23 results on '"immersive spaces"'
Search Results
2. The role of immersive spaces on the customer experience: An exploration of fashion metaverses.
- Author
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Alexander, Bethan, Blazquez, Marta, Chrimes, Courtney, and Boardman, Rosy
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CUSTOMER experience ,SHARED virtual environments ,CONSUMER behavior ,MOTIVATION (Psychology) ,FASHION merchandising ,CONSUMER psychology ,MARKETING & psychology - Abstract
This study explores the impact of immersive spaces, such as the metaverse, on the customer experience. The research examines consumers' motivations to use metaverse spaces and analyses how various dimensions of virtual environments and the associated pain points affect the overall customer experience, including cognitive, affective, behavioral, and social outcomes. It also investigates whether consumers perceive differences between brands' metaverse and physical spaces. The fashion industry, as an early adopter of the metaverse, serves as the context. A qualitative research design, including consumer diaries and focus groups, is conducted. Findings reveal five motivations for using metaverse environments: freedom of expression, creativity, exploration, entertainment, and productivity. We identify several pain points that impact the overall customer experience that should be overcome to realize the metaverse's potential. This study highlights implications for theory and practice related to immersive spaces and the customer experience, benefiting metaverse designers and customers alike, and influencing brands' marketing strategies that increasingly focus on incorporating immersive spaces. As the field of omniverse marketing remains underdeveloped, our research advances knowledge by extending the customer experience framework into the context of immersive spaces and contributes to the body of knowledge of consumer psychology and marketing. [ABSTRACT FROM AUTHOR]
- Published
- 2025
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3. EEG and Physiological Signals Dataset from Participants during Traditional and Partially Immersive Learning Experiences in Humanities.
- Author
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Romo-De León, Rebeca, Cham-Pérez, Mei Li L., Elizondo-Villegas, Verónica Andrea, Villarreal-Villarreal, Alejandro, Ortiz-Espinoza, Alexandro Antonio, Vélez-Saboyá, Carol Stefany, Lozoya-Santos, Jorge de Jesús, Cebral-Loureda, Manuel, and Ramírez-Moreno, Mauricio A.
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GENERAL Health Questionnaire ,EMOTION recognition ,BIOMEDICAL signal processing ,ELECTROENCEPHALOGRAPHY ,BLOOD volume ,DATA recorders & recording ,BLOOD pressure - Abstract
The relevance of the interaction between Humanities-enhanced learning using immersive environments and simultaneous physiological signal analysis contributes to the development of Neurohumanities and advancements in applications of Digital Humanities. The present dataset consists of recordings from 24 participants divided in two groups (12 participants in each group) engaging in simulated learning scenarios, traditional learning, and partially immersive learning experiences. Data recordings from each participant contain recordings of physiological signals and psychometric data collected from applied questionnaires. Physiological signals include electroencephalography, real-time engagement and emotion recognition calculation by a Python EEG acquisition code, head acceleration, electrodermal activity, blood volume pressure, inter-beat interval, and temperature. Before the acquisition of physiological signals, participants were asked to fill out the General Health Questionnaire and Trait Meta-Mood Scale. In between recording sessions, participants were asked to fill out Likert-scale questionnaires regarding their experience and a Self-Assessment Manikin. At the end of the recording session, participants filled out the ITC Sense of Presence Inventory questionnaire for user experience. The dataset can be used to explore differences in physiological patterns observed between different learning modalities in the Humanities. Dataset: The data generated from this experimentation are available for download on Figshare https://doi.org/10.6084/m9.figshare.24777084 , accessed on 28 January 2024. Dataset License: The dataset is made available under the Creative Commons 4.0 (CC BY) license. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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4. EEG and Physiological Signals Dataset from Participants during Traditional and Partially Immersive Learning Experiences in Humanities
- Author
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Rebeca Romo-De León, Mei Li L. Cham-Pérez, Verónica Andrea Elizondo-Villegas, Alejandro Villarreal-Villarreal, Alexandro Antonio Ortiz-Espinoza, Carol Stefany Vélez-Saboyá, Jorge de Jesús Lozoya-Santos, Manuel Cebral-Loureda, and Mauricio A. Ramírez-Moreno
- Subjects
neuroeducation ,neurohumanities ,immersive spaces ,neuroengineering ,educational innovation ,Bibliography. Library science. Information resources - Abstract
