scholarly journals REIMAGINING RELATIVITY Transitioning the physical body into a virtual inhabitant

2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper explores the ideas and mechanics through a case study which generated a reimagined means of inhabiting a speculative immersive environment. Currently, many users reside within virtual environments for their own leisure, work, or any other reason desired from short amounts of time to extreme lengths. This paper shows the generation directly relative to the inhabitant, where gravity, orientation, scale, and locomotion is completely dynamic. Details within this paper experiment with the laws and bounds of the virtual space within a real-time game engine where reimagining the way one inhabits space compared to current norms of real-world inhabitation is possible with creativity and applied knowledge. Escher’s lithograph of Relativity is the driving concept explored within this paper beginning with creating gravitational pulls in multiple directions within the immersive virtual reality environment to accommodate various sources of gravity. The result of the case study demonstrated the generation of new virtual relativity laws reimagining how the virtual space is inhabited, in short, omnidirectional flying, gravitation defined by the inhabitant to geometry relationship, controlled local scaling, and populating space with multiple inhabitants in a unique manner.

2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper explores the ideas and mechanics through a case study which generated a reimagined means of inhabiting a speculative immersive environment. Currently, many users reside within virtual environments for their own leisure, work, or any other reason desired from short amounts of time to extreme lengths. This paper shows the generation directly relative to the inhabitant, where gravity, orientation, scale, and locomotion is completely dynamic. Details within this paper experiment with the laws and bounds of the virtual space within a real-time game engine where reimagining the way one inhabits space compared to current norms of real-world inhabitation is possible with creativity and applied knowledge. Escher’s lithograph of Relativity is the driving concept explored within this paper beginning with creating gravitational pulls in multiple directions within the immersive virtual reality environment to accommodate various sources of gravity. The result of the case study demonstrated the generation of new virtual relativity laws reimagining how the virtual space is inhabited, in short, omnidirectional flying, gravitation defined by the inhabitant to geometry relationship, controlled local scaling, and populating space with multiple inhabitants in a unique manner.


Author(s):  
Max M. North ◽  
Sarah M. North

The study of sense of presence experienced in virtual reality environments has become an important area of research. The continued advancement of immersive technology offers more opportunities to examine how a subject becomes immersed in and interacts with a variety of virtual environments. The primary purpose of this research is to study the sense of presence while interacting with a traditional Virtual Reality Environment (Helmet-based system with a Head-tracking device) and compare it with a virtual reality environment using an Immersive Environment (Spherical-based Visualization environment). Two empirical experiments were investigated in this study, each consisting of thirty-five subjects. A virtual airplane scenario was created and simulated for the participants of both environments. Participants were given several questionnaires after completing the simulation. This study mainly focused on question 9 and 10 of that survey, which dealt with how much the participant felt present in the virtual environment, and if the presence of the real world could still be experienced while in the virtual environment. We found that the subjects felt more involved with the virtual environment while using the Immersive Environment simulation versus using the traditional helmet-based Virtual Reality Environment. There was a statistically significant difference in questions 9 and 10 between the Immersive Environment and traditional Virtual Reality Environment when those questions are considered in isolation. However there was not a significant difference in the total sense of presence between the two environments after analyzing the questions together. The primary differences between the questions were analyzed using the overall mean and the standard deviation. The Immersive Environment has a smaller deviation than the traditional Virtual Reality Environment, implying that the sense of presence response is more concentrated. However, the overall results demonstrate that both environments are almost equally effective, with the Immersive Environment having several slight advantages.


Author(s):  
Susan EVANS

This case study explores the strategic business opportunities, for Lane Crawford, an iconic luxury department store, to transition in a circular economy towards sustainability. A new experimentation framework was developed and conducted among cross departmental employees, during a Design Lab, with intention to co-create novel Circular Economy business concepts towards a new vision: the later was a reframe of the old system based on the principles of sustainability; to move beyond a linear operational model towards a circular economy that can contribute to a regenerative society. This work draws on both academic and professional experience and was conducted through professional practice. It was found that innovative co-created concepts, output from the Design Lab, can create radical change in a circular economy that is holistically beneficial and financially viable; looking forward to extract greater value a)Internal organization requires remodeling to transform towards a circular economy; b)Requirement for more horizonal teams across departments vs solely vertical; c)New language and relationships are required to be able to transition towards a circular economy; d)Some form of physical and virtual space requirements, for cross-disciplinary teams to come together to co-create; e)Ability to iterate, learn and evolve requires agency across the business


2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


2007 ◽  
Vol 2007 ◽  
pp. 1-8 ◽  
Author(s):  
Robert Leeb ◽  
Doron Friedman ◽  
Gernot R. Müller-Putz ◽  
Reinhold Scherer ◽  
Mel Slater ◽  
...  

