scholarly journals Technological displacement: The Coat Check interactive augmented reality installation in perspective

Author(s):  
Aysegul Koc

Technological Displacement: The Coat Check Interactive AR Installation in Perspective is a two-part dissertation that involves the research/creation of an augmented reality installation and a textual critique of displacement both as a socio-cultural phenomenon and a technology-driven status quo. Digital technologies involve a series of displacements from data storage and transfer to creating global networks. Going hand in hand with human mobilities technological displacement affects our lives and interactions deeply. Multimedia and digital overlaying of information and interconnectedness (mobile devices, tracking technologies, the internet...) make up our quotidian in various degrees, impelling us to be 'present' in time and places we actually are not. Technological displacement may be viewed as an extension of physical displacement of individuals and communities in that the need to reconcile, re-invent and innovatively market proximity becomes more and more an underlying theme of contemporary lives. Nowhere the reorientations of presence is more accentuated than 'augmented space', as described by Lev Manovich, "a physical space overlaid with dynamically changing information, multimedia in form and localized for each user." (219) It may be argued that our sense of reality is already 'augmented' by digital stimuli in many ways. Here I make the case that in an augmented or digitally enhanced environment we are displaced multiple times, or "multiplaced". Augmentation is superimposing multimedia to real space, blurring the boundary between the real and the virtual, creating a heterogeneous space defined neither by the standards of the virtual nor the real but the coexistence and cooperation of both. Augmented reality functions on the principle of multiple displacements in that real space is not a backdrop to multimedia: it is indispensable to the overall embodied experience. I created the Coat Check in 2011 using motion tracking technologies (Intersense IS900), specialized cameras (Point Grey 360 degree Spherical Vision Camera), screens (Fog Screen), software (Max/MSP), tools and applications (Snapdragon AR). The conceptualization of The Coat Check is based on an analogy between digital technologies and coat checks that are both storage, retrieval and displacement systems. The Coat Check also raises questions on identity and history as it refers to belonging, temporality, and mobility.

2021 ◽  
Author(s):  
Aysegul Koc

Technological Displacement: The Coat Check Interactive AR Installation in Perspective is a two-part dissertation that involves the research/creation of an augmented reality installation and a textual critique of displacement both as a socio-cultural phenomenon and a technology-driven status quo. Digital technologies involve a series of displacements from data storage and transfer to creating global networks. Going hand in hand with human mobilities technological displacement affects our lives and interactions deeply. Multimedia and digital overlaying of information and interconnectedness (mobile devices, tracking technologies, the internet...) make up our quotidian in various degrees, impelling us to be 'present' in time and places we actually are not. Technological displacement may be viewed as an extension of physical displacement of individuals and communities in that the need to reconcile, re-invent and innovatively market proximity becomes more and more an underlying theme of contemporary lives. Nowhere the reorientations of presence is more accentuated than 'augmented space', as described by Lev Manovich, "a physical space overlaid with dynamically changing information, multimedia in form and localized for each user." (219) It may be argued that our sense of reality is already 'augmented' by digital stimuli in many ways. Here I make the case that in an augmented or digitally enhanced environment we are displaced multiple times, or "multiplaced". Augmentation is superimposing multimedia to real space, blurring the boundary between the real and the virtual, creating a heterogeneous space defined neither by the standards of the virtual nor the real but the coexistence and cooperation of both. Augmented reality functions on the principle of multiple displacements in that real space is not a backdrop to multimedia: it is indispensable to the overall embodied experience. I created the Coat Check in 2011 using motion tracking technologies (Intersense IS900), specialized cameras (Point Grey 360 degree Spherical Vision Camera), screens (Fog Screen), software (Max/MSP), tools and applications (Snapdragon AR). The conceptualization of The Coat Check is based on an analogy between digital technologies and coat checks that are both storage, retrieval and displacement systems. The Coat Check also raises questions on identity and history as it refers to belonging, temporality, and mobility.


ICT Express ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 71-75
Author(s):  
Young-Suk Yoon ◽  
Sangwon Hwang ◽  
Dogyoon Lee ◽  
Sangyoun Lee ◽  
Jae-Won Suh ◽  
...  