The relevance of the interaction between Humanities-enhanced learning using immersive environments and simultaneous physiological signal analysis contributes to the development of Neurohumanities and advancements in applications of Digital Humanities. The present dataset consists of recordings from 24 participants divided in two groups (12 participants in each group) engaging in simulated learning scenarios, traditional learning, and partially immersive learning experiences. Data recordings from each participant contain recordings of physiological signals and psychometric data collected from applied questionnaires. Physiological signals include electroencephalography, real-time engagement and emotion recognition calculation by a Python EEG acquisition code, head acceleration, electrodermal activity, blood volume pressure, inter-beat interval, and temperature. Before the acquisition of physiological signals, participants were asked to fill out the General Health Questionnaire and Trait Meta-Mood Scale. In between recording sessions, participants were asked to fill out Likert-scale questionnaires regarding their experience and a Self-Assessment Manikin. At the end of the recording session, participants filled out the ITC Sense of Presence Inventory questionnaire for user experience. The dataset can be used to explore differences in physiological patterns observed between different learning modalities in the Humanities.
- Published
- 2024
- Full Text
- View/download PDF
5. Dimensión inmersiva del folklore y la cultura material tradicional en el marco de una crítica al progreso técnico. Apuntes en torno al museo de Henry Chapman Mercer.
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Sánchez-Mateos Paniagua, Rafael
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NINETEENTH century ,TECHNOLOGICAL progress ,TWENTIETH century ,HANDICRAFT ,MODERNITY - Abstract
Copyright of [i2]: Research & Innovation in Architecture / Investigación e Innovación en Arquitectura y Territorio is the property of Universitat D'Alacant and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
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6. Sustainability in Yacht and Vessel Design Through Smart Spaces: Opportunities Offered by Digital Technologies and New Materiality
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Carmosino, Giuseppe, Bionda, Arianna, Ratti, Andrea, Rannenberg, Kai, Editor-in-Chief, Soares Barbosa, Luís, Editorial Board Member, Goedicke, Michael, Editorial Board Member, Tatnall, Arthur, Editorial Board Member, Neuhold, Erich J., Editorial Board Member, Stiller, Burkhard, Editorial Board Member, Tröltzsch, Fredi, Editorial Board Member, Pries-Heje, Jan, Editorial Board Member, Kreps, David, Editorial Board Member, Reis, Ricardo, Editorial Board Member, Furnell, Steven, Editorial Board Member, Mercier-Laurent, Eunika, Editorial Board Member, Winckler, Marco, Editorial Board Member, Malaka, Rainer, Editorial Board Member, Borgianni, Yuri, editor, Brad, Stelian, editor, Cavallucci, Denis, editor, and Livotov, Pavel, editor
- Published
- 2021
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7. Multi-person Spatial Interaction in a Large Immersive Display Using Smartphones as Touchpads
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Sharma, Gyanendra, Radke, Richard J., Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Arai, Kohei, editor, Kapoor, Supriya, editor, and Bhatia, Rahul, editor
- Published
- 2021
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8. Immersive Experiences in Staircases. The Geometric System as Sensorial Stirring
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Cirillo, Vincenzo, Conte, Pasquale, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, and Luigini, Alessandro, editor
- Published
- 2019
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9. Immersivity: An Interdisciplinary Approach to Spaces of Immersion
- Author
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Florian Freitag, Céline Molter, Laura Katharina Mücke, Helena Rapp, Damien B. Schlarb, Elisabeth Sommerlad, Clemens Spahr, and Dominic Zerhoch
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interdisciplinarity ,immersivity ,immersion ,immersive spaces ,threshold ,theme parks ,Geography. Anthropology. Recreation ,Social Sciences - Abstract
This article proposes to shift the scholarly focus from the conceptually, terminologically, and methodologically fuzzy notion of “immersion” to the concept of “immersivity,” and thus from a discussion of experiences to an analysis of the productive forces that enable such experiences (aesthetic and otherwise). Using case studies from theme parks, film, and immersive theatre to video games and immersive educational spaces, we argue that immersivity is a distinct term that denotes an inherent quality of objects in general and of mediated, delineated, real and virtual spaces in particular. We assume that in all of these examples, spatial qualities and modes interact in particular ways to facilitate immersion. Elucidating these interactions requires discussing examples from different disciplinary contexts. It is precisely through this interdisciplinary approach that we take a first step towards understanding immersivity, as we pinpoint cross-disciplinary congruences wherever possible. The article thus offers the starting point for a transdisciplinary, qualitative, experimental, and analytical model of immersivity. Following a theoretical introduction to the topic of immersion, we will first conceptualize our interdisciplinary understanding of immersion and immersivity and then launch into a transdisciplinary dialogue about examples of immersive spaces.
