113 resultados para Interactive installation


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The purpose of this research is to investigate the ground response due to diaphragm wall construction using three-dimensional numerical modelling. In this study, the commercial finite difference method software, FLAC3D, and the finite element upper and lower bound limit analysis methods are employed. In addition, a range of factors are investigated. They include the dimensions of the single panel, overconsolidation ration (OCR), soil stiffness (E/su), and the height of the bentonite slurry. The solutions from the numerical upper bound limit analysis method are used for comparison purposes. The results obtained indicate that the above factors do have influence on ground response in terms of its stability and displacements. The discussion in the paper can be utilised as the reference for practical designs.

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Expanding horizons (Reykjavík) (2012-2013) is part of an ongoing series of interactive net-art/installation works that explores the space of the horizon line. Produced with time-lapse photography, animated movements, and playing with perception, this work explores how the vastness of a horizon line can be captured, compressed and re-presented for viewers to align with as an artwork

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The nephrology educators network [NEN] recognised in 2007 that inequities existed in the access and delivery of evidence based renal education programs particularly to nurses in regional and remote areas. To address this, a web-based approach to learning, through the development of peer reviewed, interactive nephrology e-learning programs was adopted. These programs aligned with the tenets of e-learning instructional design and afforded more effective and consistent clinical support and induction for nurses in the renal specialty. The e-learning programs promote a standardised evidence-based approach to nephrology education and were developed by content experts from across Australia and New Zealand. The design methodology avoided the duplication of resources while also encouraging knowledge transfer between participating health organisations.

This paper will discuss the development and successful implementation of these e-learning programs across renal healthcare units in Australasia. Implemented packages include: Introduction to Buttonhole Cannulation – featuring an interactive ultrasound and cannulation application; Introduction to Haemodialysis; Introduction to Peritoneal Dialysis [PD], featuring simulated PD machines, allowing for the teaching of troubleshooting without compromising patient safety. E-learning programs are further supported through interactive case scenarios that present unfolding real world simulations and enable learners to meet different patients and manage their care while learning about key messages relating to renal health. Modules currently in development include; Acute Kidney Injury; Fluid Assessment, Water Quality and Vascular Access. The implementation of these programs assist the facilitation of positive change in teaching and learning practices in nephrology nursing aimed at improving patient outcomes.

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Skill shortage is a realistic social problem that Australia is currently facing, especially in the fields of Science, Technology, Engineering and Mathematics (STEM). Various approaches have been proposed to soften this issue. By now the most successful approach is to attract pre-university youth and university freshmen into those fields before they make a decision on future subjects by introducing them with interactive, modifiable and inspiring virtual environments, which incorporates most essential knowledge of STEM. We propose to design a comprehensive virtual reality platform with immersive interactions, pluggable components and flexible configurations. It also involves haptics, motion capture and gesture recognition, and could be deployed in both local and distributed environments. The platform utilizes off the shelf low cost haptics and motion capture products, however the fidelity can be maintained at a good level. The proposed platform has been implemented with different configurations and has been tested on a group of users. Preliminary test results show that the interactivity, flexibility and fidelity of the platform are highly appreciated by users. User surveys also indicate that the proposed platform could help pre-university students and university freshmen build an overview of various aspects of STEM education. Besides, users are also positive on the fact that the platform enabled them to identify the challenges for higher education in STEM by providing them opportunities to interactively modify system configurations and instantly experience the corresponding results both visually and haptically.

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In this paper, a multi-objective image segmentation approach with an Interactive Evolutionary Computation (IEC)-based framework is presented. Two objectives, i.e., the overall deviation and the connectivity measure, are optimized simultaneously using a mu

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A Smart Interactive Advertising Board (SIAB) has been designed and developed. This board is capable of interacting with humans in close proximity. A number of sensor devices are used in the board where sensors inputs (Bluetooth IDs and distance sensor readings) create an innovative form of user interaction with the board. The SIAB display is determined by user position, location, and movements. In this paper, the authors investigate how the user inputs are mapped to the advertising board and its behavior. A prototype of SIAB is implemented.

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Owners and tenants of sustainable buildings are now realising the sustainable building that they own or occupy and also how they use the building have a significant impact on their work practices. These stakeholders are demanding sustainability outcomes such as improved occupant health and performance, lower energy and material consumption use as well as encouraging healthy ecosystem in their sustainable building. Clearly the level of user knowledge about a sustainable building and its technologies makes a difference about the actual behaviour towards sustainable buildings (Knott 2007, Stenberg 2007) There remains two major challenge faced by sustainable building occupants: (i) addressing the gap between an occupant's expectations of sustainable building outcomes and what the building actually provides and (ii) overcoming the lack of user knowledge about sustainability design and operation for a particular with regards to performance (Jailani et. al, 2011). This is an innovative study designed to address these challenges. It uses a focus group approach to investigate the gap between (a) user expectations and (b) sustainable building performance, with reference to the relationship between interactive learning process and the level of implementation of sustainability in commercial buildings. The outcome from the study will provide a post-occupancy evaluation of the perception of occupants in sustainable buildings. Most importantly, this information can then assist architects and designers in private and government organisations to successfully develop future sustainable design and policy which can fully capitalise on the original intention when delivering sustainable buildings, as well as providing an innovative feedback mechanism between occupiers and architects.

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This exhibition was inspired by lens based observation; what is observed through the microscope – plankton and single cell organisms – finds its origin in what is observed through the telescope – stars and galaxies. The project explores two spatially divergent contexts. Artist, Melinda Capp explores the micro-scopic with porcelain objects, artist books and images derived microscopes and Daniel Armstrong references the macro-scopic with video, photography, lens based objects and installation of interactive sculpture / optical instruments to create an experiential connection between celestial phenomena/images and the viewer.

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This research examines the translation of the visual language of cinema into a spatial experience. An investigation into early moving images reveals the role that amusement parks played in exploring narratives using architectural spaces. The exegesis will address the history of entertainments, in particular the ‘dark ride’, which have an emphasis on narrative over and above effect.

Extensive field research was undertaken including historical sites across the east coast of the US, in search of new approaches to new media. Over twenty key popular entertainments were experienced first-hand, from Coney Island’s legendary ‘Spookarama’, to the earliest dark ride in operation, ‘The Old Mill’ at Kennywood in Pittsburgh.