从沉浸到协作体现:通过人类尺度的视听沉浸技术扩展建筑环境中的集体互动

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2020-06-30 DOI:10.1080/14626268.2020.1783321
Mincong Huang, Samuel Chabot, T. Krueger, Carla Leitão, J. Braasch
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引用次数: 1

摘要

本文讨论了人类尺度沉浸式虚拟环境作为开发具身数字交互技术的平台的使用。我们提出了一个以协作房间为中心的沉浸式系统领域的三体空间类型学框架,该框架控制着沉浸者、环境硬件系统和所呈现的虚拟环境之间的关系。通过这个框架,我们在伦斯勒理工学院的协作研究增强沉浸式虚拟环境实验室(crave - lab)中展示了几个用例。通过对这些用例的叙述,作者认为,所提出的框架不仅提供了在以房间为中心的虚拟环境中具有空间感知的交互系统的设计,而且还产生了设想系统设计及其与建筑环境集成的新方法。这个框架旨在强调空间思维在扩展身体驱动的交互式沉浸式系统的创造潜力方面的重要性。
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From immersion to collaborative embodiment: extending collective interactivity in built environments through human-scale audiovisual immersive technologies
ABSTRACT This paper discusses the use of human-scale immersive virtual environments as a platform for developing technologies for embodied digital interaction. We propose a three-body framework of spatial typologies in the realm of collaborative room-centered immersive systems that governs the relationship between the immersants, the hardware system of the environment, and the presented virtual environment. Through the lens of this framework, we present several use cases in the Collaborative-Research Augmented Immersive Virtual Environment Laboratory (CRAIVE-Lab) at Rensselaer Polytechnic Institute. Through the narratives of these use cases, it is argued that the proposed framework not only affords the design of interaction systems in room-centered virtual environments with spatial awareness, but also engenders new approaches to envision system design and its integration to the built environment. This framework intends to emphasize the significance of spatial thinking in expanding the creative potentials of body-driven interactive immersive systems.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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