scholarly journals We Dare You

2021 ◽  
Vol 14 (3) ◽  
pp. 1-21
Author(s):  
Petros Ioannidis ◽  
Lina Eklund ◽  
Anders Sundnes Løvlie

In this article, we present a lifecycle study of We Dare You , a substitutional reality installation that combines visual and tactile stimuli. The installation is set up in a center for architecture, and invites visitors to explore its facade while playing with vertigo, in a visual virtual reality environment that replicates the surrounding physical space of the installation. Drawing on an ethnographic approach, including observations and interviews, we researched the exhibit from its opening, through the initial months plagued by technical problems, its subsequent success as a social and playful installation, on to its closure, due to COVID-19, and its subsequent reopening. Our findings explore the challenges caused by both the hybrid nature of the installation and the visitors’ playful use of the installation which made the experience social and performative—but also caused some problems. We also discuss the problems We Dare You faced in light of hygiene demands due to COVID-19. The analysis contrasts the design processes and expectations of stakeholders with the audience’s playful appropriation, which led the stakeholders to see the installation as both a success and a failure. Evaluating the design and redesign through use on behalf of visitors, we argue that an approach that further opens up the post-production experience to a process of continuous redesign based on the user input—what has been termed design-after-design —could facilitate the design of similar experiences in the museum and heritage sector, supporting a participatory agenda in the design process, and helping to resolve the tension between stakeholders’ expectations and visitors’ playful appropriations.

2020 ◽  
Vol 10 (4) ◽  
pp. 1218
Author(s):  
David Stephen Panya ◽  
Taehoon Kim ◽  
Seungyeon Choo

Interactive facades are dynamic in the translation of space in architecture, especially in the aspects of aesthetics, sustainability, adaptation to the environment, and data relay through the medium of light, motion, and embedded technology. The design of interactive facades is complicated and it requires time and effort in the comprehension of the internal functions of the facade from the conceptual stage to occupancy. The existing process of modeling the experimental level of interactive facades through mock-up and prototype models demonstrate a fragmentary outline on which the final development of the interactive façade system is based on. This research aims to analyze the motion aspect of interactive facades design and simplify the conceptual and performance design process through parametric strategies using a multi-hybrid of parametric and simulation tools, such as Rhino Grasshopper, Ladybug, and Daysim, to create interactive facade designs that can verified in a virtual reality environment while generating performance outcomes that can be optimized in a holistic and improved efficient process.


Author(s):  
Matthew R. Yanko ◽  
Dan Odell

This paper explores the human capacity to use visual feedback to compensate for directional mismatches between input devices and cursor motions in a standardized pointing task. Sixteen participants completed blocks of 64 trials as the directional mismatch between the input device and cursor motion was incremented clockwise by 7.5° over thirteen blocks, from 0° to 90°. At 90°, a vertical motion of the mouse mapped to a cursor motion directly to the right. Participants were robust to these acclimated directional mismatches up to 30°, at which point pointing performance began to decline. The findings have application in understanding the robustness of traditional input methods, as well as in virtual reality where visual feedback mismatches can be used for steering physical motions to make better use of constrained physical space or to reuse tactile stimuli.


2004 ◽  
Vol 4 (2) ◽  
pp. 114-123 ◽  
Author(s):  
A. Mikchevitch ◽  
J.-C. Le´on ◽  
A. Gouskov

The aspects of fast and realistic simulation of flexible parts during the Assembly/Disassembly (A/D) process are discussed in this paper. The proposed approach, adapted to current Virtual Reality (VR) devices and incorporating mechanical models, will be used as a basis for A/D of flexible parts in a VR environment. First of all, the study of current A/D simulation methods is performed. Secondly, a new system integrating real-time and interactive mechanical models is proposed. Finally, an example of the interactive mechanical model for virtual A/D of flexible beam-parts is presented. Numerical tests are set up to evaluate the proposed approach and focus on typical boundary conditions prescribed in the configuration and force spaces introduced.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Author(s):  
Marika Lamanuzzi ◽  
Jacopo Andrea Di Antonio ◽  
Federica Foiadelli ◽  
Michela Longo ◽  
Andrea Labombarda ◽  
...  

2017 ◽  
Vol 5 (3) ◽  
pp. 15
Author(s):  
GANDOTRA SANDEEP ◽  
Pungotra Harish ◽  
Moudgil Prince Kumar ◽  
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