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- 2020
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10. Klimaforum Berlin: Immersive Spaces in a Nutshell
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Drolenga, Stijn (author) and Drolenga, Stijn (author)
- Abstract
Klimaforum is Berlins new interactive art, science and technology forum, located on a soon to be vacant heizkraftwerk site along the Spree river. Commissioned by The German Ministry of Culture & Media, The City of Berlin and exploited by the Staatliche Museen zu Berlin, the TU Berlin, several NGOs & private companies. The Klimaforum will be at the forefront of the radical shift to a climate neutral society by shortening the road to a much needed debate about climate change., Complex Projects Graduation Studio: Bodies and Building, Berlin, Architecture, Urbanism and Building Sciences | Complex Projects
- Published
- 2023
11. Who Cares? We're going on a bear hunt...
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paula kennedy and Monica Whyte
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Research ,Systemic Practice ,Alcohol Addictions ,First Episode Psychosis ,Multigenerational Families ,Immersive Spaces ,Therapeutics. Psychotherapy ,RC475-489 - Abstract
Presenting any workshop brings a level of anxiety and challenge (Mills, 2006), planning the anticipated outcomes, method of delivery and all the ancillary decisions that come because of this can often lead presenters to remain within their comfort zone and stick with the types of workshops that we as attendees have come to expect to be delivered to us at conferences (Chung, 2018). Deciding to do something radically different in a workshop involves a level of risk and adventure on the part of the presenters but also on the part of the attendees, who sign up for something that is going to be done differently. As doctoral students on the Professional Doctorate in Systemic Practice (PDSP) we are all invited to participate in the Annual Systemic Spring School, hosted by Brathay Hall in the lake district. This year the spring school was entitled "Making NewSense of Practice and Research" and this article acts as a reflexive account of the workshop presented by us during this event.
- Published
- 2019
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12. Dimensión inmersiva del folklore y la cultura material tradicional en el marco de una crítica al progreso técnico. Apuntes en torno al museo de Henry Chapman Mercer
- Author
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RAFAEL SÁNCHEZ-MATEOS PANIAGUA
- Subjects
Espacios inmersivos ,Imaginarios modernos ,Modern culture ,Museology ,Henry Chapman Mercer ,Museología ,General Medicine ,General Chemistry ,Immersive spaces ,Folklore - Abstract
Este artículo aborda críticamente la relación entre experiencia inmersiva y progreso técnico/tecnológico, mediante un análisis estético-cultural de los imaginarios de la modernidad y el pasado pre-industrial, en el contexto de los archivos etnográficos y museos de folklore, la objetología y el ornamento tradicional/artesano, cuyas formas de enunciación y exhibición se fundan, de manera sui generis, a partir de estrategias inmersivas y desbordantes, pese a su prurito de antimodernidad. En el marco del hispanismo anglosajón de finales del XIX, y específicamente e través de la presentación panorámica del singular –y desconocido en el contexto académico español– museo etnográfico fundado por Henry Chapman Mercer a comienzos del siglo veinte en Doylestown (Pennsylvania), se propone una reflexión en torno a la naturaleza inmersiva de los archivos de las culturas populares tradicionales y su valor crítico en el presente, abordando la emergencia de experiencias inmersivas tecnomodernas que operarían en nuestra época como una compensación frente a la devaluación de la experiencia material y social. In this article, we critically discuss the relationship between immersive experience and technical/technological progress. To do so, we perform an aesthetic-cultural analysis of the imaginaries of Modernity and the uses of the pre-industrial past in the context of ethnographic archives and folklore museums, traditional handcraft objectology and ornament. Their forms of enunciation and exhibition are based, in a sui generis way, on immersive and overflowing strategies, despite their air of antimodernity. The framework of the present study was the Anglo-Saxon Hispanism at the end of the nineteenth century, and specifically the panoramic exhibition of the stunning – yet unknown in Spanish Academia – ethnographic museum founded by Henry Chapman Mercer at the beginning of the twentieth century in Doylestown (Pennsylvania). In this context, we reflect on the immersive nature of traditional popular cultures and their critical value in the present, which acts as a sort of social compensation in the face of the devaluation of material and social experience.
