3D Atlas, 4. Generate form.
ICRA: Intelligent Platform for Collaboration and InteractionLukas Tencer
Presentation for a class at Polytechnique Montreal. First halve focuses on presentation of the platform, second halve focuses on presentation of algorithms.
Improved Knowledge from Data: Building an Immersive Data Analysis PlatformFelipe Pedroso
The document proposes developing an immersive visual analytics platform using virtual reality. It aims to address challenges from increasing data complexity and production by combining automated analysis and interactive visualization. The proposed platform would use Unity for visualization and Python for data analysis. This would allow researchers to focus on evaluating VR's potential to improve the knowledge discovery process compared to conventional 2D tools. Current progress includes a prototype connecting Unity and Python via gRPC for data exchange, and experiments with different interaction methods. Next steps involve improving data exchange, usability testing, and integrating VR hardware.
PhD Defense - A Context Management Framework based on Wisdom of Crowds for So...Adrien Joly
This document summarizes a PhD thesis presentation on developing a context management framework to filter social streams and recommend the most relevant updates. It proposes using contextual tag clouds generated from virtual and social sensors to represent users' contexts. An implementation was developed to test the approach. Evaluation results found that recommended social updates were 72% accurate and about half were deemed relevant to the posting context, depending on the type of social update. Future work is proposed to improve the quality of contextual tags and leverage additional sensors.
The document summarizes the design process for creating a tracking device for children's belongings. It involved user research through an animated storyboard, ideating multiple concepts and selecting one through evaluation, developing wireframes and a visual design, creating 3D and physical prototypes using various tools, testing technologies, and laser cutting a final prototype. The process utilized lean UX and agile development principles of iterative design, validation with users, and parallel prototyping across interactive, physical, and electronic systems. The design process highlighted the challenges of managing development across different mediums in parallel and the importance of flexibility to change based on user feedback.
Development Prototype Design of Virtual Assembly Application-Based Leap MotionIJAEMSJORNAL
Innovation in design engineering practice is very important in the world of manufacturing in the increasingly competitive global market. Prototyping and evaluation measures are inseparable from the design process in the manufacture of a product. And made one of many physical prototypes require very expensive and time consuming, so the technology of Virtual Reality (VR) is needed, so the industry can quickly and precisely in the decision. VR technology combines a human being with a computer environment visually, touch and hearing, so that the user as if into the virtual world. The goal is that users with hand movements can interact with what is displayed on the computer screen or the user can interact with the environment is unreal to be added into the real world. VR is required for simulations that require a lot of interaction such as prototype assembly methods, or better known as the Virtual Assembly. Virtual Assembly concept which was developed as the ability to assemble a real representation of the physical model, the 3D models in CAD software by simulating the natural movement of the human hand. Leap Motion (accuracy of 0.01mm) was used to replace Microsoft's Kinect (accuracy of 1.5cm) and Motion Glove with flex sensors (accuracy of 1°) in several previous research. Leap mot ion controller is a device that captures every movement of the hand to then be processed and integrated with 3D models in CAD software. And simulation of assembly process virtually in CA D software with hand gestures detected by the leap mot ion, assembly parts can be driven either in translation or rotation, zooming and adding the assembly constraint. It also can perform mouse functions (such as left-click, middle-click, right-click and move the mouse cursor position) to a virtual assembly process simulation on CAD software.
The document discusses kinetic user interfaces (KUI) where motion is used as an interface. It describes three projects - the Smart Badge Project, EPCFind, and RelateGateways Framework - that use motion to trigger contextual services, log entries, and discovery of co-located services respectively. The Smart Badge Project uses motion within buildings to trigger services for users, EPCFind uses motion to log the location of objects, and RelateGateways Framework uses motion to discover nearby pervasive services.
