scholarly journals Beyond the Portal

2021 ◽  
Author(s):  
◽  
Cyrus Qureshi

<p>This research project began by asking the question, ‘How does mixed reality aid the creation of an inexhaustible three-dimensional world that supports the evolution of inhabitable narratives within sacred spaces?  Imdat As states, ‘The user in the digital age is not only a spectator but also an active participant of a parallel world.’ Within this environment, ‘we experience and manipulate virtual space (Imdat AS, 2006, p.60)’. As such, this notion of ‘experiencing and manipulating virtual space’ can provide a valuable set of tools to aid the evolution of inhabitable narratives within sacred spaces. To answer this question, the research proposes a proof of concept for a mixed reality multifaith environment. In its current conception, the multifaith space is limited to room scale spaces, treated as purely functional entities to the point where the experience within the space becomes monotonous. Religious architecture, whether it may be a church, mosque or temple, has been successfully translated into the collective memory of larger society, but within multifaith spaces, our focus has been on neutralization and in the process voided the space of any rich phenomenological experience.  In order to activate the space, the research aims to digitally overlay ‘cultural information’ on top of a multifaith space in order to alter its use, essentially transforming it to the spiritual needs of the user. Hereby, a Muslim immersive experience was developed by investigating and interpreting both the tangible and intangible rituals of prayer. By incorporating an ‘altered’ immersive experience, the project aids the evolution in design and concept of a multifaith space that moves beyond the notion of an “empty white room (Crompton, 2013, p.487)”. By creating an MR environment for users of the Muslim faith the project contributes design concepts and methods for others, furthering research in this field.</p>

2021 ◽  
Author(s):  
◽  
Cyrus Qureshi

<p>This research project began by asking the question, ‘How does mixed reality aid the creation of an inexhaustible three-dimensional world that supports the evolution of inhabitable narratives within sacred spaces?  Imdat As states, ‘The user in the digital age is not only a spectator but also an active participant of a parallel world.’ Within this environment, ‘we experience and manipulate virtual space (Imdat AS, 2006, p.60)’. As such, this notion of ‘experiencing and manipulating virtual space’ can provide a valuable set of tools to aid the evolution of inhabitable narratives within sacred spaces. To answer this question, the research proposes a proof of concept for a mixed reality multifaith environment. In its current conception, the multifaith space is limited to room scale spaces, treated as purely functional entities to the point where the experience within the space becomes monotonous. Religious architecture, whether it may be a church, mosque or temple, has been successfully translated into the collective memory of larger society, but within multifaith spaces, our focus has been on neutralization and in the process voided the space of any rich phenomenological experience.  In order to activate the space, the research aims to digitally overlay ‘cultural information’ on top of a multifaith space in order to alter its use, essentially transforming it to the spiritual needs of the user. Hereby, a Muslim immersive experience was developed by investigating and interpreting both the tangible and intangible rituals of prayer. By incorporating an ‘altered’ immersive experience, the project aids the evolution in design and concept of a multifaith space that moves beyond the notion of an “empty white room (Crompton, 2013, p.487)”. By creating an MR environment for users of the Muslim faith the project contributes design concepts and methods for others, furthering research in this field.</p>


2021 ◽  
Author(s):  
C Qureshi ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

In its ambitions, the paper aims to propose a proof of concept for a Virtual, Augmented and Mixed (VAM) environment that digitally overlays a multifaith space in order to optimize their use, essentially transforming itself to the spiritual needs of the user. In order to do so, a mixed reality experience was developed by investigating and interpreting both the tangible and intangible rituals of prayer. By incorporating an immersive experience, the project promotes the idea of a multifaith space that moves beyond the notion of an “empty white room (Crompton, 2013, p.487)”. To develop an immersive experience that caters to people of all religions or no religion is beyond the scope of this project. Hence, by creating a VAM environment for users of the Muslim faith the project may be able to support design ideologies for others, furthering research in this field.


2020 ◽  
pp. 42-43
Author(s):  
Rodrigo Ayabe

The human experience is a multisensory process, which shifts according to changesin perception and individual experiences. Experiencing an architectural environment involves these nuances derived from living with a place. This concept of immersion in the environment to promote multisensory stimuli receives from Jon Charles Coe (2012) the name of “Immersive Design”, a term derived from architecture, but applied also to Virtual Reality(VR), Augmented Reality, Mixed Reality, Extended Reality, as well as structuringlanguages for object-oriented design and Human-Computer-Interaction. Since the Renaissance technology has become an essential element in the perception of the gaze thanks to the development of optical devices and techniques for representing the perspective. The result can be seen in the paintings, with detailed depictions of depth and textures, as well as in the architecture of cathedrals and other buildings, enabling higher and wider indoor spaces. Contemporaneously, based on our own experiences that of other professors, we have identified major problems in teaching perspective and spatial reasoning in drawing classes, either due to the previous deficiency in geometry, or due to the majority use of two-dimensional technologies - such as screens, displays and paper. This scenario can restrict the drawing classes experience, the realization of projects, and even discourage the teaching-learning process. The research “Immersive Design, through technological devices of Virtual Reality”, has worked on different methodologies mediated by the use of VR devices for teaching perspective in drawing classes. Among “digital natives” students the use of VR has stimulated new forms of perception and sensitivity thanks to the three- dimensional experience in immersive environments. In the virtual space the student can experience in an empirical way the perspective involved in the construction of spatial elements. This happens, for example, with the possibility of drawing directly in three-dimensional space and “walking” along the trace - even controlling the time of the action. Therefore, it becomes possible to unveil the image from various angles by displacing the observer, unlike “static” techniques structurally limited to flat and two dimensional supports. Mediated by VR apparatuses the body immerses itself in the digital, creating a synergy between the gestural and the conceptual in three-dimensional virtual environments, that can function simultaneously as a space for representation and embodiment. According to Philippe Quéau (1996), the image becomes an exploitable place that extrapolates its representational condition. The image is no longer a substrate within the experience would be written. This place is itself an image - a kind of symptom of the symbolic model that is at its origin. It is the very experience of that space that allows us to return to the source of its intelligibility, that is, to the model. This is the experience that epigenetically constitutes it as “space”. The synthetic image modifies our relationship with the immediate reality, structuring it as a “drawable” instrument. The analysis of the results validates the research hypotheses and has allowed to rescue didactic and perceptual principles related to the perspective. In addition, it indicates new perspectives and potentialities for the use of VR in education, especially, but not limited to, drawing classes.