The aim of the present study was to demonstrate for the first time that brain waves can be used by a tetraplegic to control movements of his wheelchair in virtual reality (VR). In this case study, the spinal cord injured (SCI) subject was able to generate bursts of beta oscillations in the electroencephalogram (EEG) by imagination of movements of his paralyzed feet. These beta oscillations were used for a self-paced (asynchronous) brain-computer interface (BCI) control based on a single bipolar EEG recording. The subject was placed inside a virtual street populated with avatars. The task was to “go” from avatar to avatar towards the end of the street, but to stop at each avatar and talk to them. In average, the participant was able to successfully perform this asynchronous experiment with a performance of 90%, single runs up to 100%.


2016 ◽  
Vol 4 (2) ◽  
pp. 29
Author(s):  
Lene Pettersen

<p>This article addresses knowledge professionals’ experiences of being in and using social enterprise media, which is characterized by a social, people-centric, dynamic and non-hierarchical information architecture. Rather than studying the social enterprise media from a typical STS-perspective in terms of ‘scripts’, ‘antiprogram’, or as ‘configuring design processes based on the user’, the paper direct its analytical lens to the users’ experiences, practices and routines when they are making sense of the virtual space in social enterprise media. As theoretical framework, unexplored corners of structuration theory where Giddens (1979, 1984) discusses spatiality (place) and temporality (time), where Giddens is inspired by the philosopher Wittgenstein (1972), the micro-sociologist Goffman (1959), and the time-geographer Hägerstrand (1975, 1978) are employed. With this approach, dynamic social processes are included in our studies of technology. Qualitative insights from a comprehensive and longitudinal case study of a multinational organization with entities in Europe, North Africa and the Middle East were used in order to get an in-depth understanding of how people experienced using virtual and social architectural spaces. The findings show that the social architecture and people-centric model in the virtual space in social enterprise media does not provide an intuitive spatial sense, nor does it provide logics that correspond with known and familiar logics or established communication and interaction practices among employees. Key features in social enterprise media (e.g., transparency) collide with how space is constructed in the physical world and with the logics at play in offline conversations and social interactions (e.g. turn-taking in conversations or the opportunity to withdraw from conversations).  </p>


2014 ◽  
Vol 4 (2) ◽  
pp. 1
Author(s):  
Daniel Medeiros ◽  
Felipe Carvalho ◽  
Lucas Teixeira ◽  
Priscilla Braz ◽  
Alberto Raposo ◽  
...  

The introduction of embedded sensors in smartphones and tablets allowed the use of these devices to interact with virtual environments. These devices also have the possibility of including additional information and performing naturally non-immersive tasks. This work presents a 3D interaction tablet-based tool, which allows the aggregation of all major 3D interaction tasks, such as navigation, selection, manipulation, system control and symbolic input. This tool is for generalpurpose systems, as well as, engineering applications. Generally this kind of application uses specific interaction devices with four or more degrees of freedom and a common keyboard and mouse for tasks that are naturally non-immersive, such as symbolic input (e.g., text or number input). This article proposes a new tablet-based device that can perform all these major tasks in an immersive environment. It also presents a study case of the use of the device and some user tests.


2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper presents the trilogy of virtual classifications, the speculative environment, the virtual inhabitant and the virtual built-form. These combine, generating a new realm of design within immersive architectural space, all to be designed relative to each other, this paper focuses on the speculative environment portion. This challenged computational design and representation through atmospheric filters, visible environment boundaries, materiality and audio experience. The speculative environment was generated manipulating the physical laws of the physical world, applied within the virtual space. The outcome provided a new spatial experience of architectural dynamics enhanced by detailed spatial qualities. Design concepts within this paper suggest at what immersive virtual reality can evolve into. Following an interconnective design methodology framework allowed a high level of complexity and richness to shine through the research case study throughout the process and final dissemination stages.


2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper presents the trilogy of virtual classifications, the speculative environment, the virtual inhabitant and the virtual built-form. These combine, generating a new realm of design within immersive architectural space, all to be designed relative to each other, this paper focuses on the speculative environment portion. This challenged computational design and representation through atmospheric filters, visible environment boundaries, materiality and audio experience. The speculative environment was generated manipulating the physical laws of the physical world, applied within the virtual space. The outcome provided a new spatial experience of architectural dynamics enhanced by detailed spatial qualities. Design concepts within this paper suggest at what immersive virtual reality can evolve into. Following an interconnective design methodology framework allowed a high level of complexity and richness to shine through the research case study throughout the process and final dissemination stages.


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