augmented space
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Author(s):  
Roshni Bhaumik ◽  
Sourav Dutta ◽  
Subenoy Chakraborty

In the framework of [Formula: see text]-gravity theory, classical and quantum cosmology has been studied in this work for Friedmann Lemaitre Robertson Walker Metric (FLRW) space-time model. The Noether symmetry, a point-like symmetry of the Lagrangian, is used to the physical system and a specific functional form of [Formula: see text] is determined. A point transformation in the 2D augmented space restricts one of the variables to be cyclic so that the Lagrangian as well as the field equations are simplified so that they are solvable. Lastly, for quantum cosmology, the WD equation is constructed and a possible solution has been evaluated.


Author(s):  
Santu Mondal ◽  
Roshni Bhaumik ◽  
Sourav Dutta ◽  
Subenoy Chakraborty

In this work, a cosmological model is considered having two scalar fields minimally coupled to gravity with a mixed kinetic term. The model is characterized by the coupling function and the potential function which are assumed to depend on one of the scalar fields. Instead of choosing these functions phenomenologically here, they are evaluated assuming the existence of Noether symmetry. By appropriate choice of a point transformation in the augmented space, one of the variables in the Lagrangian becomes cyclic and the evolution equations become much simpler to have solutions. Finally, the solutions are analyzed from cosmological view point.


2021 ◽  
Author(s):  
◽  
Kim Wheatley

<p>This thesis is grounded in the belief that the city is a key site of contestation in an ongoing theoretical debate concerning the nature of the relationship between new media and society. It is guided by a desire to engage with two distinct, but related, theoretical frameworks for making sense of this relationship, the ‘virtual city,’ as informed by the work of Paul Virilio, Jean Baudrillard, and cyberpunk author William Gibson, and the ‘augmented city,’ derived from Lev Manovich’s “The Poetics of Augmented Space.” After providing an overview of these two paradigms of knowledge, it attempts to address the limitations of both frameworks, which the author claims are reductionist as the former tends towards a binary distinction between the material (urban space) and the immaterial (virtual space), while the latter is underpinned by a narrow, Euclidean understanding of space that limits its efficacy in an urban context. In order to address these concerns, the author proposes a methodology for understanding the city as a virtual space that is distinct from the ‘virtual city’ paradigm of 1990s cyber-theory by attempting to open up a dialogue between the work of Deleuzian philosopher Pierre Lévy, and the Marxist dialectician Henri Lefebvre.  Using Berlin as a case study, this framework is deployed in an attempt to generate an understanding of how the city functions as a mediated landscape whose space is produced socially as a result of a dialectical process involving the accretion and entanglement of an ongoing series of representations, political decisions, and social experiences. As a mediated space, the city is understood as being produced and reproduced through acts of representation in both cinema and new media, as well as through the distinctive visual regimes that emerge out of them, which in turn structure the way the city is experienced. It also reads the city as a discursive space and draws connections between the discourses of the ‘New Berlin’—the space that emerged after the city’s reunification in 1989—and the promise of the new inherent in the discourses of new media technologies. Finally, the study argues that the discourses and visual regimes of augmented space in Berlin are not merely informed by virtual processes, but that the virtual and the distinctive social space of the city out of which augmented space emerges work in conjunction to actively structure the ways in which augmentation should be understood as both techno-cultural formation, and as (urban) spatial practice.</p>


2021 ◽  
Author(s):  
◽  
Kim Wheatley

<p>This thesis is grounded in the belief that the city is a key site of contestation in an ongoing theoretical debate concerning the nature of the relationship between new media and society. It is guided by a desire to engage with two distinct, but related, theoretical frameworks for making sense of this relationship, the ‘virtual city,’ as informed by the work of Paul Virilio, Jean Baudrillard, and cyberpunk author William Gibson, and the ‘augmented city,’ derived from Lev Manovich’s “The Poetics of Augmented Space.” After providing an overview of these two paradigms of knowledge, it attempts to address the limitations of both frameworks, which the author claims are reductionist as the former tends towards a binary distinction between the material (urban space) and the immaterial (virtual space), while the latter is underpinned by a narrow, Euclidean understanding of space that limits its efficacy in an urban context. In order to address these concerns, the author proposes a methodology for understanding the city as a virtual space that is distinct from the ‘virtual city’ paradigm of 1990s cyber-theory by attempting to open up a dialogue between the work of Deleuzian philosopher Pierre Lévy, and the Marxist dialectician Henri Lefebvre.  Using Berlin as a case study, this framework is deployed in an attempt to generate an understanding of how the city functions as a mediated landscape whose space is produced socially as a result of a dialectical process involving the accretion and entanglement of an ongoing series of representations, political decisions, and social experiences. As a mediated space, the city is understood as being produced and reproduced through acts of representation in both cinema and new media, as well as through the distinctive visual regimes that emerge out of them, which in turn structure the way the city is experienced. It also reads the city as a discursive space and draws connections between the discourses of the ‘New Berlin’—the space that emerged after the city’s reunification in 1989—and the promise of the new inherent in the discourses of new media technologies. Finally, the study argues that the discourses and visual regimes of augmented space in Berlin are not merely informed by virtual processes, but that the virtual and the distinctive social space of the city out of which augmented space emerges work in conjunction to actively structure the ways in which augmentation should be understood as both techno-cultural formation, and as (urban) spatial practice.</p>


