augmented environments
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2021 ◽  
Vol 11 (22) ◽  
pp. 10944
Author(s):  
Nikolaos Moustakas ◽  
Andreas Floros ◽  
Emmanouel Rovithis ◽  
Konstantinos Vogklis

At the core of augmented reality audio (ARA) technology lies the ARA mix, a process responsible for the assignment of a virtual environment to a real one. Legacy ARA mix models have focused on the natural reproduction of the real environment, whereas the virtual environment is simply mixed through fixed gain methods. This study presents a novel approach of a dynamic ARA mix that facilitates a smooth adaptation of the virtual environment to the real one, as well as dynamic control of the virtual audio engine, by taking into account the inherent characteristics of both ARA technology and binaural auditory perception. A prototype feature extraction technique of auditory perception characteristics through a real-time binaural loudness prediction method was used to upgrade the legacy ARA mix model into a dynamic model, which was evaluated through benchmarks and subjective tests and showed encouraging results in terms of functionality and acceptance.


2021 ◽  
Vol 14 (2) ◽  
pp. 346-361
Author(s):  
Shanta Pragyan Dash

Any design challenge could be solved by identifying systemic complexity in the issue before following any problem-solving process. Designers approach problems in different forms but historically worked effectively to build a template or phase sequence. The design process can be used by designers virtually in any project which plays a crucial role in designing innovative architectural projects for many architects. Many studies were conducted to analyze, review, compare and recommend several creative approaches to problem management that allow designers to recognize their work and propose new solutions. However, there are not many studies on the stages to follow to undergo a comprehensive design process in architecture. This study aims to review the various stages involved in the design process. Firstly, it addresses the conceptualization phase of design critically examining the creativity and ideation process with creative and strategic thinking. Secondly, it discusses the representation of the design process expressing through storyboards and animatic, computer-aided design and building information modeling, and virtual reality and augmented environments. Thirdly, it discusses design assessment stage where the techniques for assessment of creativity in design and simulation for analyzing users’ perspective is explained. In the conclusions of the paper, a discussion has been made on an inter-relationship between the various stages in the design process and its relevance for a comprehensive understanding of the architectural integrative design process to address any design challenge both as a studio project for architecture students or in live projects by the practicing architects.


Author(s):  
Robin E. Ruiz

The purpose of this chapter is to provide information on immersive virtual interventions for children with behavioral problems. The closing of all schools in March 2020 due to a global pandemic exposed children with negative attributed childhood experiences to more trauma. The mental health services provided by their schools stopped. Although the international community gained insight into how schools were unprepared to educate students during a pandemic, schools were also unable to deliver mental health services. This chapter reviews research on a new generation of tools using XR in learning environments. The goal is to examine educational tools that are used to help trauma (violence, poverty, drugs, abuse) in people, specifically children. This chapter will seek to discuss augmented environments in student learning that may promote self-reflection, mindfulness, and meditation.


Author(s):  
Paolo Clini ◽  
Ramona Quattrini ◽  
Paolo Bonvini ◽  
Romina Nespeca ◽  
Renato Angeloni ◽  
...  

Digit(al)isation of Cultural Heritage is a multidimensional process that helps in the rescue of European Cultural Identity, and the paradigm of Digital Cultural Heritage (DCH) is a valid instrument for social and cognitive inclusion of museum visitors. In light of disseminating and validating new paradigms for the enjoyment and exploitation of Cultural Heritage (CH) artifacts, this chapter shows main first results from CIVITAS (ChaIn for excellence of reflectiVe societies to exploit dIgital culTural heritAge and museumS). The project develops virtual/augmented environments, through the multisensorial interaction with virtual artworks, to satisfy needs and overcome limitations in a larger CH scenario, applying a bottom-up approach. The research presented show a robust and interdisciplinary approach applied to Ducal Pace at Urbino: key activities and faced challenges demonstrated to test cross-fertilization strategies, involving multilayered issues.


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