Holmenkollen Time Travel Developing a Situated Simulation for a handheld device
Masters Thesis - the department of Informatics at the University of Oslo
Holmenkollen is a ski jumping hill, a place and a structure of cultural and historical importance in Norway. This... more Holmenkollen is a ski jumping hill, a place and a structure of cultural and historical importance in Norway. This thesis describes the development of the situated simulation Holmenkollen Time Travel (HTT), an application made for iPad2. The HTT allows a user to “travel in time” to experience four different versions of the ski jumping hill, hence the name. The application is tested on location by different user groups and the feedback from the individuals shows how the HTT can enhance a user’s experience of Holmenkollen. The application introduces some new developments to the concept of situated simulations, and is further analyzed within the theoretical framework of Augmented Reality and Place Specific Computing.
Experiencing the Big Idea
by Eugene Ch'ng
Shrewsbury Museum Service invited Dew Harrison to create a work relating to Charles Darwin for the bicentenary of his... more
Shrewsbury Museum Service invited Dew Harrison to create a work relating to Charles Darwin for the bicentenary of his birth in the UK town. Her research is practise-led and uses computer technology to interlink series of related thoughts and ideas, in multimedia form. Texts, images, animations and sounds are networked into one overarching ‘concept’. The complete concept is then exhibited as a looped projected film or interactive screen work offering a contemporary understanding of a complex issue. She had previously worked with the ideas encapsulated within the work of Marcel Duchamp, in particular his Large Glass, which she transposed together with his boxes of notes and associated previous work, into one hypermedia system. Duchamp being the instigator of current Conceptual practice, his thinking began the shift of value within art from aesthetic to idea. This new challenge was to explicate the ideas of Darwin by synthesising them into one concept which could be grasped through audience interaction. Harrison is interested in relational works that invite an audience to participate together in revealing an understanding of the ‘concept’ on display. Earlier works used mouse and keypad to access a work, now the interfaces can involve sensors and physical movements for more playful and instinctive engagement. To develop the new project, Harrison worked in collaboration with two programmers and an animator to explore the ‘big idea ‘ of evolution and elicit an understanding of Darwinian adaptation through interactive installation.
For the new installation entitled Shift-Life they have produced an alternate, or fantasy, biological life as a project which delivers an implicit understanding of Darwinian evolution and examples the rapid life changes necessary for survival in accelerated alternating climatic conditions. Shift-Life is an installation which focuses on ‘hands-on’ possibilities for witnessing an evolutionary process in alternate life forms as they struggle to adapt to a volatile environment. In response to Darwin’s idea, the aim of this work was to create an ‘alternate’ biological life as a set of artificial or virtual organisms that possess similar biological processes to their ‘real’ counterparts, such as growth, reproduction, and adaptation. The virtual life forms exist in a nutritional (trophic) relationship of prey/predator, and include both rooted (sessile) and free ranging (vagile) organisms. Animal-intelligence was programmed into the virtual organisms to allow them survival strategies. The project also involved the construction of an enhanced mixed reality-based virtual environment to support the organisms. The climate of the virtual environment was directly influenced by the data gathered by wireless sensors (phidgets) in the real world landscape (sand box), plus implements (lights, shakers, pourers…) that altered the parameters (temperature, humidity, acidity, stability…) and so allowed visitors to change the condition of the virtual landscape.
The installation comprised of a large ’sand-pit’ box representing the virtual world terrain, this encouraged interactivity for visitors who could physically manipulate a set of implements to radically alter the living conditions of the fantasy creatures in their virtual ecosystem, projected into the installation space. By pouring liquids, switching on lights, moving objects etc., in the sand box, visitors could see immediate responses to their actions played out in the animated ecosystem as the life forms adapted to survive. Interacting with the real world landscape and
observing the instant affect a visitor’s actions had on the animated ecosystem projected into the installation space, proffered an understanding of how causing changes in environmental conditions, forces evolutionary developments on the life-forms in them.
2009 is the 200th anniversary of the birth of Charles Darwin in Shrewsbury and the 150th anniversary of the publication of On the Origin of Species. As part of the national celebrations underway, Shift-Life was exhibited at Shift-Time – a festival of ideas in Shrewsbury, summer 2009. It was still in its prototype stage and, following this beta-testing, it will be modified and enriched with extra behaviours and more sensitive environmental changes as we develop the project to more closely demonstrate Darwinian ideas for further exhibition.