2021 ◽  
Vol 7 (2) ◽  
pp. 633-636
Author(s):  
Ivan Matyash ◽  
Robin Kutzner ◽  
Thomas Neumuth ◽  
Max Rockstroh

Abstract As augmented reality devices become more available, collaborative work in the augmented space is expected to increase. Knowing the position of participants allows for realistic interaction rather than passive participation. The HoloLens 2’s camera and IMUs fuse data to locate the device. In this paper, accuracy and repeatability of the HoloLens2 position finding was analysed to provide a quantitative measure of pose repeatability and deviation from a path while in motion. Deviation from a circular path was found to be below 5 mm per 628 mm travelled.


2021 ◽  
Author(s):  
◽  
Holly Chan

<p><b>This thesis addresses the issue of the change in Human Interaction with the built environment. Over the past 20 years, technology has become increasingly prevalent in our lives. With the current advancements of mobile devices and social media, the public’s attention is captured in the virtual environment. The mind has become separated from the physical realm and designers must now compete with technology for the public’s attention.</b></p> <p>This thesis explores the development of Augmented space, which involves overlaying the built environment with digital information. Digital media provides the opportunity to enhance physical space with the element of interaction, which results in a high level of user engagement.</p> <p>Many architectural spaces are designed as passive space, serving no pragmatic purpose. Through the addition of digital media, emotional and reflective value can be added to the built form. If space is designed to be reactive, rather than passive, a dialogue can be formed between the user and the environment. This thesis explores how meaningful connection to place can be developed through the addition of interactive digital media.</p> <p>There is an opportunity to change architecture as a practice to consider digital technology as a tool rather than a threat. This thesis proposes that digital media can be used to re-engage the public with the built environment and increase interaction with physical form with the development of augmented space. The body of research explores how digital media can become embedded in the built form and can be used as a form of materiality by the designer. As new interactions are formed with the built environment, the public can form meaningful relationships with space and create stronger emotional connections with the spaces they inhabit.</p>


2021 ◽  
Author(s):  
◽  
Holly Chan

<p><b>This thesis addresses the issue of the change in Human Interaction with the built environment. Over the past 20 years, technology has become increasingly prevalent in our lives. With the current advancements of mobile devices and social media, the public’s attention is captured in the virtual environment. The mind has become separated from the physical realm and designers must now compete with technology for the public’s attention.</b></p> <p>This thesis explores the development of Augmented space, which involves overlaying the built environment with digital information. Digital media provides the opportunity to enhance physical space with the element of interaction, which results in a high level of user engagement.</p> <p>Many architectural spaces are designed as passive space, serving no pragmatic purpose. Through the addition of digital media, emotional and reflective value can be added to the built form. If space is designed to be reactive, rather than passive, a dialogue can be formed between the user and the environment. This thesis explores how meaningful connection to place can be developed through the addition of interactive digital media.</p> <p>There is an opportunity to change architecture as a practice to consider digital technology as a tool rather than a threat. This thesis proposes that digital media can be used to re-engage the public with the built environment and increase interaction with physical form with the development of augmented space. The body of research explores how digital media can become embedded in the built form and can be used as a form of materiality by the designer. As new interactions are formed with the built environment, the public can form meaningful relationships with space and create stronger emotional connections with the spaces they inhabit.</p>


2021 ◽  
Vol 92 ◽  
pp. 102104
Author(s):  
Xiukai Yuan ◽  
Shaolong Liu ◽  
M.A. Valdebenito ◽  
Jian Gu ◽  
Michael Beer

2021 ◽  
Vol 157-158 ◽  
pp. 103020
Author(s):  
Xiukai Yuan ◽  
Shaolong Liu ◽  
Marcos A. Valdebenito ◽  
Matthias G.R. Faes ◽  
Danko J. Jerez ◽  
...  

2021 ◽  
Vol 210 ◽  
pp. 107477
Author(s):  
Xiukai Yuan ◽  
Matthias G.R. Faes ◽  
Shaolong Liu ◽  
Marcos A. Valdebenito ◽  
Michael Beer

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