Towards a framework for making applications provenance aware: UML2PROVUniversidad de La Rioja
The document presents a systematic review of provenance systems. It defines a taxonomy for characterizing provenance systems based on general aspects, provenance characteristics, and non-functional requirements. The taxonomy is used to analyze and compare 25 provenance systems. Key findings include identifying open research problems in provenance systems. The review aims to provide a unified understanding of provenance systems and motivate the definition of the UML2PROV framework to bridge application design and provenance design.
The Good the Bad and the Ugly of Dealing with Smelly Code (ITAKE Unconference)Radu Marinescu
We all have a burning desire to write clean code. Every morning we wake up, look in the mirror, and promise ourselves that today we will follow the principles and best practices learned from Uncle Bob and his disciples. But we live in a cruel environment, surrounded by millions of smelly lines of code, reflections of a stinky design… and these constantly challenge our pure-hearted desire for writing clean code.
In such an environment, the stubbornness to practice daily the writing of clean code is vital.
But is it enough? Can we avoid getting lost in a sea of smelly code and design?
In this talk I will try to persuade you that, in dealing with large-scale systems, craftsmanship must be supported by proper techniques and tools that can help us to quickly understand, assess and improve the sea of smelly design that surrounds us.
I will present a pragmatic approach on how design anti-patterns (e.g. God Class, Feature Envy, Refused Bequest, Shotgun Surgery) can be automatically detected using a set of metrics-based detection rules, by analyzing the history of the system, and by using intriguing software visualizations.
The presentation will also include a live demo of tools that can automate the entire approach to a high-extent. These tools are so robust that they can deal with systems of several million lines of code; but they are also friendly enough to provide you with customized hints that help you deal with each and every case of an “unclean” code.
This presentation is a short introduction of Dr. Chung-Ching Huang about his design practice, research and pedagogy in the past through now to the future.
BitLocker is drive encryption software included with Windows that encrypts the entire contents of the drive to protect against unauthorized access to data even if the drive is removed from the device. It stores the encryption key in the computer's Trusted Platform Module (TPM) chip or on an external USB drive for added security. BitLocker requires a Trusted Platform Module version 1.2 or higher, or the ability to store the recovery key on an external drive in order to encrypt the system drive.
Stary2020_Chapter_TheInternet-of-BehaviorAsOrganRG.pdfHải Quân
The document discusses the concept of the Internet-of-Behavior (IoB) as a continuous organizational transformation space. It proposes a model that represents organizations through behavior encapsulations and choreographic interactions between roles. This model allows describing tasks and activities as interactive behavior patterns to achieve common objectives. The model can be refined and adapted over time using value-based analysis of interactions and data. This design-science based approach aims to enable informed and continuous digital transformation of organizations as IoB systems become integrated into work. The model is exemplified through a home healthcare case study.
IoT 2010 Talk on System Infrastructure for the Internet of Things.Fahim Kawsar
Supporting Article:
Fahim Kawsar, Gerd Kortuem and Bashar Altakrouri "Supporting Interaction with the Internet of Things across Objects, Time and Space "; Internet of Things 2010 Conference (IoT-2010), Nov 29 - Dec 1, Tokyo, Japan.
The following document shows snapshots of my work as a UX researcher in academia and collaborations with industry.
Focus is on Client Deliverables.
Includes:
+ About Me
+ User Study
+ User Interface
+ User Centred Design Approach
+ Research
+ Deliverables
+ UML
+ Projects
+ Thank you note
+ Contact details
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
How can we overcome our fears, address necessary skepticism, and unlock the power of the next
generation technology ecosystem to enhance the profession of landscape architecture? This session will explore the
forefront of innovation, discussing how AI-driven solutions will optimize planning, visualization, detailing, and resource
management within the profession. These tools will play a pivotal role in how landscape architects shape a greener,
smarter, and more beautiful world.
