scholarly journals Toward an Electronic Ephemera: Exploring Architectural Atmosphere in Real-time Virtual Engines

2021 ◽  
Author(s):  
◽  
Eliot Blenkarne

<p>Architectural visualisation is often viewed with a degree of hesitancy by the architectural profession, for a perceived lack of criticality in the methods and outputs – particularly with the rise of hyper-real still imagery production. However, photography too suffers from a certain disconnect from an authentic experience of space, which we experience through our moving within it, our sensory gamut stimulated by the atmosphere memorable architecture possesses. This atmosphere is a holistic assemblage of design decisions made by the building designer, connected to mass, light, materiality, sound, among others. The field of gaming has been able to deploy many of these characteristics in virtual space for decades in some manner, and the tools used have been refined to the point where they are technically, and fiscally accessible to architecture.  This thesis proposes that real-time virtual engines, as used by game designers, can extend the field of architectural representation and design, by better conveying a sense of architectural atmosphere and providing increased immersion in virtual space compared to traditional techniques. It first seeks to define what architectural atmosphere may be recognised as, and how it may be caused to manifest, and then applies these findings to virtual space as a means to test the relationship between the real and unreal. Further to this, it applies this methodology to an iterative design process of both an architectural and virtual nature, with a final output that demonstrates the result of both concurrently.</p>

2021 ◽  
Author(s):  
◽  
Eliot Blenkarne

<p>Architectural visualisation is often viewed with a degree of hesitancy by the architectural profession, for a perceived lack of criticality in the methods and outputs – particularly with the rise of hyper-real still imagery production. However, photography too suffers from a certain disconnect from an authentic experience of space, which we experience through our moving within it, our sensory gamut stimulated by the atmosphere memorable architecture possesses. This atmosphere is a holistic assemblage of design decisions made by the building designer, connected to mass, light, materiality, sound, among others. The field of gaming has been able to deploy many of these characteristics in virtual space for decades in some manner, and the tools used have been refined to the point where they are technically, and fiscally accessible to architecture.  This thesis proposes that real-time virtual engines, as used by game designers, can extend the field of architectural representation and design, by better conveying a sense of architectural atmosphere and providing increased immersion in virtual space compared to traditional techniques. It first seeks to define what architectural atmosphere may be recognised as, and how it may be caused to manifest, and then applies these findings to virtual space as a means to test the relationship between the real and unreal. Further to this, it applies this methodology to an iterative design process of both an architectural and virtual nature, with a final output that demonstrates the result of both concurrently.</p>


2021 ◽  
Vol 11 (11) ◽  
pp. 5067
Author(s):  
Paulo Veloso Gomes ◽  
António Marques ◽  
João Donga ◽  
Catarina Sá ◽  
António Correia ◽  
...  

The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.


Author(s):  
Inge Hinterwaldner

In media art history as well as in science studies an intensified reception of cybernetic and system-theoretical concepts can be seen in the last few years. In the book a conceptualization of the relationship between the systemic and the iconic in interactive real-time simulations is proposed. To this end, the author differentiates between four main strata of form-giving design decisions: perspectivation, modelling, iconization, interaction. The particular images – ephemeral, changeable and open for interventions – fulfill the conditions of all these layers and, as a necessary consequence, they exhibit characteristic aesthetic features. With a close reading of the chosen example works, the variations within the repetitive cycles become evident as does the reason why the narration remains ‘flat’ (with only a few consecutive steps), contributing to the general impression of being confronted with a situation rather than a story. How are the borders of simulations either artificially marked or hidden and extended with images or other models? What role does the sensuous interface play for the degree and mode of user participation in the simulated scenery? The book assembles some basic preconditions and main features of image worlds based on computer simulations.


Author(s):  
Fletcher Kovich

Background: While investigating the real-time impedance at acupuncture points (acupoints), it was found that regular sinusoidal waves were present that corresponded to the pulsing of certain organs, such as respiration and duodenal waves, the stomach&rsquo;s slow waves, and also the heart&rsquo;s beating.Methods: This study investigated such respiration waves at lung-related acupoints to clarify their relation to the respiration pacesetter mechanism. The impedance at key acupoints was monitored in real time while the patients&rsquo; breathing slowed after exercise.Results: In all 7 patients studied, the respiration and heart-beat waves matched the rates in the corresponding organs at rest, and did not vary markedly due to exercise. In 3 of the 7 patients, their post-exercise respiration rate exactly matched that of their duodenal waves, but then dropped, stepwise, back to their usual respiration rate. In the other 4 patients, their post-exercise respiration rate did not reach that of their duodenal waves, so this pattern was not triggered.Conclusion: The results suggested that as well as the brainstem respiration pacesetter, there was also a separate &ldquo;pace signal&rdquo; present which remained constant and seemed to define the respiration rate when at rest. It is currently unknown what mechanism causes the respiration rate to increase due to exercise. But these results suggest that the brainstem pacesetter is sometimes guided by the duodenal pace signal instead of the lung pace signal, which may explain how the pacesetter is able to jump to a higher rate, even though its chemoreceptor inputs may be unchanged.