Timothy Lenoir and Sha Xin Wei, Authorship and Surgery: The Shifting, Ontology of the Virtual Surgeon, in From Energy to Information: Representation in Science and Technology, Art, and Literature, pp. 283-208.
by Xin Wei Sha
Virtual surgery, the figure of the surgeon, VR and game technologies Virtual surgery, the figure of the surgeon, VR and game technologies
Distributed design review using tangible augmented technical drawings
In this work we integrate augmented reality technology in a product development process using real technical drawings... more
In this work we integrate augmented reality technology in a product development process using real technical drawings as a tangible interface for design review. We present an original collaborative framework for Augmented Design Review Over Network (ADRON). It provides the following features: augmented technical drawings, interactive FEM simulation, multimodal annotation and chat tools, web content integration and collaborative client/server architecture. Our framework is intended to use common hardware instead of expensive and complex virtual or augmented facilities. We designed the interface specifically for users with little or no augmented reality expertise proposing tangible interfaces for data review and visual editing for all the functions and configurations. Two case studies are presented and discussed: a real-time “touch and see” stress/strain simulation and a collaborative distributed design review session of an industrial component.
Keywords: Augmented reality; Collaborative design review; FEM data visualization; 3D model annotation
Realidad aumentada en el Ámbito Universitario
by Luis Eduardo Bayonet Robles
Numerosos experimentos demuestran que la realidad aumentada es una herramienta indispensable para el área de la... more
Numerosos experimentos demuestran que la realidad aumentada es una herramienta indispensable para el área de la formación y el proceso de enseñanza-aprendizaje del mundo de hoy. Como docentes, estamos comprometidos a conocer esta herramienta que viene a contribuir y aportar recursos visuales que nos ayudan a ilustrar más tangiblemente los contenidos que impartimos y erradicar la subjetividad que existe muchas veces en nuestras explicaciones conceptuales.
Finalmente creo que los beneficios que ofrecen la realidad aumentada y sus aplicaciones tecnológicas, para el área de la educación apenas comienzan y debe ser un reto tanto de alumnos como de profesores, seguir de cerca su evolución y desarrollo, con el fin de transmitir a nuestros estudiantes aprendizajes verdaderamente significativos.
12 views
Seen by:Smartphone Augmented Reality Applications for Tourism
by Professor Dimitrios Buhalis
Smartphone Augmented Reality Applications for Tourism
Zornitza Yovcheva, Dimitrios Buhalis, Christos... more
Smartphone Augmented Reality Applications for Tourism
Zornitza Yovcheva, Dimitrios Buhalis, Christos Gatzidis
School of Tourism, Bournemouth University, UK
e-Review of Tourism Research (eRTR), Vol. 10, No. 2, 2012
Abstract
Invisible, attentive and adaptive technologies that provide tourists with relevant services and information anytime and anywhere may no longer be a vision from the future. The new display paradigm, stemming from the synergy of new mobile devices, context-awareness and AR, has the potential to enhance tourists’ experiences and make them exceptional. However, effective and usable design is still in its infancy. In this publication we present an overview of current smartphone AR applications outlining tourism-related domain-specific design challenges. This study is part of an ongoing research project aiming at developing a better understanding of the design space for smartphone context-aware AR applications for tourists.
Keywords: Augmented Reality, eTourism, smartphone, mobile
37 views
Seen by:Extended Overview Techniques for Outdoor Augmented Reality
Eduardo Veas, Raphael Grasset, Ernst Kruijff, Dieter Schmalstieg
IEEE Transactions on Visualization and Computer Graphics 18(4), 2012.
(IEEE VR 2012)
Digital Annotation of Printed Documents
by Beat Signer
Corsin Decurtins, Moira C. Norrie and Beat Signer, Proceedings of CIKM 2003, 12th International Conference on Information and Knowledge Management. New Orleans, USA, November 2003
We present a general model and information server for the digital annotation of printed documents. The resulting... more We present a general model and information server for the digital annotation of printed documents. The resulting annotation framework supports both informal and structured annotations as well as context-dependent services. A demonstrator application for mammography that features both enhanced writing and reading activities is described.