In recent years, the use of virtual prototyping (VP) has increased in industry. Nevertheless, the potential of VP in product development has still not been fully achieved in practice. Companies do not necessary know how to use VP technologies and for that reason they are not able to achieve all the benefits. This publication presents the work that has been done by VTT, mainly in the research project called LEFA "New Generation Human-Centered Design Simulators for Life Cycle Efficient Mobile Machines", addressing VP in human-machine interaction design. The purpose is to describe what VP means, what benefits can be achieved, and how companies can use VP in practice. This publication improves the understanding of VP and can be used as a guideline by companies.
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 provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
ICRA: Intelligent Platform for Collaboration and InteractionLukas Tencer
Presentation for a class at Polytechnique Montreal. First halve focuses on presentation of the platform, second halve focuses on presentation of algorithms.
Improved Knowledge from Data: Building an Immersive Data Analysis PlatformFelipe Pedroso
The document proposes developing an immersive visual analytics platform using virtual reality. It aims to address challenges from increasing data complexity and production by combining automated analysis and interactive visualization. The proposed platform would use Unity for visualization and Python for data analysis. This would allow researchers to focus on evaluating VR's potential to improve the knowledge discovery process compared to conventional 2D tools. Current progress includes a prototype connecting Unity and Python via gRPC for data exchange, and experiments with different interaction methods. Next steps involve improving data exchange, usability testing, and integrating VR hardware.
PhD Defense - A Context Management Framework based on Wisdom of Crowds for So...Adrien Joly
This document summarizes a PhD thesis presentation on developing a context management framework to filter social streams and recommend the most relevant updates. It proposes using contextual tag clouds generated from virtual and social sensors to represent users' contexts. An implementation was developed to test the approach. Evaluation results found that recommended social updates were 72% accurate and about half were deemed relevant to the posting context, depending on the type of social update. Future work is proposed to improve the quality of contextual tags and leverage additional sensors.
The document summarizes the design process for creating a tracking device for children's belongings. It involved user research through an animated storyboard, ideating multiple concepts and selecting one through evaluation, developing wireframes and a visual design, creating 3D and physical prototypes using various tools, testing technologies, and laser cutting a final prototype. The process utilized lean UX and agile development principles of iterative design, validation with users, and parallel prototyping across interactive, physical, and electronic systems. The design process highlighted the challenges of managing development across different mediums in parallel and the importance of flexibility to change based on user feedback.
Development Prototype Design of Virtual Assembly Application-Based Leap MotionIJAEMSJORNAL
Innovation in design engineering practice is very important in the world of manufacturing in the increasingly competitive global market. Prototyping and evaluation measures are inseparable from the design process in the manufacture of a product. And made one of many physical prototypes require very expensive and time consuming, so the technology of Virtual Reality (VR) is needed, so the industry can quickly and precisely in the decision. VR technology combines a human being with a computer environment visually, touch and hearing, so that the user as if into the virtual world. The goal is that users with hand movements can interact with what is displayed on the computer screen or the user can interact with the environment is unreal to be added into the real world. VR is required for simulations that require a lot of interaction such as prototype assembly methods, or better known as the Virtual Assembly. Virtual Assembly concept which was developed as the ability to assemble a real representation of the physical model, the 3D models in CAD software by simulating the natural movement of the human hand. Leap Motion (accuracy of 0.01mm) was used to replace Microsoft's Kinect (accuracy of 1.5cm) and Motion Glove with flex sensors (accuracy of 1°) in several previous research. Leap mot ion controller is a device that captures every movement of the hand to then be processed and integrated with 3D models in CAD software. And simulation of assembly process virtually in CA D software with hand gestures detected by the leap mot ion, assembly parts can be driven either in translation or rotation, zooming and adding the assembly constraint. It also can perform mouse functions (such as left-click, middle-click, right-click and move the mouse cursor position) to a virtual assembly process simulation on CAD software.
The document discusses kinetic user interfaces (KUI) where motion is used as an interface. It describes three projects - the Smart Badge Project, EPCFind, and RelateGateways Framework - that use motion to trigger contextual services, log entries, and discovery of co-located services respectively. The Smart Badge Project uses motion within buildings to trigger services for users, EPCFind uses motion to log the location of objects, and RelateGateways Framework uses motion to discover nearby pervasive services.