2014 ◽  
Vol 687-691 ◽  
pp. 3893-3896
Author(s):  
Ming Quan Wang ◽  
Wei Zhao ◽  
Hui Yan Qu

In order to improve the speed of collision detection between objects in the large-scale and complex scene, this paper proposed an improved collision detection algorithm based on GPU, In this method, we first divided the virtual space into several grids to rule out the impossible intersecting objects rapidly using the GPU acceleration technology; secondly, we adopted parallel technology to build K - DOP bounding boxes for the objects in the same grids and then detected whether the K - DOP bounding boxes intervene or collide to conform the potential colliding primitive pairs; Finally we traveled the final triangle intersection tests on GPU. Compared to the traditional K-DOP compared bounding box collision detection, The algorithm can effectively improve the real-time collision detection.


2014 ◽  
Vol 32 (2) ◽  
pp. 140-157 ◽  
Author(s):  
Gabriela Zapata-Lancaster

Purpose – The UK aims to reduce the carbon emissions in the building sector so as to achieve nearly zero-carbon new buildings by 2020. In 2010, a 25 per cent reduction of carbon emissions was mandated in England and Wales. The aim of this paper is to reveal how the design teams were coping with the energy regulation changes in 2010 in England and Wales. Design/methodology/approach – An ethnographic methodology was selected to investigate in-depth the real-time design process in four architecture practices. The study was analysed in detail and compared the design process of six non-domestic buildings in England and Wales. The data collection methods included interviews, non-participant observation and document analysis and were conducted for a period of 12-21 months per case study. Findings – The field findings suggest the disconnections between the project driver and the policy agenda and reveal what the design teams do to embed energy performance in routine project design. Research limitations/implications – Due to the in-depth nature of the data, no claims for generalisation or representativeness are made. However, the detailed analysis of the real-time design process reveals the designers’ enactment of the policy agenda, which is in essence a timeless phenomenon about policy intervention and performance-based regulations. Originality/value – The designers’ enactment of and responses to the policy changes become an analytical tool to infer lessons that can be learned from the process and lead to the achievement of expected carbon reductions and the success of the policy intentions.


2021 ◽  
Vol 11 (5) ◽  
pp. 2433
Author(s):  
Yang Yu ◽  
Shimin Wei ◽  
Haiyan Sheng ◽  
Yingkun Zhang

In this paper, the real-time joint stiffness configuration strategy of a series parallel hybrid 7-DOF (degree of freedom) humanoid manipulator with flexible joints in continuous motion is studied. Firstly, considering the potential human robot accidental collision, combined with the manipulator safety index (MSI) and human body injury thresholds, the motion speed and joint stiffness of the robot are optimized in advance. Secondly, using hyperbolic tangent function for reference, the relationship between joint torques and passive joint deflection angles of the robot is given, which is beneficial for the real-time calculation of joint stiffness and obtain reasonable joint stiffness. Then, the structural model of the selected humanoid manipulator is described, on this basis, the relationship between the joint space stiffness and the Cartesian space stiffness of the humanoid manipulator is analyzed through Jacobian matrix, and the results show that the posture and joint space stiffness of the humanoid manipulator directly affect the Cartesian space stiffness of the humanoid manipulator. Finally, according to whether the humanoid manipulator works in the human-robot interaction environment, the real-time joint stiffness configuration of the humanoid manipulator in continuous motion is simulated and analyzed. The research shows that the humanoid manipulator with flexible joints can adjust the joint stiffness in real-time during continuous motion, and the joint stiffness configuration strategy can effectively improve the safety of human body in human-robot collision. In addition, in application, when the joint space stiffness of the robot is lower, the position accuracy can be improved by trajectory compensation.


Digital Twin ◽  
2021 ◽  
Vol 1 ◽  
pp. 8
Author(s):  
Xiwang He ◽  
Yiming Qiu ◽  
Xiaonan Lai ◽  
Zhonghai Li ◽  
Liming Shu ◽  
...  

Background: With significant advancement and demand for digital transformation, the digital twin has been gaining increasing attention as it is capable of establishing real-time mapping between physical space and virtual space. In this work, a shape-performance integrated digital twin solution is presented to predict the real-time biomechanics of the lumbar spine during human movement. Methods: A finite element model (FEM) of the lumbar spine was firstly developed using computed tomography (CT) and constrained by the body movement which was calculated by the inverse kinematics algorithm. The Gaussian process regression was utilized to train the predicted results and create the digital twin of the lumbar spine in real-time. Finally, a three-dimensional virtual reality system was developed using Unity3D to display and record the real-time biomechanics performance of the lumbar spine during body movement. Results: The evaluation results presented an agreement (R-squared > 0.8) between the real-time prediction from digital twin and offline FEM prediction. Conclusions: This approach provides an effective method of real-time planning and warning in spine rehabilitation.


Sign in / Sign up

Export Citation Format

Share Document