- Published
- 2023
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13. Sustainability in Yacht and Vessel Design Through Smart Spaces: Opportunities Offered by Digital Technologies and New Materiality
- Author
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Giuseppe Carmosino, Andrea Ratti, and Arianna Bionda
- Subjects
Engineering ,Materiality (auditing) ,Architectural engineering ,Cruise vessel design ,business.industry ,Smart spaces ,Yacht design ,Immersive spaces ,Sustainable design ,ICS materiality ,Sustainability ,Smartainability ,Merged reality ,Digital technologies ,business - Published
- 2021
14. Immersivity: An Interdisciplinary Approach to Spaces of Immersion
- Author
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Dominic Zerhoch, Damien B. Schlarb, Elisabeth Sommerlad, Céline Molter, Helena Rapp, Laura Katharina Mücke, Florian Freitag, and Clemens Spahr
- Subjects
immersion ,espaces éducatifs ,interdisciplinarité ,0211 other engineering and technologies ,0507 social and economic geography ,02 engineering and technology ,educational spaces ,immersivité ,lcsh:Social Sciences ,interdisciplinarity ,ComputerApplications_MISCELLANEOUS ,théâtre immersif ,Immersion (virtual reality) ,immersive spaces ,threshold ,Sociology ,cinéma immersif ,theme parks ,immersive theater ,immersivity ,ComputingMethodologies_COMPUTERGRAPHICS ,espaces immersifs ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,lcsh:Geography. Anthropology. Recreation ,021107 urban & regional planning ,video games ,General Medicine ,parcs d’attractions ,Epistemology ,seuil ,lcsh:H ,lcsh:G ,Productive forces ,jeux vidéo ,050703 geography ,Discipline ,immersive cinema - Abstract
This article proposes to shift the scholarly focus from the conceptually, terminologically, and methodologically fuzzy notion of “immersion” to the concept of “immersivity,” and thus from a discussion of experiences to an analysis of the productive forces that enable such experiences (aesthetic and otherwise). Using case studies from theme parks, film, and immersive theatre to video games and immersive educational spaces, we argue that immersivity is a distinct term that denotes an inherent quality of objects in general and of mediated, delineated, real and virtual spaces in particular. We assume that in all of these examples, spatial qualities and modes interact in particular ways to facilitate immersion. Elucidating these interactions requires discussing examples from different disciplinary contexts. It is precisely through this interdisciplinary approach that we take a first step towards understanding immersivity, as we pinpoint cross-disciplinary congruences wherever possible. The article thus offers the starting point for a transdisciplinary, qualitative, experimental, and analytical model of immersivity. Following a theoretical introduction to the topic of immersion, we will first conceptualize our interdisciplinary understanding of immersion and immersivity and then launch into a transdisciplinary dialogue about examples of immersive spaces. L’objectif de cet article est de réorienter l’intérêt scientifique sur la notion floue « d’immersion » vers le concept « d’immersivité », et donc de passer de l’analyse des expériences-mêmes à une analyse des efforts et circonstances de production de telles expériences (esthétiques et autres). À partir des analyses de cas sur les parcs d’attractions, les films et le théâtre immersif, les jeux vidéo et les espaces éducatifs immersifs, nous faisons le constat que « l’immersivité » est un terme distinct qui désigne une qualité inhérente aux objets en général et aux espaces médiatisés, délimités, réels et virtuels en particulier. Nous assumons que dans tous ces exemples, les qualités et les modes spatiaux interagissent à chaque fois de façon particulière pour faciliter l’immersion. Afin de comprendre et d’élucider ces exemples, il nous semble nécessaire de discuter et relayer des exemples issus de contextes disciplinaires différentes. C’est notamment par cette approche interdisciplinaire que nous comptons faire les premiers pas vers une compréhension de « l’immersivité » en identifiant les croisements et congruences interdisciplinaires à chaque point où cela semble possible. Cet article a donc pour but de poser les fondements d’un modèle transdisciplinaire, qualitatif, expérimental et analytique de l’immersivité. Après une introduction théorique sur le terme de l’immersion, nous développons d’abord notre compréhension interdisciplinaire de l’immersion et de l’immersivité, puis nous lancerons un dialogue transdisciplinaire sur des exemples d’espaces immersifs.