Towards a framework for making applications provenance aware: UML2PROVUniversidad de La Rioja
The document presents a systematic review of provenance systems. It defines a taxonomy for characterizing provenance systems based on general aspects, provenance characteristics, and non-functional requirements. The taxonomy is used to analyze and compare 25 provenance systems. Key findings include identifying open research problems in provenance systems. The review aims to provide a unified understanding of provenance systems and motivate the definition of the UML2PROV framework to bridge application design and provenance design.
The Good the Bad and the Ugly of Dealing with Smelly Code (ITAKE Unconference)Radu Marinescu
We all have a burning desire to write clean code. Every morning we wake up, look in the mirror, and promise ourselves that today we will follow the principles and best practices learned from Uncle Bob and his disciples. But we live in a cruel environment, surrounded by millions of smelly lines of code, reflections of a stinky design… and these constantly challenge our pure-hearted desire for writing clean code.
In such an environment, the stubbornness to practice daily the writing of clean code is vital.
But is it enough? Can we avoid getting lost in a sea of smelly code and design?
In this talk I will try to persuade you that, in dealing with large-scale systems, craftsmanship must be supported by proper techniques and tools that can help us to quickly understand, assess and improve the sea of smelly design that surrounds us.
I will present a pragmatic approach on how design anti-patterns (e.g. God Class, Feature Envy, Refused Bequest, Shotgun Surgery) can be automatically detected using a set of metrics-based detection rules, by analyzing the history of the system, and by using intriguing software visualizations.
The presentation will also include a live demo of tools that can automate the entire approach to a high-extent. These tools are so robust that they can deal with systems of several million lines of code; but they are also friendly enough to provide you with customized hints that help you deal with each and every case of an “unclean” code.
This presentation is a short introduction of Dr. Chung-Ching Huang about his design practice, research and pedagogy in the past through now to the future.
BitLocker is drive encryption software included with Windows that encrypts the entire contents of the drive to protect against unauthorized access to data even if the drive is removed from the device. It stores the encryption key in the computer's Trusted Platform Module (TPM) chip or on an external USB drive for added security. BitLocker requires a Trusted Platform Module version 1.2 or higher, or the ability to store the recovery key on an external drive in order to encrypt the system drive.
Stary2020_Chapter_TheInternet-of-BehaviorAsOrganRG.pdfHải Quân
The document discusses the concept of the Internet-of-Behavior (IoB) as a continuous organizational transformation space. It proposes a model that represents organizations through behavior encapsulations and choreographic interactions between roles. This model allows describing tasks and activities as interactive behavior patterns to achieve common objectives. The model can be refined and adapted over time using value-based analysis of interactions and data. This design-science based approach aims to enable informed and continuous digital transformation of organizations as IoB systems become integrated into work. The model is exemplified through a home healthcare case study.
IoT 2010 Talk on System Infrastructure for the Internet of Things.Fahim Kawsar
Supporting Article:
Fahim Kawsar, Gerd Kortuem and Bashar Altakrouri "Supporting Interaction with the Internet of Things across Objects, Time and Space "; Internet of Things 2010 Conference (IoT-2010), Nov 29 - Dec 1, Tokyo, Japan.
The following document shows snapshots of my work as a UX researcher in academia and collaborations with industry.
Focus is on Client Deliverables.
Includes:
+ About Me
+ User Study
+ User Interface
+ User Centred Design Approach
+ Research
+ Deliverables
+ UML
+ Projects
+ Thank you note
+ Contact details
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
How can we overcome our fears, address necessary skepticism, and unlock the power of the next
generation technology ecosystem to enhance the profession of landscape architecture? This session will explore the
forefront of innovation, discussing how AI-driven solutions will optimize planning, visualization, detailing, and resource
management within the profession. These tools will play a pivotal role in how landscape architects shape a greener,
smarter, and more beautiful world.
