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Design, Communication & Collaboration in Immersive Virtual
International Journal of Design Computing: Vol 4/2002: Special Issue on Designing Virtual Worlds Design, Communication & Collaboration in Immersive Virtual Environments MARC AUREL SCHNABEL & THOMAS KVAN Department of Architecture The University of Hong Kong, Hong Kong, China [email protected], [email protected] Please use IE 5.5+ and Quicktime. http://www.arch.usyd.edu.au/kcdc/journal/vol4/schnabel/index.html 19/07/2005 International Journal of Design Computing: Vol 4/2002: Special Issue on Designing Virtual Worlds Abstract | Introduction | Experiments | Tasks | Results | Discussion | Conclusion | Acknowledgements | References Abstract Virtual Environments (VE) are increasingly offered as environments for design. Using VE to visualize ideas from the initial steps of design, the architect is challenged to deal with perception of space, solid and void, without translations to and from a two dimensional media. From this new ability, we might expect new forms of design expression. The goal of our study was to identify how designers use and communicate early design ideas by using immersive three-dimensional VEs. We set-up a series of experiments including navigation- and perception-tasks, designing in immersive VE, transcription of design, remote communication between design partners and controlled observations. We explored initial intentions of three-dimensional (3D) immersive design schemes, textual descriptions and collaborations within immersive VE. This article describes the outcome of creation, interpretation and communication of architectural design, by using a 3D maze together with text-based communication in a series of collaborative design experiments. We conducted the first successful attempt of a Joint Design Studio, which uses immersive VE as tool of design and communication between remote partners. -
The Application of Virtual Reality in Art Design
International Conference on Education Technology, Management and Humanities Science (ETMHS 2015) The Application of Virtual Reality in Art Design: A New Approach 1, a CHEN Dalei 1 School of Art, Henan Institute of Education, Zhengzhou 450046,China a [email protected] Keywords: Virtual Reality; Art Design; 3D Modeling Abstract. As virtual reality technology matures and popular, it is gradually applied in art design. Virtual reality is constructed by high-tech means of the artificial environment. How best to achieve the user in the virtual world of realistic experience, has become a new research hotspot. In view of the present virtual reality technology and virtual aesthetics can improve the effect of the simulation are faced with the problem, in this paper, the study of virtual reality in art and design. Put forward the integration of technology and art technique can improve the virtual reality visual properties and the degree of match user requirements, improve the effect of the simulation. Introduction In recent years, along with the development of network and multimedia technology, virtual reality technology matures and popularization, the virtual reality technology is gradually applied in art design [1]. Virtual reality, art design is accompanied by virtual reality technology and the popularization of computer application technology and related form of audio-visual design new topic, it used the computer virtual reality technology and integrate images, sound, animation, video and other multimedia means, through the creation and performance of virtual objects with virtual space, information is a new way to display and form, make the information more intuitive, efficient delivery. As people gradually understand and attention to this kind of art and design, its application and development are also more and more widely and rapidly [2-3]. -
(2) Patent Application Publication (10) Pub. No.: US 2016/0370971 A1 HACKETT Et Al