- Published
- 2020
15. Digital collaboration: forme sociali in evoluzione.
- Author
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Sorrentino, Fortunato and Pettenati, Maria Chiara
- Abstract
Copyright of Form@re is the property of Firenze University Press and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2014
16. Sketching Immersive Information Spaces : Lessons learned from experiments in 'sketching for and through virtual reality'
- Author
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Vistisen, Peter, Tran Luciani, Danwei, Ekströmer, Philip, Vistisen, Peter, Tran Luciani, Danwei, and Ekströmer, Philip
- Abstract
This paper presents the lessons learned from a design workshop exploring methods for early exploration of immersive information spaces, such as Virtual Reality (VR). The methods explored cover design situations both designing for VR, and designing through VR, in varying degrees of fidelity. The workshops shared the common factor of attempting to enable a feedback loop between sketching activities and the more didactic and time consuming prototyping processes. From our analysis, we found that to achieve true âsketchinessâ in an immersive VR settings, tool proficiency naturally becomes a decisive factor, since a lot of new techniques needs to be learned and gained experience with. Furthermore, it is evident that the mental shift, from flat to 360 degree design, was challenging, but also the enabler of new creative constraints from which the designer can explore the boundaries of the design space. We conclude by arguing for the development of more formalized patterns, materials and tools to not just enable immersive sketching, but also enable grasping the immersive design space itself by motivating the explorations and happy accidents when âdoodlingâ in the immersive space.
- Published
- 2019
17. Sketching Immersive Information Spaces:Lessons learned from experiments in ‘sketching for and through virtual reality’
- Author
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Vistisen, Peter, Luciani, Danwei, Ekströmer, Philip, Steinø, Nicolai, and Kraus, Martin
- Subjects
vr ,prototyping ,design ,sketching ,immersive spaces ,virtual reality - Abstract
This paper presents the lessons learned from a design workshop exploring methods for early exploration of immersive information spaces, such as Virtual Reality (VR). The methods explored cover design situations both designing for VR, and designing through VR, in varying degrees of fidelity. The workshops shared the common factor of attempting to enable a feedback loop between sketching activities and the more didactic and time consuming prototyping processes. From our analysis, we found that to achieve true ‘sketchiness’ in an immersive VR settings, tool proficiency naturally becomes a decisive factor, since a lot of new techniques needs to be learned and gained experience with. Furthermore, it is evident that the mental shift, from flat to 360 degree design, was challenging, but also the enabler of new creative constraints from which the designer can explore the boundaries of the design space. We conclude by arguing for the development of more formalized patterns, materials and tools to not just enable immersive sketching, but also enable grasping the immersive design space itself by motivating the explorations and happy accidents when ‘doodling’ in the immersive space.
