scholarly journals Digital Design Ecology to Generate a Speculative Virtual Environment Reimagining New Relativity Laws

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.


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>


Author(s):  
Paul G. Lee ◽  
Daeyong Lee ◽  
Gary A. Gabriele

Abstract The proper use of integral attachment features in mechanical assemblies has been more of an art than an engineering science. An organized set of design steps for generating conceptual integral attachment designs has recently been developed based on work begun by Bonenberger. These steps outline a formal design methodology for exploring the design space of possible alternative attachment concepts. This paper describes the development of a software tool that attempts to implement the integral attachment design methodology to assist a designer in developing attachment concepts. The tool is implemented using the Java programming language. A graphical interface is used to present the methodology as a series of options that approximate the design situation. This hides many of the details of the methodology in favor of ease of use. The end result is a set of suggestions for integral fasteners that are matched to the design situation. A discussion of how the hundreds of images are handled using Java is provided. A sample case study illustrates the approach of the program. The tool represents one of the few examples of a design tool aimed specifically at generating design concepts.


2017 ◽  
Vol 30 (4) ◽  
pp. 832-852 ◽  
Author(s):  
Alireza Amrollahi ◽  
Bruce Rowlands

Purpose The purpose of this paper is to show how collaborative information technology (IT) tools and a crowdsourcing model can be leveraged for the purpose of strategic planning. To achieve this objective, a formal method of open strategic planning (OSP) is proposed. Design/methodology/approach Based on a review of the literature a set of activities, stakeholders, and governing rules are identified in the form of an OSP method. The proposed planning method is implemented in a case study of strategic planning in an Australian university. Observations by the research team, and archival records were used to ascertain the relevance of the used method. Findings A method for OSP is presented and assessed. The method contains four phases: pre-planning, idea submission, idea refinement, and plan development. These phases cover the activities required from conceptualization to preparing and publishing the strategic plan. The findings clarify how the principles of OSP helped the organization to include more stakeholders and provided the opportunity to make the planning process transparent through use of a collaborative IT tool. Practical implications The study provides managers and planning consultants with detailed guidelines to implement the concept of open strategy. Originality/value This study is among the few to propose a method for OSP based on empirical research. The study also shows how collaborative IT tools can be used for high-level organizational tasks such as strategic planning.


2021 ◽  
Author(s):  
◽  
Jessie Rogers

<p>The thesis explores the ideas and mechanics of reimagining inhabitation within a speculative and architectural immersive environment via research through design studies. This demonstrates the generation of architectural spatial design elements in direct relation to the user. Details within the body of work experiment with the laws and bounds of the virtual space through design and research within a real-time virtual engine. Here reimagining the way one inhabits space, compared to current norms of real-world inhabitation, is possible with creativity and applied knowledge. M.C. Escher's lithograph Relativity is the driving concept explored within the thesis, his work transformed concepts into creating gravitational pulls in multiple directions within the immersive virtual reality environment to accommodate various sources of gravity. The result of this research demonstrates the generation of new virtual relativity laws, reimagining how the virtual space is inhabited, within an omnidirectional environment.  The thesis presents the trilogy of virtual classifications; the virtual inhabitant; the speculative environment; and the virtual built-form, these coalesce, generating a new realm of design within immersive architectural space. The components within the trilogy are all designed relative to each other following the Interconnective Design Methodology Ecosystem framework, this allowed a high level of complexity and richness to shine through the research and design work. The vital components within the trilogy of virtual classifications virtual inhabitant, speculative environment and virtual built-form are the; Architectural designer’s role; Interactivity; Global time; Diachronic time; Environment boundaries; Virtual body; Spatial locomotion; Audio experience; User population; Aesthetic materiality and filters; Geometry; Spatial orientation; Local-scale; Atmospheric filters; Orthogonal; Polygonal; Curved rotational fractals; Minimal surface; and Reveal sequencing.</p>