US 20160370971A1 (19) United States (2) Patent Application Publication (10) Pub. No.: US 2016/0370971 A1 HACKETT et al. (43) Pub. Date: Dec. 22, 2016 (54) DRESS FORM FOR THREE-DIMENSIONAL G06T 19/00 (2006.01) DRAWING INSIDE VIRTUAL REALITY G{}6F 3/0484 (2006.01) ENVIRONMENT G06T 15/1() (2006.01) G06T 13/20 (2006.01) (71) Applicant: GOOGLE INC., Mountain View, CA (52) U.S. CI. (US) CPC ........... G06F 3/04815 (2013.01); G06T 15/10 e (2013.01); G06T 13/20 (2013.01); G06T (72) Inventors: Patrick Ryan HACKETT, San 19/006 (2013.01); G06F 3/04842 (2013.01); Francisco, CA (US); Clayton G06F 3/04845 (2013.01); G06F 3/0482 Woodward BAVOR, JR., Atherton, CA (2013.01) (US); Andrey DORONICHEV, San Francisco, CA (US) (57) ABSTRACT (21) Appl. No.: 14/859,167 Systems and methods are described for producing a repre (22) Filed: Sep. 18, 2015 sentation of a display of a three-dimensional virtual reality environment and defining a dress form object within the Related U.S. Application Data virtual reality environment. The virtual reality environment (60) Provisional application No. 62/052,338, filed on Sep. is configured to receive interactive commands from at least 18, 2014. 5- -- ~5 one input device coupled to a computing device and asso s ciated with a user. Fabric movement simulations are gener Publication Classification ated by animating the dress form object according to con figured animation data and displayed in the virtual reality (51) Int. Cl. environment. The display being may be generated in G{}6F 3/0481 (2006.01) response to receiving a movement pattern indicating move G{}6F 3/0482 (2006.01) ment of the dress form object. -
In Human-Computer Interaction Published, Sold and Distributed By: Now Publishers Inc
Full text available at: http://dx.doi.org/10.1561/1100000067 Communicating Personal Genomic Information to Non-experts: A New Frontier for Human-Computer Interaction Orit Shaer Wellesley College, Wellesley, MA, USA [email protected] Oded Nov New York University, USA [email protected] Lauren Westendorf Wellesley College, Wellesley, MA, USA [email protected] Madeleine Ball Open Humans Foundation, Boston, MA, USA [email protected] Boston — Delft Full text available at: http://dx.doi.org/10.1561/1100000067 Foundations and Trends R in Human-Computer Interaction Published, sold and distributed by: now Publishers Inc. PO Box 1024 Hanover, MA 02339 United States Tel. +1-781-985-4510 www.nowpublishers.com [email protected] Outside North America: now Publishers Inc. PO Box 179 2600 AD Delft The Netherlands Tel. +31-6-51115274 The preferred citation for this publication is O. Shaer, O. Nov, L. Wstendorf, and M. Ball. Communicating Personal Genomic Information to Non-experts: A New Frontier for Human-Computer Interaction. Foundations and Trends R in Human-Computer Interaction, vol. 11, no. 1, pp. 1–62, 2017. R This Foundations and Trends issue was typeset in LATEX using a class file designed by Neal Parikh. Printed on acid-free paper. ISBN: 978-1-68083-254-9 c 2017 O. Shaer, O. Nov, L. Wstendorf, and M. Ball All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, mechanical, photocopying, recording or otherwise, without prior written permission of the publishers. Photocopying. In the USA: This journal is registered at the Copyright Clearance Cen- ter, Inc., 222 Rosewood Drive, Danvers, MA 01923. -
Immersive Experience Impact on Students' Understanding of Design
Paper ID #10069 Immersive Experience Impact on Students’ Understanding of Design Ms. Antonette T. Cummings P.E., Purdue University Antonette Cummings is a Ph.D. student in Engineering Education at Purdue University. She holds an M.S. in Mechanical Engineering from the University of Texas at Austin. Dr. Carla B. Zoltowski, Purdue University, West Lafayette Carla B. Zoltowski, Ph.D., is Co-Director of the EPICS Program at Purdue University. She received her B.S. and M.S. in electrical engineering and Ph.D. in engineering education, all from Purdue University. She has served as a lecturer in Purdue’s School of Electrical and Computer Engineering. Dr. Zoltowski’s academic and research interests include human-centered design learning and assessment, service-learning, ethical reasoning development and assessment, leadership, and assistive technology. Ms. Ming-Chien Hsu, Purdue University, West Lafayette Ming-Chien Hsu is a doctoral candidate of Engineering Education at Purdue University. She was an elec- trical engineer working on semiconductor devices before stepping into the realm of education research. Her current research explores and characterizes learning experiences in engineering such as design and interdisciplinary learning. Dr. Monica E Cardella, Purdue University, West Lafayette Monica Cardella is an Associate Professor of Engineering Education at Purdue University. She teaches design to first-year engineering students at Purdue as well as an upper-level design course for seniors and graduate students. Her research focuses on the development of engineering thinking skills (operational- ized as design thinking, mathematical thinking, and the interplay between the two) in children as young as 4 years old as well as older ”children” (i.e. -
