scholarly journals Ruang daring bercerita: Sebuah narasi tentang rute, navigasi, dan batas dalam arsitektur

ARSNET ◽  
2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Nina Dwi Handayani

Kondisi pandemi yang membatasi pola pergerakan manusia atas ruang, di satu sisi menyebabkan manusia kehilangan makna dan rasa atas kehadiran ruang fisik, tapi di sisi lain memberikan peluang bagaimana cara memaknai ruang dengan cara yang berbeda. Instalasi Kisah Antah-berantah karya Citra Sasmita yang diinisiasi oleh Ruang Seni Anak Komisi UOB Museum MACAN, Jakarta ini berkisah tentang cerita fabel mitologis untuk anak-anak yang diinspirasi dari lukisan kamasan dan karakter cerita rakyat Tantri di Bali. Mempergunakan teknologi web-based augmented reality, Kisah Antah-berantah merupakan perpaduan objek seni dan ruang secara fisik dengan teknologi dunia maya, yang bisa dinikmati secara daring dan luring. Pengamatan karya instalasi Kisah Antah-berantah ini bertujuan untuk memperkaya gagasan atas keterlibatan rute, tur dan bagaimana memaknai batas pada ruang maya.  Pengamatan “mengalami ruang” secara daring oleh penulis dijelaskan melalui 2 cara yaitu mode operasi pasif 360˚ dan mode operasi aktif manual. Mode operasi pasif 360˚ menunjukkan bahwa dengan rute yang statis dan terukur, pengalaman memaknai ruang daring bercerita bisa tercapai, meskipun tidak memberikan pemahaman akan batas ruang yang baru. Sebaliknya dengan mode operasi manual aktif, dengan kebebasan rute yang dipilih dan diciptakan sendiri, pengunjung mampu menciptakan batas dan pemaknaan ruang baru yang berbeda. Dari kedua mode operasi ini, tanda (landmark) berupa titik kode optik hadir melampaui objek fisiknya sebagai bagian dari navigasi dalam ruang maya.     The pandemic condition that limits human movement over space has consequences that humans lose their meaning and sense of the presence of physical space, otherwise, it provides opportunities to interpret space differently. The installation Kisah Antah-berantah by Citra Sasmita, which was held during a pandemic and initiated by the Ruang Seni Anak Komisi UOB Museum MACAN, Jakarta tells the story of mythological fables for children inspired by kamasan paintings and Tantri folklore characters in Bali, Indonesia. Implementing web-based augmented reality technology, this installation has an equal collaboration of art objects and physical space which can be enjoyed virtually and in a real-time exhibition mode. Kisah Antah-berantah investigates ideas on the involvement of routes, tours, and how to define boundaries in architecture and virtual space. The "experiencing space" will be explained in 2 ways, namely passive 360˚ operation mode and manual active operation mode. The 360˚ passive mode of operation shows that with a static and measurable route, the visitor interprets the virtual space of storytelling completely, although it does not provide a new understanding of spatial boundaries. In manual active of operation mode, visitors potentially create new boundaries and different meanings of space, by creating their routes. In these two modes of operations, an optical code point is presented as a landmark, as an important part of navigation in virtual space.

Author(s):  
Ernest Redondo ◽  
Isidro Navarro ◽  
Albert Sánchez ◽  
David Fonseca

This chapter discusses the impact of using social media resources and new emerging technologies in teaching and learning processes. The authors of this chapter focus on Spanish architecture-education framework by analyzing three case studies carried out by students finishing architecture and building degrees. Students’ interaction with this resources is assessed, as well as their derived academic results, and the degree of satisfaction from students and teachers using these resources and technologies. To conduct the study, the authors worked with Web based freeware applications, such as Dropbox, blogging systems, Moodle, YouTube, Wikipedia, and Google Maps. Mobile devices, such as smartphones and tablets PCs, were used to test QR-Codes (Quick Response Codes) and Augmented Reality technology based applications as Junaio and Ar-Media Plugin.


Author(s):  
Bokyung Kye ◽  
Nara Han ◽  
Eunji Kim ◽  
Yeonjeong Park ◽  
Soyoung Jo

This review aims to define the 4 types of the metaverse and to explain the potential and limitations of its educational applications. The metaverse roadmap categorizes the metaverse into 4 types: augmented reality, lifelogging, mirror world, and virtual reality. An example of the application of augmented reality in medical education would be an augmented reality T-shirt that allows students to examine the inside of the human body as an anatomy lab. Furthermore, a research team in a hospital in Seoul developed a spinal surgery platform that applied augmented reality technology. The potential of the metaverse as a new educational environment is suggested to be as follows: a space for new social communication; a higher degree of freedom to create and share; and the provision of new experiences and high immersion through virtualization. Some of its limitations may be weaker social connections and the possibility of privacy impingement; the commission of various crimes due to the virtual space and anonymity of the metaverse; and maladaptation to the real world for students whose identity has not been established. The metaverse is predicted to change our daily life and economy beyond the realm of games and entertainment. The metaverse has infinite potential as a new social communication space. The following future tasks are suggested for the educational use of the metaverse: first, teachers should carefully analyze how students understand the metaverse; second, teachers should design classes for students to solve problems or perform projects cooperatively and creatively; third, educational metaverse platforms should be developed that prevent misuse of student data.


