扩展空间:沉浸式技术在未来城市中的作用

Pub Date : 2021-06-10 DOI:10.55612/s-5002-048-001psi
Callum Parker, Soojeong Yoo, Waldemar Jenek, Youngho Lee
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引用次数: 1

摘要

随着数字技术的进步,城市内部的当代互动开始出现。这些交互通常通过传感器实现,以隐式自动化手动过程,例如开灯或上楼。然而,城市并不一定是从头开始建造的,而是随着时间的推移,随着技术变得更加可扩展和嵌入其中,它们逐渐变得更加智能[1,2]。这些数字技术创造了存在于物理空间之上的信息层,导致空间被动态变化的信息所填充,从而扩大了空间[3]。增强现实(AR)就是这样一种技术,最近在这一领域取得了很大的发展,随着硬件和计算机视觉算法的发展,它现在才开始变得更加可行。《少数派报告》(2002)、《攻壳机动队》(2016)和《银翼杀手》(2017)等电影都预测了AR未来在公共空间和城市中的出现[4,5,6]。这些电影通过智能隐形眼镜和全息图在公共场所展示AR广告和信息全息图。然而,目前AR已经以许多有趣的方式被引入公共空间。例如,Pokemon GO成为一种全球现象,导致人们在城市空间中玩游戏,并对人们所玩的物理空间产生连锁反应[7,8,9]。最近的研究还表明,AR可以在社区参与[10]、个性化数字标牌[11]、现场可视化[12]、文化遗产[13]和远程协作等领域拥有更引人入胜的应用[14,15]。在消费者层面,AR在智能手机上最常见,尤其是在ARKit和ARCore发布后,功能得到了改善。AR智能眼镜也变得越来越容易获得,并带来了将虚拟内容更自然地融入我们日常生活的可能性。例如,微软Hololens包含一系列传感器技术,使其具有深度感,使其能够在物理空间中自然地放置物体。它已被规划者成功地应用于可视化城市的底层部分[16,17]。虽然增强现实技术正变得越来越先进,越来越容易获得,并且已经显示出潜力,但我们需要更多的知识来了解它将给城市带来的主要好处,以及它将如何改变我们与城市环境的互动。此外,这些技术的使用提出了一个问题,即虚拟空间和物理空间如何共存,从而创造一个增强的空间[3]。为了解决这一知识差距,本重点部分建立在我们在2018年媒体建筑双年展(MAB)和2019年IEEE混合和增强现实国际研讨会(ISMAR)上的初始研讨会[18]的基础上,目的是汇集研究人员探索AR和其他沉浸式技术的应用,如虚拟现实(VR)和混合现实(MR),在增强建筑,公共空间和城市的背景下。作为回应,通过单盲同行评议过程,每篇论文至少有两名评议人,选择了七篇论文作为重点部分。这些论文展示了各种方法在各种不同用例中的适用性,提供了对当前可能性和交互设计与体系结构的见解。Journal IxD&A, N.48, 2021, pp. 57
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Augmenting Space: The role of immersive technologies in future cities
As digital technologies are advancing, contemporary interactions within cities are beginning to emerge. These interactions are commonly enabled through sensors to implicitly automate manual processes, such as turning on lights or walking up stairs. However, cities were not necessarily built from the ground up to be smart, rather they are gradually becoming smarter over time as technology becomes more extensible and embedded within them [1, 2]. These digital technologies create information layers that exist over the physical space, resulting in the space being filled with dynamically changing information, thus augmenting the space [3]. Augmented reality (AR) is one such technology that has recently seen a lot of development in this area and is only now starting to become more viable as hardware and computer vision algorithms have caught up. Films such as Minority Report (2002), Ghost in the Shell (2016), and Blade Runner (2017) have predicted AR’s future emergence in public spaces and cities [4, 5, 6]. These films featured AR advertising and information holograms in public spaces, enabled by smart contact lenses and holograms. Currently however, AR has been introduced to public spaces in a number of interesting ways. For instance, Pokemon GO became a global phenomenon which resulted in people physically playing the game in urban spaces and caused ripple effects on the physical spaces people were playing in [7, 8, 9]. Recent work has also shown that AR can have more engaging applications, in areas such as community engagement [10], personalised digital signage [11], in-situ visualisations [12], cultural heritage [13], and remote collaboration [14, 15]. On a consumer level, AR is most common on smartphones, particularly after the release of ARKit and ARCore improving the functionality. AR smart glasses are also becoming more accessible and bring with them the possibility of more natural integration of virtual content into our daily lives. For instance, the Microsoft Hololens contains an array of sensor technologies giving it a sense of depth which allows it to place objects naturally in physical space. It has been successfully applied by planners to visualise underlying parts of the city in-situ [16, 17]. While AR is becoming more advanced, accessible, and has demonstrated potential, more knowledge is needed around the key benefits it will bring to cities and how it will change our interactions with the urban environment. Additionally, the use of such technologies raises the question of how the virtual and physical spaces can co-exist creating an augmented space [3]. To address this gap in knowledge, this focus section builds on from our initial workshops [18] at Media Architecture Biennale (MAB) 2018 and IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2019 with the goal of bringing together researchers to explore the applications of AR and other immersive technologies, such as Virtual Reality (VR) and Mixed Reality (MR), within the context of enhancing architecture, public spaces and cities. In response, seven papers were selected for the focus section through a single-blinded peer-review process with at least two reviewers per paper. The papers showcase the applicability of various methods in a wide variety of different use cases, providing insights into current possibilities and Interaction Design and Architecture(s) Journal IxD&A, N.48, 2021, pp. 5 7
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