Designing Reality-Based Interfaces for Experiential Bio-Design
Pers Ubiquit Comput DOI 10.1007/s00779-013-0752-1 ORIGINAL ARTICLE Designing reality-based interfaces for experiential bio-design Orit Shaer • Consuelo Valdes • Sirui Liu • Kara Lu • Kimberly Chang • Wendy Xu • Traci L. Haddock • Swapnil Bhatia • Douglas Densmore • Robert Kincaid Received: 16 December 2012 / Accepted: 15 February 2013 Ó Springer-Verlag London 2013 Abstract Reality-based interfaces (RBIs) such as table- design process for enhancing college-level science educa- top and tangible user interfaces draw upon ideas from tion through reality-based interaction, (2) reflections on the embodied cognition to offer a more natural, intuitive, and design, implementation, and validation of two case stud- accessible form of interaction that reduces the mental effort ies—RBIs for learning synthetic biology, and (3) discus- required to learn and operate computational systems. sion of opportunities and challenges for advancing learning However, to date, little research has been devoted to of college-level sciences through next-generation investigating the strengths and limitations of applying interfaces. reality-based interaction for promoting learning of complex scientific concepts at the college level. We propose that Keywords Reality-based interaction Multi-touch Á Á RBIs offer unique opportunities for enhancing college- Bioinformatics Collaborative learning level science education. This paper presents three main Synthetic biologyÁ Á contributions: (1) design considerations and participatory O. Shaer (&) C. Valdes S. Liu K. Lu K. Chang W. Xu 1 Introduction Wellesley College,Á 106 CentralÁ St.,Á Wellesley,Á MA, USAÁ e-mail: [email protected] Over the past two decades, human–computer interaction C. Valdes (HCI) research has generated a broad range of interaction e-mail: [email protected] styles that move beyond the desktop into new physical and S. -
EXTENDED REALITY for DESIGN Online Option Short Course Extended Reality for Design Online Option 02
SHORT COURSES EXTENDED REALITY FOR DESIGN Online Option Short Course eXtended Reality for Design Online Option 02 General Introduction Over the past 80 years Istituto Marangoni has grown and developed alongside the thriving Italian fashion and design scenario. Through an exciting curriculum aimed to develop practical, creative, business and management skills which are subject spe- cific, and relevant to the international fashion, design or art industries, Istituto Marangoni short courses prepare students in the principles of subjects such as Fashion Design, Accessories and Footwear Design, Fashion Styling, Fashion Business and Com- munication, Visual and Multimedia Design, Interior Design, Product Design, Art Management and Art Curation. 1. Certification Attained Istituto Marangoni Certificate Course Information 2. General info: • Duration: 6 Weeks (3 days per week) • Total Hours: 45 • Course Delivery mode: full online • Lesson Duration: 2h30 3. Short Course Description This is a short introductory course to fast track the working knowledge and practical skills in extended reality (XR) technology. This new wave of mass media offers unlimited freedom to create products and artwork without the limitations of space and re- sources and allows for a more human design process (avoiding code, keyboards and years of training). With a special focus on experimenting with hands-on practical skills that can be used straight away, this course equips partici- pants with the tools to start building ideas in 3D space. Focusing on Virtual Reality and Augmented Reality, each class covers a new topic with take away exercises and homework to practice and present for feedback from the experienced lecturer. Students also discover ways to create 3D models, floorplans and visual concepts in 3D using readily available tools to build virtual worlds, capture real world objects, share their work to new audiences and visualise ideas to create exciting new experiences. -