In recent years, the use of virtual prototyping (VP) has increased in industry. Nevertheless, the potential of VP in product development has still not been fully achieved in practice. Companies do not necessary know how to use VP technologies and for that reason they are not able to achieve all the benefits. This publication presents the work that has been done by VTT, mainly in the research project called LEFA "New Generation Human-Centered Design Simulators for Life Cycle Efficient Mobile Machines", addressing VP in human-machine interaction design. The purpose is to describe what VP means, what benefits can be achieved, and how companies can use VP in practice. This publication improves the understanding of VP and can be used as a guideline by companies.
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 provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
Similar to Virtual/ Physical Co-Existing Design (CapX) (20)
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
2. “ Architecture = Space, Movement, Event”
by Bernard Tschumi
Co-existing Design
3. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Motivation
– Objective
– Methodology
– Theory Framework
‰ Surrounding space
‰ Interactive behaviors
‰ Design activities
Co-existing Design
4. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Co-Existing element
– Digitalize influence
– Co-Existing Design Environment
Co-existing Design
5. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Co-Existing element
– Digitalize influence
– Co-Existing Design Environment
Co-existing Design
6. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Co-Existing element
– Digitalize influence
– Co-Existing Design Environment
Engelbart, D: 1962, Augumenting Human Itellect, in, The Augment Papers.
Sutherland, I: 1965, The Ultimate Display, in, IFIP, pp: 506-508.
Co-existing Design
7. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Co-Existing element
– Digitalize influence
– Co-Existing Design Environment
Bolt, RA: 1980, "Put-that-there": voice and gesture at the graphics interface., in, SIGGRAPH, United States, pp: 262 - 270.
Co-existing Design
8. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Co-Existing element
– Digitalize influence
– Co-Existing Design Environment
Shaw, J: 1991, "The Legible City."
Co-existing Design
9. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Co-Existing element
– Digitalize influence
– Co-Existing Design Environment
Co-existing
‰ Information digitalize
‰ Human computer interface interactive
‰ Virtual design studio
Co-existing Design
10. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Co-Existing element
– Digitalize influence
– Co-Existing Design Environment
Dynamic design
‰Experience Montage describes the characteristics of
spatial experiences switching between virtual and physical
space through the theory of Montage.
‰ The action of Montage in the architectural terminology
is combination and construction.
‰ Finding the phenomenon of the 3D interactive
behaviors in the virtual space.
Co-existing Design
11. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Co-Existing element
– Digitalize influence
– Co-Existing Design Environment
Jung, T, et al.: 2001, Space Pen. Annotation and sketching on 3D models on the Internet, in, CAAD Futures, Eindhoven, pp: 257-270.
Gross, MD and Kemp, AJ: 2001, Gesture Modelling. Using Video to Capture Freehand Modeling Commands, in, CAAD Futures, Eindhoven, pp: 33-46.
Co-existing Design
12. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Virtual Space Representation
– Virtual / Physical Co-Existing
– Interactive Virtual / Physical Control device
Chang, T-W and Lai, I-C: 2003, Navigation in 3D Information Landscape- A 3D Museum for Civic Buildings, in, CAADRIA, Thailand, pp: 641-650.
Ishida, T: 2000, Digital City Kyoto:Social Information Infrastructure for Everyday Life, in, Communications of the ACM,
Co-existing Design
14. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Virtual Space Representation
– Virtual / Physical Co-Existing
– Interactive Virtual / Physical Control device
Piekarski, W: 2004. Interactive 3D Modelling in Outdoor Augmented Reality Worlds, University of South Australia.
Co-existing Design
15. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Virtual Space Representation
– Virtual / Physical Co-Existing
– Interactive Virtual / Physical Control device
Chen, T-H and Chang, T-W: 2005, Towards an Instant Collaboration Environment: Designing Ambient Interfaces for Social Awareness and Collaboration, in,
CAADRIA, India, pp: 447-458.