- Published
- 2019
18. Pointing All Around You
- Author
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Julian Petford, Miguel A. Nacenta, Carl Gutwin, and University of St Andrews. School of Computer Science
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QA75 ,Targeting ,Computer science ,QA75 Electronic computers. Computer science ,05 social sciences ,NDAS ,020207 software engineering ,02 engineering and technology ,Immersive spaces ,Ceiling (cloud) ,Full coverage ,T Technology ,Pointing ,Laser pointing ,Human–computer interaction ,Full-coverage displays ,Multi-display environments ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,050107 human factors - Abstract
Funding: SurfNet (NSERC, Canada), EPSRC (Small Equipment Grant). As display environments become larger and more diverse - now often encompassing multiple walls and room surfaces - it is becoming more common that users must find and manipulate digital artifacts not directly in front of them. There is little understanding, however, about what techniques and devices are best for carrying out basic operations above, behind, or to the side of the user. We conducted an empirical study comparing two main techniques that are suitable for full-coverage display environments: mouse-based pointing, and ray-cast `laser' pointing. Participants completed search and pointing tasks on the walls and ceiling, and we measured completion time, path lengths and perceived effort. Our study showed a strong interaction between performance and target location: when the target position was not known a priori the mouse was fastest for targets on the front wall, but ray-casting was faster for targets behind the user. Our findings provide new empirical evidence that can help designers choose pointing techniques for full-coverage spaces. Postprint
- Published
- 2018
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19. The double dynamics of knowledge: reality and virtual reality in the enhancement project of Torre Maggiore of Villa Rufolo, Ravello
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Repola L, Giordano A, Repola, L, and Giordano, A
- Subjects
3D survey ,Representacion ,Immersive spaces - Abstract
This paper aims to tell a crucial experience in the field of research and innovation for the communication of knowledge through advanced technologies, with the aid of new methodological forms contributing to a progressive cultural advancement of society, thanks to easier access to knowledge and understanding, assisted by historical research about territory, city, and architecture. Here we present the outcomes of an enhancement project of Torre Maggiore of Villa Rufolo in Ravello, with the purpose of an immersive-reconstructive journey, made through the construction of a steel staircase that can accommodate simultaneously the technological systems, the finds of the villa collection, and lead visitors to the panoramic terrace at the top of the monument.
- Published
- 2016
20. Gestes et manipulation directe pour la réalité virtuelle immersive
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Chapoulie, Emmanuelle, Rendering and virtual environments with sound (REVES), Inria Sophia Antipolis - Méditerranée (CRISAM), Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria), Université Nice Sophia Antipolis, and George Drettakis
- Subjects
Évaluation d'interfaces ,Interfaces natuelles ,Espaces immersifs ,Réalité virtuelle ,Manipulation directe ,[INFO.INFO-OH]Computer Science [cs]/Other [cs.OH] ,Direct manipulation ,Interface evaluation ,Immersive spaces ,Natural interfaces ,Virtual reality - Abstract
Virtual reality is a technology with applications in numerous fields (medical, automotive, etc.). This thesis focuses on immersive virtual spaces, and aims at studying the effects of the two major types of interfaces proposed (6 degree of freedom flystick, and finger-tracking system) on the user experience, and specifically for 3D object manipulation. We are interested in parameters such as ease of use, sense of presence, speed and precision offered. To do so, we design experiments to evaluate these parameters via tasks with measurable success, and which are not field specific.In a first experiment, we study complex general purpose tasks, combining skills required in everyday manipulations, such as grabbing, releasing, translating, rotating, and balancing objects while walking. We then refine our study by observing the effects of those interfaces on the movements themselves, by decomposing them into individual and grouped degrees of freedom. Lastly, we evaluate the applicability of our direct manipulation system in the context of a preliminary study on the use of virtual reality for the treatment of Alzheimer’s disease. These studies analyze the properties of these interfaces to provide guidelines to the choice of the most appropriate interface for future experiments.; La réalité virtuelle est une technologie qui voit ses applications s’étendre à de nombreux domaines (médical, automobile, etc.). Cette thèse se place dans le contexte des espaces virtuels complètement immersifs, et a pour but d’étudier les effets des deux principaux types d’interfaces proposés (manette avec 6 degrés de liberté, et système de suivi de doigts) sur l’expérience des utilisateurs, dans le cadre de la manipulation d’objets 3D. Nous nous intéressons à des paramètres tels que la facilité d’utilisation, la sensation d’immersion, la rapidité et la précision offertes... Pour cela, nous proposons des expériences évaluant ces paramètres à travers des tâches dont le succès est mesurable, et qui ne sont pas spécifiques à un domaine. Dans une première étude, nous nous intéressons aux tâches complexes d’ordre général, faisant appel à des compétences requises dans les manipulations quotidiennes, telles que le fait d’attraper, de relâcher, de translater, de tourner et de maintenir en équilibre des objets tout en se déplaçant. Nous affinons ensuite notre étude en observant les effets de ces interfaces sur les mouvements eux-mêmes, en les décomposant en degrés de liberté individuels et groupés. Enfin, nous testons l’applicabilité de notre système de manipulation directe dans le cadre d’une étude préliminaire sur l’utilisation de la réalité virtuelle pour le traitement de la maladie d’Alzheimer. Ces études analysent les propriétés de ces interfaces dans le but de fournir des indications aidant au choix de l’interface la plus appropriée pour des applications futures.
