scholarly journals Contemporary versus traditional styles in architecture and public space: A virtual reality study with 360-degree videos

Cities ◽  
2020 ◽  
Vol 97 ◽  
pp. 102499 ◽  
Author(s):  
Kostas Mouratidis ◽  
Ramzi Hassan
Keyword(s):  
Politeja ◽  
2019 ◽  
Vol 16 (4(61)) ◽  
pp. 131-148
Author(s):  
Joanna Talewicz-Kwiatkowska

Stereotypical perceptions of Roma people as those who like to walk along forest paths to camps, or stories about Gypsy fairies with crystal balls have nothing in common with such trendy and contemporary terms as new technologies. How can one imagine a stereotypical Roma who loves horses and campfires surfing the Internet? How do we discuss changes in men-women relations in the context of a patriarchal community in which women have no right to express their opinions and are literally captive? Undoubtedly, a lack of knowledge about Roma people, and with often the only alternative in the form of stereotypical information excludes them from the discussion on cultural changes related to technological development. At the same time media, including the Internet, are important not only in the context of activism of Roma leaders and organizations, but also with reference to people who want to fight against the negative image of Roma people in public space, regardless of membership or lack of membership in Roma organizations.


2018 ◽  
Vol 4 (01) ◽  
pp. 14-24
Author(s):  
Benedicta Alodia Santoso ◽  
Michael Bezaleel

AbstrakPerancangan komik 360 sebagai media informasi tentang pelecehan seksual “cat calling” bertujuan untuk menyampaikan informasi kepada masyarakat tentang isu pelecehan seksual secara verbal berupa cat calling serta bertujuan untuk meningkatkan kepekaan masyarakat tentang kejadian yang dihadapi oleh perempuan di jalanan serta tempat umum berkaitan dengan isu ini. Adapun yang menjadi latar belakang tulisan ini adalah karena tingginya tingkat pelecehan seksual secara verbal yang dialami oleh perempuan, sehingga dibutuhkan sebuah media informasi yang dapat memberi informasi dan gambaran tentang isu ini sehingga kesadaran masyarakat dapat meningkat. Komik 360 pada penelitian ini menggabungkan teknologi virtual reality dengan format video 360 dan gaya gambar komik, sehingga dapat menjadi media informasi yang menarik untuk menyajikan realitas yang dihadapi oleh perempuan dalam kesehariannya menggunakan fasilitas umum. Perancangan ini diharapkan dapat meningkatkan kepekaan masyarakat berkaitan dengan isu ini sehingga di masa depan perempuan dapat merasa lebih aman dan terhindar dari pelecehan seksual cat calling di jalan maupun fasilitas umum. Hasil dari penelitian ini menunjukan bahwa hasil perancangan dapat dijadikan sebagai salah satu media informasi tentang pelecehan seksual cat calling. Kata Kunci: cat calling, komik 360, seksual  AbstractThe aims of 360 Comic as a medium of information for cat calling sexual harassment are to convey information to the public about verbal sexual abuse issue and increasing public sensitivity about the incidents that happens to women in streets and public places. The background of this study is due to the high level of verbal sexual abuse that is experienced by women. There should be a media that can provide information about this issue to increase public awareness. 360 Comic in this research combined 360 virtual reality video format and comic images style. This research can be an interesting media to present the reality that women faced in their daily activities at public facilities. This research is expected to increase the public awareness and women safety in street and public space. Result of the research shows that the comic 360 is able to become an information media about cat calling. Keywords: cat calling, 360 comic, sexual


2019 ◽  
Vol 29 ◽  
pp. 03006 ◽  
Author(s):  
Silviu Vert ◽  
Diana Andone ◽  
Radu Vasiu

Public space art, usually placed outside and accessible to all, is a proper target for the exploitation of transformative and immersive technologies such as augmented and virtual reality. In the recent years, artists and technology developers have collaborated to make physical art more expressivein the digital world, taking advantage of the democratisation of mixed reality devices and software.In this paper, we report on such development of the ArtTM application, an Android app for the publicspace art in Timisoara, Romania. We show the current state of the application and the innovative features that are currently in development. We present the envisioned roadmap to an augmented and virtual reality-enhanced experience and some initial thoughts on the actual implementation of them.


Author(s):  
Jaecheol Kim ◽  
Seungnam Kim

Using immersive virtual reality (VR), this study examined the D/H ratio principle (where “D” means the depth or width of a public space and “H” means the height of its surrounding buildings.) that urban design theorists have suggested as an important design principle for public spaces. The authors built VR models of eight enclosed urban public squares with different D/H ratios ranging from 1/3 to 6/1. They then carried out an experiment in the form of a visual assessment survey using the VR models with 69 university students majoring in urban planning and compared the optimal D/H ratios from the experimental results with those proposed by urban design theorists. The statistical analysis of the experimental results revealed that the optimal D/H ratios for most qualities of public squares are larger than the optimal ratios claimed by theorists.


Author(s):  
Márcio Silveira Nascimento ◽  
Henrique Oliveira Lima ◽  
Janny Christiny Fernandes Lima ◽  
Aline Zorzi Schultheis de Freitas ◽  
Andréa Pereira Mendonça

This paper recounts the experience of a teaching project, entitled "Virtual Reality in Science Teaching", which aimed to support future science teachers to plan actions addressing the issue of garbage in public spaces from a context, and the use of technologies, with a view to strengthening citizenship and public health. Initially, we contextualize the problem in the garbage in the public spaces from theorists and data that demonstrate the real situation of the world and the city of Manaus. Then it was presented how virtual reality can help educators in the teaching-learning process in the face of the technological environment that is being established in education. Through the use of Google form, we check the development of the students on the subject. According to the students themselves, the tool proposed here has the ability to transport the person to the middle of the problem, causing real awareness and change of attitude.


2021 ◽  
Author(s):  
Tetiana Yemelianova

The purpose of the article is to specify and characterize the modern presence of state archives in public space, with an emphasis on the virtual dimension. The relevance of the study stems from the transformation processes and challenges that accompany the archival industry today. On the basis of an analysis of forms and means, as well as of archival practices in recent years, it has been proved that virtual reality allows archives to perform various functions that are part of the canon of their activities, so that the latter can not only meet the broad information needs of users, but increasingly create social needs, initiate events and influence society. Ultimately, this is a question of social maturity of state archives as institutions and their staff, the degree of development of which determines their position and role in society.


2017 ◽  
Vol 167 ◽  
pp. 98-107 ◽  
Author(s):  
Gemma Maria Echevarria Sanchez ◽  
Timothy Van Renterghem ◽  
Kang Sun ◽  
Bert De Coensel ◽  
Dick Botteldooren

2022 ◽  
Vol 1212 (1) ◽  
pp. 012005
Author(s):  
X Guo ◽  
Z Shen ◽  
X Teng ◽  
Z Zhao

Abstract Smart building has a pivotal role in promoting the industrialization of buildings. Meeting room is a common type of public space. Developing a smart meeting space can play an important role in addressing the issue of research on smart building. In this paper, we develop a smart meeting space with AI product to support moderator. We create 3D model of the meeting room and import it into VR headset to having an experiment. 20 participants are engaged to answer questionnaire and have interview. The results of this study show that most of the participants think the meeting space we develop is smart than usual one. We also found that participants expect functions of smart meeting room in AI assistance, energy saving, smart display solution, remote meeting. And participants expect devices of smart meeting room in AI assistance product, sensors, and devices for remote meeting.


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