A Reader in Themed and Immersive Spaces
A READER IN THEMED AND IMMERSIVE SPACES A READER IN THEMED AND IMMERSIVE SPACES Scott A. Lukas (Ed.) Carnegie Mellon: ETC Press Pittsburgh, PA Copyright © by Scott A. Lukas (Ed.), et al. and ETC Press 2016 http://press.etc.cmu.edu/ ISBN: 978-1-365-31814-6 (print) ISBN: 978-1-365-38774-6 (ebook) Library of Congress Control Number: 2016950928 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. Contents Part I. 1. Introduction: The Meanings of Themed and Immersive Spaces 3 Part II. The Past, History, and Nostalgia 2. The Uses of History in Themed Spaces 19 By Filippo Carlà 3. Pastness in Themed Environments 31 By Cornelius Holtorf 4. Nostalgia as Litmus Test for Themed Spaces 39 By Susan Ingram Part III. The Constructs of Culture and Nature 5. “Wilderness” as Theme 47 Negotiating the Nature-Culture Divide in Zoological Gardens By Jan-Erik Steinkrüger 6. Flawed Theming 53 Center Parcs as a Commodified, Middle-Class Utopia By Steven Miles 7. The Cultures of Tiki 61 By Scott A. Lukas Part IV. The Ways of Design, Architecture, Technology, and Material Form 8. The Effects of a Million Volt Light and Sound Culture 77 By Stefan Al 9. Et in Chronotopia Ego 83 Main Street Architecture as a Rhetorical Device in Theme Parks and Outlet Villages By Per Strömberg 10. -
Design for Virtual Reality
DESIGN FOR VIRTUAL REALITY 2ND edition Master Professional Technical file Credits: 60 Language: English Courses in English require an intermediate level, corresponding to TOEFL or IELTS 6.5. Duration: from January 18th 2021 to July 22nd 2021 The enrolment will be active from January 7th 2021, until the official submission of the student’s records, which will be executed on December 31st 2021 . Timetable (face-to-face teaching in classroom): Monday, Thursday, Friday and alternate Wednesday from 6.30pm to 10.40pm The Master course follows a hybrid format with face- to-face classes in our facilities that are combined with distance content (online) without depending on a class attendance schedule throughout the week. Some sessions may take place outside these hours in the case of making up for missed classes or extra activities. The educational planning of all IED Master courses is based on the criteria set by the European Higher Education Area (EHEA). IED Master employs a system of credits that follows the structure of the European Credit Transfer and Accumulation System (ECTS). #1 IED issues its own exclusively private Master’s degrees. 2 Introduction Immersive Design is changing the digital experiences and the way we learn and create. The Virtual Reality environment needs a multidisciplinary professional able to design creative content and experiences, communicate and manage projects for new immersive technologies and reach audiences using storytelling and audio-visual narratives. #2 Industries that are affected by the rapid development of Cross Reality (XR) solutions represent some of the most important vertical markets currently served by the audio-visual design market, such as Entertainment, Education, Digitalization of cities, Architecture, Engineering or Automotive. -
Moclo Planner: Interactive Visualization for Modular Cloning Bio-Design
MoClo Planner: Interactive Visualization for Modular Cloning Bio-Design Orit Shaer1, Consuelo Valdes1, Sirui Liu1, Kara Lu1, Traci L. Haddock2, Swapnil Bhatia2, Douglas Densmore2, Robert Kincaid3 1Wellesley College, 2Department of Electrical and Computer Engineering Boston University, 3Agilent Technologies ABSTRACT The bottlenecks and challenges along the path to realizing the full MoClo Planner is an interactive visualization system for potential of this field are formidable and numerous. For one, collaborative bio-design, utilizing a multi-touch interactive synthetic biology design requires large design spaces to be surface. The system integrates the information gathering, design, sampled combinatorially while applying voluminous experimental and specification of complex synthetic biological constructs using design for each design candidate. The planning, execution, and the the Modular Cloning (MoClo) assembly method. Modular tracking of experimental data and results