604 resultados para swd: Architektur
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This article proposes a new focus of research for multimedia conferencing systems which allows a participant to flexibly select another participant or a group for media transmission. For example, in a traditional conference system, participants voices might by default be shared with all others, but one might want to select a subset of the conference members to send his/her media to or receive media from. We review the concept of narrowcasting, a model for limiting such information streams in a multimedia conference, and describe a design to use existing standard protocols (SIP and SDP) for controlling fine-grained narrowcasting sessions.
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In this paper we propose a simple model for the coupling behavior of the human spine for an inverse kinematics framework. Our spine model exhibits anatomically correct motions of the vertebrae of virtual mannequins by coupling standard swing and revolute joint models. The adjustement of the joints is made with several simple (in)equality constraints, resulting in a reduction of the solution space dimensionality for the inverse kinematics solver. By reducing the solution space dimensionality to feasible spine shapes, we prevent the inverse kinematics algorithm from providing infeasible postures for the spine.In this paper, we exploit how to apply these simple constraints to the human spine by a strict decoupling of the swing and torsion motion of the vertebrae. We demonstrate the validity of our approach on various experiments.
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Electronic apppliances are increasingly a part of our everyday lives. In particular, mobile devices, with their reduced dimensions with power rivaling desktop computers, have substantially augmented our communication abilities offering instant availability, anywhere, to everyone. These devices have become essential for human communication but also include a more comprehensive tool set to support productivity and leisure applications. However, the many applications commonly available are not adapted to people with special needs. Rather, most popular devices are targeted at teenagers or young adults with excellent eyesight and coordination. What is worse, most of the commonly used assistive control interfaces are not available in a mobile environment where user's position, accommodation and capacities can vary even widely. To try and address people with special needs new approaches and techniques are sorely needed. This paper presents a control interface to allow tetraplegic users to interact with electronic devices. Our method uses myographic information (Electromyography or EMG) collected from residually controlled body areas. User evaluations validate electromyography as a daily wearable interface. In particular our results show that EMG can be used even in mobility contexts.
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Incorporating physical activity and exertion into pervasive gaming applications can provide health and social benefits. Prior research has resulted in several prototypes of pervasive games that encourage exertion as interaction form; however, no detailed critical account of the various approaches exists. We focus on networked exertion games and detail some of our work while identifying the remaining issues towards providing a coherent framework. We outline common lessons learned and use them as the basis for generalizations for the design of networked exertion games. We propose possible directions of further investigation, hoping to provide guidance for future work to facilitate greater awareness and exposure of exertion games and their benefits.
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The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the present study we have measured reach durations for two types of task (controlling a simple rigid shape vs. a virtual character) and two types of viewpoint (1st person vs. 3rd person). The paper first describes the architecture of the motion capture approach retained for the on-line full-body reach experiment. We then present reach measurement results performed in a non-virtual environment. They show that the target height parameter leads to reach duration variation of ∓25% around the average duration for the highest and lowest targets. This characteristic is highly accentuated in the virtual world as analyzed in the discussion section. In particular, the discrepancy observed for the first person viewpoint modality suggests to adopt a third person viewpoint when controling the posture of a virtual character in a virtual environment.
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Tracking user’s visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user’s visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of two-dimensional fixations relative to a defined area of projection. The study presented in this article compares precision, accuracy and application performance of two binocular eye tracking devices. Two algorithms are compared which derive depth information as required for visual attention-based 3D interfaces. This information is further applied to an improved VR selection task in which a binocular eye tracker and an adaptive neural network algorithm is used during the disambiguation of partly occluded objects.
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We present redirection techniques that support exploration of large-scale virtual environments (VEs) by means of real walking. We quantify to what degree users can unknowingly be redirected in order to guide them through VEs in which virtual paths differ from the physical paths. We further introduce the concept of dynamic passive haptics by which any number of virtual objects can be mapped to real physical proxy props having similar haptic properties (i. e., size, shape, and surface structure), such that the user can sense these virtual objects by touching their real world counterparts. Dynamic passive haptics provides the user with the illusion of interacting with a desired virtual object by redirecting her to the corresponding proxy prop. We describe the concepts of generic redirected walking and dynamic passive haptics and present experiments in which we have evaluated these concepts. Furthermore, we discuss implications that have been derived from a user study, and we present approaches that derive physical paths which may vary from the virtual counterparts.
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This paper presents preliminary results about the use of virtual characters, penile plethysmography and gaze behaviour dynamics to assess deviant sexual preferences. Pedophile patients’ responses are compared to those of non-deviant subjects while they were immersed with virtual characters depicting relevant sexual features.
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The use of virtual reality as tool in the area of spatial cognition raises the question of the quality of learning transfer from a virtual to a real environment. It is first necessary to determine with healthy subjects, the cognitive aids that improve the quality of transfer and the conditions required, especially since virtual reality can be used as effective tool in cognitive rehabilitation. The purpose of this study was to investigate the influence of the exploration mode of virtual environment (Passive vs. Active) according to Route complexity (Simple vs. Complex) on the quality of spatial knowledge transfer in three spatial tasks. Ninety subjects (45 men and 45 women) participated. Spatial learning was evaluated by Wayfinding, sketch-mapping and picture classification tasks in the context of the Bordeaux district. In the Wayfinding task, results indicated that active learning in a Virtual Environment (VE) increased the performances compared to the passive learning condition, irrespective of the route complexity factor. In the Sketch-mapping task, active learning in a VE helped the subjects to transfer their spatial knowledge from the VE to reality, but only when the route was complex. In the Picture classification task, active learning in a VE when the route was complex did not help the subjects to transfer their spatial knowledge. These results are explained in terms of knowledge levels and frame/strategy of reference [SW75, PL81, TH82].