Co-existing Design
16. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Virtual Space Representation
– Virtual / Physical Co-Existing
– Interactive Virtual / Physical Control device
CyberGlove. http://www.immersion.com
Gross, MD and Kemp, AJ: 2001, Gesture Modelling. Using Video to Capture Freehand Modeling Commands, in, CAAD Futures, Eindhoven, pp: 33-46.
More, G, et al.: 2002, Understanding Spatial Information with Integrated 3D Visual and Aural Design Applications., in, ACADIA, California, pp: 333-338.
Co-existing Design
17. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Capturing Behaviors
Haptic
Visual
Sound
Pick
Grasp
Shutter
Recorder
Co-existing Design
18. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Co-existing Design
19. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Co-existing Design
20. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
•The interactive activities are between physical
object and physical space.
Co-existing Design
21. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
•The interactive activities are between physical
object and virtual space.
Co-existing Design
22. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
•The interactive activities are between virtual object
and physical space.
Co-existing Design
23. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Chen, T-H ,et all, 2003 Space door,
interactive media class.
•The interactive activities are between virtual object
and virtual space.
Co-existing Design
24. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Co-existing Design
25. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Co-existing Design
26. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Co-existing Design
27. Introduction Background Relate work Theory Implementation Evaluation Conclusion
Co-existing Design
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
28. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Co-existing Design
29. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Co-existing Design
30. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Capturing Behaviors
– Virtual/Physical integrate status
– CapX user Behaviors
Co-existing Design
31. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
3D Virtual Space platform
Interactive Input Device
Output Device
Co-existing Design
32. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
3D Virtual Space platform
Interactive Input Device
Output Device
Co-existing Design
33. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
3D Virtual Space platform
Interactive Input Device
Output Device
Co-existing Design
34. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
3D Virtual Space platform
Interactive Input Device
Output Device
Co-existing Design
35. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
3D Virtual Space platform
Interactive Input Device
Output Device
Co-existing Design
36. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
3D Virtual Space platform
Interactive Input Device
Output Device
Co-existing Design
37. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
3D Virtual Space platform
Interactive Input Device
Output Device
Co-existing Design
38. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
Co-existing Design
39. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
Co-existing Design
40. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
Co-existing Design
41. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
Co-existing Design
42. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
Co-existing Design
43. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
Co-existing Design
44. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
‰ Sliding navigation
‰ Capturing space
‰ 3D atlas
‰ composition
Co-existing Design
45. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
‰ Sliding navigation
‰ Capturing space
‰ 3D atlas
‰ composition
Co-existing Design
46. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
‰ Sliding navigation
‰ Capturing space
‰ 3D atlas
‰ composition
Co-existing Design
47. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Techniques evaluation
– CapX Framework
– CapX Operation
– CapX User interface
‰ Sliding navigation
‰ Capturing space
‰ 3D atlas
‰ composition
Co-existing Design
49. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Evaluation rules
– Design Case test
– CapX Evaluation
Co-existing Design
50. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Evaluation rules
– Design Case test
– CapX Evaluation
Co-existing Design
51. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Evaluation rules
– Design Case test
– CapX Evaluation
Co-existing Design
52. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Evaluationrules
– Design Case test
– CapX Evaluation
Co-existing Design
53. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Significance
– limitation
– Future work
‰ Form follow space experience
‰ Online model sharing
‰ Co- existing data structure
Co-existing Design
54. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Significance
– limitation
– Future work
‰ Hardly Boolean virtual model.
‰ Signal confusing between SmartNav and P5 data glove.
‰ User get tired easily.
‰ Delay of loading external 3D file.
‰ Detail of model element.
‰ Problem of W3D file online transformation.
Co-existing Design
55. Introduction Background Relate work Theory Implementation Evaluation Conclusion
– Significance
– limitation
– Future work
‰ Physical status can be change by virtual signals.
‰ Automatic evolve the space form.
‰ Network space using the co-existing design
Co-existing Design