- Published
- 2014
21. Narrative Brought to Life: The Wizarding World of Harry Potter
- Author
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Klaric, Stefani
- Subjects
Contemporary Art ,Visual Studies ,The Wizarding World of Harry Potter ,ComputingMilieux_PERSONALCOMPUTING ,Sales and Merchandising ,Theming ,GeneralLiterature_MISCELLANEOUS ,Immersive Spaces ,Interdisciplinary Arts and Media ,Theme Parks ,Immersion ,American Art and Architecture ,Interactive Arts ,Harry Potter - Abstract
This thesis explores The Wizarding World of Harry Potter and the motivations for creating fictive, immersive environments. These can be defined as spaces that generate new physical environments or worlds that engage our senses. The theme park is the experiential space where entertainment, fantasy, and commodity consumption come together. By including recognizable objects, narratives, characters, and the like, taken directly from the Harry Potter books and films, audiences and participants are brought into The Wizarding World of Harry Potter in a way that immerses them in the space and allows them to experience the narrative by participating in a journey similar to that of the popular fictive hero, Harry Potter.
- Published
- 2012
22. Coding Architecture: Digital Urbanities in New Media Art
- Author
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Guga, Jelena, Guga, Jelena, Guga, Jelena, and Guga, Jelena
- Abstract
Throughout the history, cities have always been regarded as sites or centers of accumulation of political, economic, cultural, social and material resources. Today, in the age of ubiquitous computing, information and communication technologies have radically changed the role of cities as centers, transforming them into multiple nodes in the networks of dynamic data and communication flows, or into overexposed cities (P. Virilio). In other words, cities have entered a new mode of existence as non-geographic entities or “meta-cities” (W.Gibson) in which buildings are hardware and software is the way of life. In this paper, I will show how the convergence of digital and material spaces has affected the notions of architecture and urbanism and collapsed the boundaries between urban and rural, public and private, center and margin, near and far, here and there, etc. Through several examples of futuristic architectures in SF as well as through new media art practices which directly affect urban landscapes, I will discuss the notions of liquid or trans-architecture (M. Novak), relational architecture (R. Lozano-Hemmer) and living architecture (R. Armstrong) which, unlike traditional architectural practices, open up a space for renegotiations and newly emergent couplings between, reality and virtuality as well as between nature and artifice.
- Published
- 2013
23. Manifestations of hard and soft technologies in immersive spaces
- Author
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Dave Monsour, Dron, J., Reiners, Torsten, Gregory, S., Dave Monsour, Dron, J., Reiners, Torsten, and Gregory, S.
- Abstract
Immersive spaces are innately flexible. However, for learners, some constraints and scaffolding may often be valuable. This paper looks at immersive spaces as soft and hard technologies. Soft technologies are technologies enabling creative and flexible use, while hard technologies embed processes that limit creativity but provide efficiency and freedom from error. Technologies may be softened or hardened by assembly. For instance, if your Learning Management System (LMS) has no wiki, then it may be softened by adding one from outside the system. If your wiki has no assessment management system, then it may be hardened by using a LMS. For learning, the intrinsically soft nature of immersive spaces sometimes requires scaffolded hardening. This paper provides an example of an ongoing project that realizes these soft and hard technologies in an immersive virtual space and discusses the rich potential of such spaces for technology assembly.
- Published
- 2011
Catalog
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