33 views
Seen by:Switching over to Paper: A New Web Channel
by Beat Signer
Moira C. Norrie and Beat Signer, Proceedings of WISE 2003, 4th International Conference on Web Information Systems Engineering. Rome, Italy, December 2003
We present a general web-based information infrastructure capable of supporting the rapid development of... more We present a general web-based information infrastructure capable of supporting the rapid development of highlyinteractive information environments that cater for widely varying requirements across application domains and all forms of fixed and mobile client devices. In particular, we describe how this infrastructure has been extended to support digitally augmented paper through a special transformation component that can map active areas of document pages to information objects so that user- and contextdependent interaction can be supported. Our infrastructure is sufficiently general and flexible to adapt to, not only emerging and even unanticipated technologies in the area of interactive paper, but also the rapidly expanding interaction sphere of hypermedia.
14 views
Seen by:Putting the Gloss on Paper: A Framework for Cross-Media Annotation
by Beat Signer
Corsin Decurtins, Moira C. Norrie and Beat Signer, NRHM 2003, New Review of Hypermedia and Multimedia. Volume 9, 2003
We present a general framework for cross-media annotation that can be used to support the many different forms and... more We present a general framework for cross-media annotation that can be used to support the many different forms and uses of annotation. Specifically, we discuss the need for digital annotation of printed materials and describe how various technologies for digitally augmented paper can be used in support of work practices. The state of the art in terms of both commercial and research solutions is described in some detail, with an analysis of the extent to which they can support both the writing and reading activities associated with annotation. Our framework is based on an extension of the information server that was developed within the Paper++ project to support enhanced reading. It is capable of handling both formal and informal annotation across printed and digital media, exploiting a range of technologies for information capture and display. A prototype demonstrator application for mammography is presented to illustrate both the functionality of the framework and the status of existing technologies.
Overlaying Paper Maps with Digital Information Services for Tourists
by Beat Signer
Moira C. Norrie and Beat Signer, Proceedings of ENTER 2005, 12th International Conference on Information Technology and Travel & Tourism. Innsbruck, Austria, January 2005
Despite the increasing availability of various forms of digital maps and guides, paper still prevails as the main... more Despite the increasing availability of various forms of digital maps and guides, paper still prevails as the main information medium used by tourists during city visits. The authors describe how recent technologies for digitally augmented paper maps can be used to develop interactive paper maps that provide value-added services for tourists through digital overlays. An initial investigation into the use of these maps to support visitors to the Edinburgh festivals is also presented.
"Connective environmental education: augmented-reality enhanced landscapes as distributed learning ecosystems."
Salvatore Iaconesi, Luca Simeone, Cary Hendrickson, Oriana Persico, "Connective environmental education: augmented-reality enhanced landscapes as distributed learning ecosystems.", in "Future Learning Spaces", Designs on elearning conference proceedings, Stefan Sonvilla-Weiss & Owen Kelly (eds.), pp. 312-321, 2011, Helsinki, Aalto University publication series, ISBN 978-952-60-4517-7
“A Third Augmented Landscape” is a performative presentation and scientific paper
discussing the outcomes of a... more
“A Third Augmented Landscape” is a performative presentation and scientific paper
discussing the outcomes of a research project carried out by FakePress Publishing and
Università di Roma “La Sapienza”: the creation of an open source augmented reality (AR)
system for leaves. This AR system, called LEAF++, is based on a combined series of computer vision techniques that allow smartphones and personal computers equipped with
a webcam to recognize leaves and other parts of plants and to show educational content
and interactive experiences. This possibility is used in the critical interpretation of Gilles
Clément’s definition of the “Third Landscape”: the sum of spaces in which human being
gave up to nature in the evolution of the landscape [1-2]. LEAF++ is used as a new eye
on urban spaces which is able to identify the Third Landscape and turn it into a place for
information, expression and interaction.
critique of mind//intentionality
investigative article. Published widely.
Does observation of intentionality prove the mind's existence Does observation of intentionality prove the mind's existence
16 views
Seen by: and 1 more