are currently Cloning is a hierarchical DNA construction method that allows implemented using ad-hoc processes that limit the scale and for the assembly of multi-part constructs from a library of complexity of biological design [57]. The cost and skill level biological parts in a one-pot reaction. This cutting-edge method required for using biological design technologies pose another facilitates and expedites the assembly of complex biological challenge, limiting the opportunities for future scientists (a.k.a. designs. However, it is an intricate multi-step process, which to students) to engage in experiential learning in synthetic biology. date, has not been adequately supported by existing bio-design tools. Novel visual tools are needed in order to make MoClo more The goal of this project was to apply key areas of innovation in tractable and accessible to a broad range of users, to facilitate a Human-Computer Interaction such as multi-touch interaction and less error prone bio-design process, and to improve workflow. -
Immersive Prototyping in Virtual Environments for Industrial Designers Sebastian Stadler, Henriette Cornet, Damien Mazeas, Jean-Rémy Chardonnet, Fritz Frenkler
ImPro: Immersive Prototyping in Virtual Environments for Industrial Designers Sebastian Stadler, Henriette Cornet, Damien Mazeas, Jean-Rémy Chardonnet, Fritz Frenkler To cite this version: Sebastian Stadler, Henriette Cornet, Damien Mazeas, Jean-Rémy Chardonnet, Fritz Frenkler. ImPro: Immersive Prototyping in Virtual Environments for Industrial Designers. 16th International Design Conference - DESIGN 2020, Oct 2020, Cavtat, Croatia. pp.1375-1384, 10.1017/dsd.2020.81. hal- 02874029 HAL Id: hal-02874029 https://hal.archives-ouvertes.fr/hal-02874029 Submitted on 18 Jun 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. INTERNATIONAL DESIGN CONFERENCE – DESIGN 2020 https://doi.org/10.1017/dsd.2020.81 IMPRO: IMMERSIVE PROTOTYPING IN VIRTUAL ENVIRONMENTS FOR INDUSTRIAL DESIGNERS S. Stadler 1, , H. Cornet 1, D. Mazeas 1, J.-R. Chardonnet 2 and F. Frenkler 3 1 TUMCREATE Ltd, Singapore, 2 Arts et Métiers ParisTech, France, 3 Technical University of Munich, Germany [email protected] Abstract Computer-Aided Design (CAD) constitutes an important tool for industrial designers. Similarly, Virtual Reality (VR) has the capability to revolutionize how designers work with its increased sense of scale and perspective. However, existing VR CAD applications are limited in terms of functionality and intuitive control. -
CTAN502L Experiments in Immersive Design 17961D Spring 2020, 2 Units
CTAN502L Experiments in Immersive Design 17961D Spring 2020, 2 units Instructor : Eric Hanson, [email protected] Class meets Tuesdays 9:00-11:50a, RZC117 Lab meets Thurdays 9:00-11:50a, RZC117 Office hours Tuesdays 1:00-4:00p and Wednesdays 1:00-4:00p, SCB 210P Student Assistant: TBD Course Description: An in-depth exploration of aesthetics and techniques involved in the conceptualization, design and creation of im- mersive media and stereoscopic imaging. Review of techniques and aesthetic issues pertinent to immersive virtual reality and stereoscopic animation. Students create short projects utilizing emerging media formats: 3D IMAX cin- ema, Fulldome cinema, cinematic Virtual Reality. No pre-requisites, but prior knowledge of Adobe After Effects and Autodesk Maya helpful. Course Requirements and Grades: - Completion of 2 projects: (1) 15 second short in stereoscopic timelapse format [30%], (1) VR short film, 30-60 secs, in media to be discussed [40%}. Unfinished works-in-progress will be considered incomplete. Originality, crea- tivity, and high production quality of project expected. - Final exam, multiple-choice, from lecture notes: [30%] Attendance: ATTENDANCE WILL BE TAKEN 10 MINUTES AFTER THE START OF CLASS. Attendance and participation are vital as many weekly assignments will be both introduced and started during the class. You will be marked tardy after ten minutes and absent after 60 minutes. Three or more absences are ground for failing the class. Three tardies equals an absence. If a student is to be absent from a class (barring an emergency) the instructor must be notified prior to the absence via phone or email. Course Length: 15 weeks, meeting once a week, three hours each class meeting, optional 3 hr lab.