2021 ◽  
Author(s):  
C Qureshi ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

In its ambitions, the paper aims to propose a proof of concept for a Virtual, Augmented and Mixed (VAM) environment that digitally overlays a multifaith space in order to optimize their use, essentially transforming itself to the spiritual needs of the user. In order to do so, a mixed reality experience was developed by investigating and interpreting both the tangible and intangible rituals of prayer. By incorporating an immersive experience, the project promotes the idea of a multifaith space that moves beyond the notion of an “empty white room (Crompton, 2013, p.487)”. To develop an immersive experience that caters to people of all religions or no religion is beyond the scope of this project. Hence, by creating a VAM environment for users of the Muslim faith the project may be able to support design ideologies for others, furthering research in this field.


2021 ◽  
Vol 25 (3) ◽  
Author(s):  
Xiaofei Yuan ◽  
Andrew Glidle ◽  
Hitoshi Furusho ◽  
Huabing Yin

AbstractOptical-based microfluidic cell sorting has become increasingly attractive for applications in life and environmental sciences due to its ability of sophisticated cell handling in flow. The majority of these microfluidic cell sorting devices employ two-dimensional fluid flow control strategies, which lack the ability to manipulate the position of cells arbitrarily for precise optical detection, therefore resulting in reduced sorting accuracy and purity. Although three-dimensional (3D) hydrodynamic devices have better flow-focusing characteristics, most lack the flexibility to arbitrarily position the sample flow in each direction. Thus, there have been very few studies using 3D hydrodynamic flow focusing for sorting. Herein, we designed a 3D hydrodynamic focusing sorting platform based on independent sheath flow-focusing and pressure-actuated switching. This design offers many advantages in terms of reliable acquisition of weak Raman signals due to the ability to precisely control the speed and position of samples in 3D. With a proof-of-concept demonstration, we show this 3D hydrodynamic focusing-based sorting device has the potential to reach a high degree of accuracy for Raman activated sorting.


2021 ◽  
Vol 13 (2) ◽  
pp. 270
Author(s):  
Adrian Doicu ◽  
Dmitry S. Efremenko ◽  
Thomas Trautmann

An algorithm for the retrieval of total column amount of trace gases in a multi-dimensional atmosphere is designed. The algorithm uses (i) certain differential radiance models with internal and external closures as inversion models, (ii) the iteratively regularized Gauss–Newton method as a regularization tool, and (iii) the spherical harmonics discrete ordinate method (SHDOM) as linearized radiative transfer model. For efficiency reasons, SHDOM is equipped with a spectral acceleration approach that combines the correlated k-distribution method with the principal component analysis. The algorithm is used to retrieve the total column amount of nitrogen for two- and three-dimensional cloudy scenes. Although for three-dimensional geometries, the computational time is high, the main concepts of the algorithm are correct and the retrieval results are accurate.


2021 ◽  
pp. 088391152199640
Author(s):  
Renata Aquino de Carvalho ◽  
Valmir Vieira Rocha Júnior ◽  
Antonio José Felix Carvalho ◽  
Heloisa Sobreiro Selistre de Araújo ◽  
Mônica Rosas Costa Iemma ◽  
...  

Bone regenerative medicine (BRM) aims to overcome the limitations of conventional treatments for critical bone defects by developing therapeutic strategies, based on temporary bioactive substitutes, capable of stimulating, sustaining, and guiding tissue regeneration. The aim of this study was to validate the “proof of concept” of a cellularized bioactive scaffold and establish its potential for use in BRM. For this purpose, three-dimensional scaffolds of poly-(lactic acid) (PLA), produced by the additive manufacturing technique, were incorporated into a human platelet-rich plasma (PRP-h) fibrin matrix containing human infrapatellar fat pad mesenchymal stem cells (hIFPMSC). The scaffolds (PLA/finbrin-bioactive) were kept under ideal culture conditions in a medium free from fetal bovine serum and analyzed at 5 and 10 days by Scanning Electron Microscopy (SEM), Fourrier Transform Infrared (FTIR), Circular Dichroism and fluorescence microscopy. The results demonstrated the feasibility of obtaining a rigid, cytocompatible, and cellularized three-dimensional structure. In addition, PRP platelets and leukocytes were able to provide a bioactive environment capable of maintaining the viability of hIFPMSC into scaffolds. The results validate the concept of a customizable, bioactive, cellularized, and non-immunogenic strategy for application in BRM.


2011 ◽  
Vol 18 (3) ◽  
pp. 212-230 ◽  
Author(s):  
Yinpeng Chen ◽  
Margaret Duff ◽  
Nicole Lehrer ◽  
Sheng-Min Liu ◽  
Paul Blake ◽  
...  

Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


Author(s):  
Francesco Porpiglia ◽  
Enrico Checcucci ◽  
Daniele Amparore ◽  
Dario Peretti ◽  
Federico Piramide ◽  
...  

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