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The integration of the auditory modality in virtual reality environments is known to promote the sensations of immersion and presence. However it is also known from psychophysics studies that auditory-visual interaction obey to complex rules and that multisensory conflicts may disrupt the adhesion of the participant to the presented virtual scene. It is thus important to measure the accuracy of the auditory spatial cues reproduced by the auditory display and their consistency with the spatial visual cues. This study evaluates auditory localization performances under various unimodal and auditory-visual bimodal conditions in a virtual reality (VR) setup using a stereoscopic display and binaural reproduction over headphones in static conditions. The auditory localization performances observed in the present study are in line with those reported in real conditions, suggesting that VR gives rise to consistent auditory and visual spatial cues. These results validate the use of VR for future psychophysics experiments with auditory and visual stimuli. They also emphasize the importance of a spatially accurate auditory and visual rendering for VR setups.
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Der Psychologe Stephan Grünewald ist einer der Mitbegründer des Kölner Marktforschungsinstitutes rheingold. Das Institut versucht, Marktprozessen durch qualitative Interviews und psychologische Analyse auf die Schliche zu kommen. Die Grundüberlegung: auch bei alltäglichen Gewohnheiten, Lebensstil und Kaufentscheidungen spielten psychologische Prozesse eine bestimmende Rolle. Ergebnisse aus diesen Interviews verarbeitete Grünewald kürzlich in seinem Buch Deutschland auf der Couch (Frankfurt a.M.: Campus). Daniel Buggert und Karl R. Kegler sprachen mit Stephan Grünewald über die Bedeutung von Kopien, Lebensentwürfen und Medieneinflüssen in der Architektur.
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Die Verwendung europäischer Architektursettings in japanischen "Trick"-Filmen (anime) ist mehr als die bloße Adaption einer – aus asiatischer Perspektive – exotischen Kulisse. Populäre Medien vertreten keine kritische Positionen; sie sind bemüht, an Vorstellungswelten und Seherfahrungen ihrer Betrachter anzuknüpfen. Auf diese Weise gelesen, sagen Kopien und bewusste (Re-)Kombinationen europäischer Motive im japanischen Film eine Menge über die Assoziationen, die asiatische Betrachter mit bestimmten Phasen europäischer Geschichte verbinden. Doch auch Eigengesetzlichkeiten des "Trick"-Films als Medium dürfen nicht vernachlässigt werden. Wenig bekannte Motive aus der expressionistischen Architektur können beispielsweise dazu eingesetzt werden, einen bloßen Verfremdungseffekt zu erzielen. In subtileren Beispielen kann der Umweg über europäische Kulissen aber auch dazu dienen, Spannungen der jüngeren Geschichte Japans in einem verfremdeten Gewand zu verarbeiten.
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Auch im Kopieren fremder Vorbilder bleibt Architektur auf technische, materielle und ökonomische Aspekte der Gesellschaft bezogen, in der sie entsteht. Dies unterscheidet "Immobilien"-Architekturen von Produkten, die weltweit verschickt und gehandelt werden. Die Übernahme westlicher, aber auch eigener historischer Architekturvorbilder im chinesischen Immobilenmarkt ist insofern ein Anzeiger für spezifische Bedürfnisse und für ein spezielles Verständnis von Kopie. Die Vermarktung westlicher Architekturkopien ist die Inszenierung einer als fortschrittlich empfunden Lebenswelt, die sich aus dem Umfeld der allgemeinen Entwicklung abhebt und damit exotisch und begehrenswert wirkt. Dabei kommt zum Tragen, dass Architektur in China traditionell nicht als Kunst angesehen, sondern in den Zünften der Handwerker weitergegeben wurde. Das kommunistische Regime tat über Jahrzehnte ein übriges zur Anonymisierung der Entwurfspraxis. Erst seit den letzten Jahren entwickelt sich in China eine Architekturszene, die sowohl die eigene Tradition wie die globale Entwicklung im Blickfeld hat.
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Einleitung in die Aussgabe "Raubkopie"
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Seien es die großen Rekonstruktionen oder zahlreiche historisierende Neubauprojekte, historische Architektur ist in. Bei dieser Suche nach Nähe zur Geschichte handelt es sich jedoch zumeist um reine Liebhaberei, da allein die Formensprache der kopierten Architektur Beachtung findet. Die Baugeschichte muss sich von diesen Liebhabern befreien, um ihrer Aufgabe im aktuellen Architekturdiskurs gerecht zu werden. Hierzu gilt es, die Authentizität historischer Gebäude zu erläutern und die Bedeutung architektonischer Originale für die Identität der Gesellschaft zu verdeutlichen.