2020 ◽  
Vol 1 (3) ◽  
pp. 15-34
Author(s):  
Stephen Tatlow

When considering player voice in the context of game sound, existing examinations remain inconclusive. As player voice exists in a liminal position between reality and virtuality, some academics see them as sonic violations of the game space. Voice can convey information about identity, which may oppose our understanding of the avatars within the game world. Voice can facilitate social communication, which may remind us of the physical world outside the virtuality. Mediations of voice into the virtual world may introduce obstacles or inflections that interfere with our enjoyment of the virtual space. Alongside these concerns, however, we can also find virtual worlds that prioritize and privilege player voice. Player voice can become part of character identity. Gameworlds can encourage us to communicate ludically, without disrupting immersion. Interruptions and disruptions can be limited by players. Amongst others, the virtual world of the long-running MMORPG EVE Online demonstrates how voice can coexist with immersion. Marketing materials for the game now place player voice at the center of consumer focus. Including an interview with one of the videographers who placed player voice at the center of his fan videos, the article uses EVE Online as a case study for the integration of player voice into virtual worlds. By examining virtual worlds and the role of voice within them, this article develops a framework for understanding player voice in the context of game sound. This allows us to recognize how player voice, an often overlooked aspect of game sound, can function within virtual worlds.


2017 ◽  
Vol 15 (2) ◽  
pp. 106-109 ◽  
Author(s):  
Simon Rogerson

Purpose This paper aims to explore the evolution of academic publishing from the traditional roots to today’s online publishing cycle which embraces many of the elements of virtual space. Design/methodology/approach A case study approach is adopted using the Journal of Information, Communication and Ethics in Society to explore the revolutionary journey. Findings The value of using a range of virtual space facilities in tandem is assessed. Originality/value The paper can be used as a guide for academic editors and publishers in reaching out to the next generations of the academic population.


2009 ◽  
Vol 18 (5) ◽  
pp. 361-369 ◽  
Author(s):  
Cade McCall ◽  
Debra P Bunyan ◽  
Jeremy N Bailenson ◽  
Jim Blascovich ◽  
Andrew C Beall

Immersive collaborative virtual environments (CVEs) allow us to interact with geographically distant others while experiencing social presence to a degree that goes far beyond text chatting or teleconferencing. Moreover, these environments provide this high level of realism within social contexts that are impossible in the physical world. Given these facts, CVEs provide behavioral researchers with an ideal platform to study social interaction both within and between geographically and culturally distinct communities. The study reported here leveraged these two unique capabilities of CVEs within a persuasive context by: (1) placing people who are seated in physically distal places into the exact same virtual world, and (2) structuring virtual space to maximize persuasion. Specifically, we report data from a study in which pairs of participants listened to a speaker deliver a persuasive passage within the same digital immersive virtual room. The individual members of each pair were separated by hundreds of kilometers, located at two different college campuses. Within the CVE, we digitally transformed the placement of participants' seats in the virtual classroom. Participants in the front of the classroom were more persuaded by the speaker and had more positive impressions of the speaker. Patterns in both persuasion and memory differed between campuses. Together these findings speak to the utility of wide range CVEs to maximize persuasion and demonstrate the viability of using CVEs for inter-site research.


2015 ◽  
Vol 8 (4) ◽  
pp. 715-731 ◽  
Author(s):  
Louise Ejgod Hansen ◽  
Markus Laursen

Purpose – The purpose of this paper is to investigate the management challenges related to the transition from the application phase to the delivery phase of the project of being a European Capital of Culture (ECoC). Design/methodology/approach – Case study based on qualitative research interviews with the management team, combined with existing research on ECoC and documents on the Aarhus 2017 project. Findings – The first main finding is that the challenges are caused by the way in which the transition from applicant to designated ECoC includes a change in management, shifting from a project to a programme structure and change in organisation. The second main finding is that stakeholder management in relation to politicians and cultural agents is challenged by a high level of ownership and expectation. Research limitations/implications – The study focuses on just one case and one phase of the project. Practical implications – Consequences for the way ECoC are managed and the programme organised could be drawn from this. Originality/value – The originality of the work is in that it studies this very critical phase in the project’s life-cycle in great detail, and focuses specifically on the management of ECoC.


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