Author(s):  
Viktoriya Bondarenko ◽  
Tetiana Hranchak

The article analyzes the positive foreign experience of implementing augmented reality (AR) library projects. It has been found out that the most common uses of augmented reality in libraries today are providing access to information products with augmented reality and their promotion, navigation of library space and resources, promoting user education through the creation of appropriate applications with learning materials and resources and simplification for the user assimilation of information due to the diversity and interactivity of its visual presentation, informing and providing access to cultural heritage sites, organizing tours and exhibitions. Given that the use of AR in libraries not only expands the range of services and resources but also positively affects its reputation as an interactive creative institution, open to users and innovation, AR technology is effective not only in the library service system but also in the marketing activities of the institution, helping to attract new users. Current approaches to the implementation of library projects using augmented reality technology are highlighted. Their assistance in strengthening corporate culture, inter-institutional ties, and civil society is substantiated. It has been proved that the AR applications created as a result of project implementation operate on the principle of integrated information products, which allow the user to access distributed information from one access point via mobile phone, integrating not only information of the virtual space of the Internet environment but also real, physical, space. The advantages of AR implementation in the library have been determined, among which: budget realization, easy integration with available technologies, and promotion of interactivity of library service. The need for professional development of librarians and the organization of training courses on the use of immersive technologies in library activities is emphasized.


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.


2021 ◽  
Author(s):  
◽  
Stefan Peacock

<p>The long-imagined fiction of a digitally supplemented world is fast becoming a reality. Augmented Reality technology is advancing at a rapid rate, approaching mass adoption and use. Available to anyone with a modern mobile phone, Augmented Reality allows for a number of possibilities, augmenting the physical world with information or content of varying types. These possibilities have a number of implications for both utility and creative expression. This thesis explores the use of Augmented Reality as a tool for creative expression, comparing its use of the physical world to Street Art’s use of the street. Street Art uses the street as an artistic resource (Riggle, 2010) to provoke and elicit response. Augmented Reality uses physical location and context to strengthen its content and deliver information or entertainment. Augmented Reality Artworks have contested physical space (Skwarek, 2014; Veenhof & Skwarek, 2010) and shifted the boundaries of curation (Garbe, 2014).  This thesis compares the histories of Augmented Reality and Street Art, resulting in a proposal for using Augmented Reality as a method for Street Art, allowing artists to create Digital Street Art. Research through Design explores this practice, creating Digital Street Art works that use the possibilities of Augmented Reality technology to use the street as an artistic resource. Using digital techniques like animation, interactivity, data visualisation and three-dimensional imagery; this thesis aims to explore how the Digital Street Artist can create work that engages with the public space and provoke a response. This is explored through several Digital Street Art responses to the public space and issues that can be addressed within it. These responses are designed to use digital techniques and AR technology to make artistic use of the street. Allowing it to be both Digital in nature and Street Art in essence.</p>


2021 ◽  
Author(s):  
◽  
Stefan Peacock

<p>The long-imagined fiction of a digitally supplemented world is fast becoming a reality. Augmented Reality technology is advancing at a rapid rate, approaching mass adoption and use. Available to anyone with a modern mobile phone, Augmented Reality allows for a number of possibilities, augmenting the physical world with information or content of varying types. These possibilities have a number of implications for both utility and creative expression. This thesis explores the use of Augmented Reality as a tool for creative expression, comparing its use of the physical world to Street Art’s use of the street. Street Art uses the street as an artistic resource (Riggle, 2010) to provoke and elicit response. Augmented Reality uses physical location and context to strengthen its content and deliver information or entertainment. Augmented Reality Artworks have contested physical space (Skwarek, 2014; Veenhof & Skwarek, 2010) and shifted the boundaries of curation (Garbe, 2014).  This thesis compares the histories of Augmented Reality and Street Art, resulting in a proposal for using Augmented Reality as a method for Street Art, allowing artists to create Digital Street Art. Research through Design explores this practice, creating Digital Street Art works that use the possibilities of Augmented Reality technology to use the street as an artistic resource. Using digital techniques like animation, interactivity, data visualisation and three-dimensional imagery; this thesis aims to explore how the Digital Street Artist can create work that engages with the public space and provoke a response. This is explored through several Digital Street Art responses to the public space and issues that can be addressed within it. These responses are designed to use digital techniques and AR technology to make artistic use of the street. Allowing it to be both Digital in nature and Street Art in essence.</p>


GIS Business ◽  
2016 ◽  
Vol 11 (5) ◽  
pp. 30-32
Author(s):  
Brack, P ◽  
Truthän, S

Augmented Reality Environment (ARE) - Ground plans for fire brigade use in virtual space ARE - Feuerwehrpläneim virtuellen Raum


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Dafirius Lombu ◽  
Siska Dame Tarihoran ◽  
Irwan Gulo

Generally, the database access of a website lies in the user login. When the login data is not accompanied by security techniques, it is very easily accessible by other parties. One effort that can be done to solve the problem is to encode the login data of website users based on cryptographic technique algorithm. Triangle Chain Cipher (TCC) is one of the classic cryptographic algorithms that encode data doubly and generate keys randomly along the plain. The process of encryption and decryption are interdependent to be one of the advantages of this algorithm. This algorithm will be more effective when combined with the Cipher Block Chaining (CBC) operation mode that is widely used in modern cryptographic algorithms today. The feedback mechanism between the blocks in this mode of operation is the operating advantage. This study describes how to combine the mode of operation of block chaining cipher with triangle chain cipher algorithm so that cipher data login website generated more random and difficult to find its original meaning.


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