2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Mathematics ◽  
2021 ◽  
Vol 9 (10) ◽  
pp. 1148
Author(s):  
Jewgeni H. Dshalalow ◽  
Ryan T. White

In a classical random walk model, a walker moves through a deterministic d-dimensional integer lattice in one step at a time, without drifting in any direction. In a more advanced setting, a walker randomly moves over a randomly configured (non equidistant) lattice jumping a random number of steps. In some further variants, there is a limited access walker’s moves. That is, the walker’s movements are not available in real time. Instead, the observations are limited to some random epochs resulting in a delayed information about the real-time position of the walker, its escape time, and location outside a bounded subset of the real space. In this case we target the virtual first passage (or escape) time. Thus, unlike standard random walk problems, rather than crossing the boundary, we deal with the walker’s escape location arbitrarily distant from the boundary. In this paper, we give a short historical background on random walk, discuss various directions in the development of random walk theory, and survey most of our results obtained in the last 25–30 years, including the very recent ones dated 2020–21. Among different applications of such random walks, we discuss stock markets, stochastic networks, games, and queueing.


Author(s):  
Muhamad Fajar ◽  
Yogi Udjaja ◽  
Eko Setyo Purwanto ◽  
Anderies
Keyword(s):  

Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2021 ◽  
Vol 17 (8) ◽  
pp. 1519-1541
Author(s):  
Vitalii V. PECHATKIN ◽  
Liliya M. VIL'DANOVA

Subject. As digital technologies spread across all industries, active processes of digital transformation need to be managed both nationally and regionally. Assessing the extent of digitalization across types of economic activities is the key issue for setting up the socio-economic development strategy of the region and evaluating its efficiency. Objectives. The study is aimed to formulate and test methodological approaches to assessing the digitalization in types of economic activities and the potential of digital technologies for the real economy. Methods. The study relies upon the dialectical method, systems approach, questionnaires, expert approach, interpretation of empirical facts through tables, etc. Results. We devised a methodological approaches to assessing the extent of digitalization in types of economic activities across regions. The approach combines the quantification and evaluation of the process and helps determine the extent of local digital transformation at the regional level. We devised and tested the methodological approach to rating digital technologies, which have the high potential for raising the competitiveness and resilience to competition of the industrial sector in the Russian regions. As opposed to the existing approaches, the approach accounts for the current scale of digital technologies in the national economy, the potential for growth in the demand and supply in the domestic and foreign markets, and the potential for import substitution with respect to foreign technologies and products. Conclusions and Relevance. What makes the proposed methodological approaches more preferable is that they help assess not only the extent of digitalization in types of economic activities and the predominance of certain types in industrial enterprises, but also determine their potential for import substitution in terms of digital security.


Geophysics ◽  
2021 ◽  
pp. 1-53
Author(s):  
Jiangtao Hu ◽  
Jianliang Qian ◽  
Jian Song ◽  
Min Ouyang ◽  
Junxing Cao ◽  
...  

Seismic waves in earth media usually undergo attenuation, causing energy losses and phase distortions. In the regime of high-frequency asymptotics, a complex-valued eikonal is an essential ingredient for describing wave propagation in attenuating media, where the real and imaginary parts of the eikonal function capture dispersion effects and amplitude attenuation of seismic waves, respectively. Conventionally, such a complex-valued eikonal is mainly computed either by tracing rays exactly in complex space or by tracing rays approximately in real space so that the resulting eikonal is distributed irregularly in real space. However, seismic data processing methods, such as prestack depth migration and tomography, usually require uniformly distributed complex-valued eikonals. Therefore, we propose a unified framework to Eulerianize several popular approximate real-space ray-tracing methods for complex-valued eikonals so that the real and imaginary parts of the eikonal function satisfy the classical real-space eikonal equation and a novel real-space advection equation, respectively, and we dub the resulting method the Eulerian partial-differential-equation method. We further develop highly efficient high-order methods to solve these two equations by using the factorization idea and the Lax-Friedrichs weighted essentially non-oscillatory (WENO) schemes. Numerical examples demonstrate that the proposed method yields highly accurate complex-valued eikonals, analogous to those from ray-tracing methods. The proposed methods can be useful for migration and tomography in attenuating media.


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