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Rebooting Brecht: Reimagining Epic Theatre for the 21st CenturyRice, Andrea 31 May 2019 (has links)
No description available.
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Jeux d’espace et spatialisation du son dans la composition de paysage sonore. Entre réflexions, créations sonores et développement d’outils numériquesFrisoli, Mélanie 11 1900 (has links)
Dans le cadre de cette maîtrise, Mélanie Frisoli s’est penchée sur un travail de compositions spatiales qui impliquent des dispositifs de haut-parleurs conséquents (de 16 à 64 haut-parleurs) et qui s’inspirent fortement de l’esthétique du paysage sonore et des théories de l’écologie sonore. Le médium multiphonique en trois dimensions (proche de notre vécu sensoriel quotidien) s’est avéré un support de choix pour expérimenter la sensibilisation aux bruits et à notre environnement sonore via la composition musicale.
Mélanie a également tenté de comprendre pourquoi la spatialisation pouvait être intéressante et ce que ce paradigme proposait d’original et de sensible par rapport à la composition stéréophonique. En parallèle, la composition musicale de paysage sonore a été explorée avec tout ce qu’elle implique en tant que posture artistique. L’ensemble de ces questionnements et de ces recherches ont permis d’élaborer des stratégies compositionnelles pour la mise en espace du son sous des dômes de haut-parleurs. Sont ainsi nées trois œuvres acousmatiques (fixes sur support) et une performance en direct qui explorent les thématiques de l’espace, de la pollution sonore, de l’immersion et de la conscientisation de l’écoute.
Enfin, différentes technologies pour la spatialisation du son sont présentées dans ce mémoire, avec un intérêt particulier apporté à celle utilisée dans ce travail de recherche-création. Mélanie Frisoli a également développé cinq outils informatiques afin de mieux appréhender le travail de spatialisation et de faciliter l’intégration du paramètre d’espace au processus de composition. / As part of this master’s degree, Mélanie Frisoli worked on spatial compositions that involve substantial loudspeaker devices (16 to 64 loudspeakers) and are strongly inspired by the aesthetics of soundscape composition and the theories of sound ecology. Due to its close connection to our daily sensory experience, the three-dimensional multiphonic medium was ideal for experiencing awareness of noises and our sound environment through musical composition.
She also attempted to understand why spatialization could be interesting and what was original and sensitive compared to stereo compositions. In parallel, the musical composition of soundscape was used to study what it implies as an artistic posture. All these questions and research led to the development of compositional strategies for setting sound in space under loudspeaker domes. Three acousmatic works (fixed on support) and a live performance were created, all of which explore themes such as space, sound pollution, immersion, and awareness of listening.
Finally, Mélanie presented various existing technologies for sound spatialization in this thesis, but mainly focused on the one used in this research-creation work. She also developed five computer tools to support her work in spatialization and facilitate the integration of the space parameter within the composition process.
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The Immersive Sublime in July Monarchy PaintingClute, Emma Liesa January 2021 (has links)
No description available.
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Sakletarhistoriska Riksmuseet / The National Museum of Searching for Stuff : Performing Pippi Longstocking as a living artifact in an immersive museumWillebrand Vinnberg, Karolina January 2023 (has links)
SAKLETARHISTORISKA RIKSMUSEET / THE NATIONAL MUSEUM OF SEARCHING FOR STUFF is Karolina Willebrand Vinnberg’s Independent Degree Project within the Master's Programme in Acting at Stockholm University of the Arts 2021-2023, examining and performing the Swedish children's book character Pippi Longstocking as if she were a museum artifact. With tools such as parody, intertextual analysis and immersive performance her hitherto (imagined) unknown inner life is excavated, dissected and exposed. This research also explores what happens in the encounter between actor and audience when performing and co-existing in an immersive museum space. The research process ended with a performative exhibition set in and produced in collaboration with The Swedish Museum of Performing Arts in Stockholm. This exhibition included seven scenographic installations and exhibit objects with associated audio guides, four video works and four immersive performances and an actress being present as the character of Pippi Longstocking throughout the days.
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“Den värsta fienden till makten är de som har det fria ordet” : Om adaptation som kollektiv teaterkonstnärlig gestaltningsprocess i Satans demokrati, en immersiv teaterföreställning inspirerad av Michail Bulgakovs Mästaren och Margaritavande Voorde, Grazyna January 2023 (has links)
The purpose of investigation was to examine whether Satan´s democracy was an adaptation of The Master and Margarita. As a theoretical frame was used adaptation theory by Laera, Hutcheon and Babbage, Loman´s model for theatre performance analysis and the praxis of immersive theatre by Punchdrunk. The investigation was conducted as a comparative analysis of written and videotaped documentation and interviews of stage managers and actors. The results show that Satan´s democracy can be regarded as an intermedial transformation by temporal adaptation of The Master and Margarita to contemporary Swedish environment. A creative reinterpretation of the message about the individual´s impotence while facing superior political power is observed in Satan´s democracy. The geography and environment were reinterpreted by reshaping of space in a huge building that served entirely as stage and by use of art and music. Some characters were kept, some were recreated, some were created without distinct model in The Master and Margarita. Satan´s democracy was conducted as a collective theatre and art process of creation in distinct steps by almost 600 people during 2015- spring 2016. The production team applied and creatively developed immersive theatre form.
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The Virtual Steamroller: How CGI Paved the Way for 3D's ComebackBarber, Cody 18 April 2012 (has links)
No description available.
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Collaborative Storytelling in The Parable Task: The Dramaturg as Game Designer in Pervasive PerformanceHornak, Percival 14 November 2023 (has links) (PDF)
Proceeding from a framing of theater as collaborative storytelling, I argue for defining role-playing games as a kind of performance and for their value in structuring experiential and participatory theater. Building on the impulse at the heart of experiential and immersive theater to place the audience within the world of the performance and center their experience, I explore what it means for theater artists to cede control over how audiences make meaning of their work in favor of letting narrative emerge from the participation of the audience during the performance event. I propose a framework called pervasive performance that merges theatrical frames and methods with pervasive gaming, which expands the magic circle of play and blurs the distinction between the game and everyday life. This union of ideas puts audience members in contact with one another and allows them to be playful and co-author the overall performance experience. Further, the blurring of the performance and everyday life transforms audience members’ relationship to the real world and gives them space to imagine and experiment with other worlds and ways of being in them. I devised an alternate reality game (ARG) at UMass Amherst in May 2023, and in my thesis I analyze this project and the process of creating it as a case study in pervasive performance.
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Internet of Things Architecture Design and Implementation for Immersive InterfacesJavier Belmonte (9193829) 09 September 2022 (has links)
<div>The coming of the Internet of things (IoT) has enabled manufacturers, teachers, machine operators, makers, and researchers to design and use new workflows, fabricate parts efficiently and effectively, and interact with systems and devices in ways that were not possible before.</div><div>These networked systems have changed the way in which input is received from and data is outputted to humans. Context-awareness and autonomy are characteristics of these devices that result in automated processes, faster production times, and more intuitive interfaces. Direct manipulation is an intuitive and natural human-computer interaction (HCI) that enables its users an easy and fast learning.</div><div>In this thesis, an Internet of things architecture is designed and implemented to enable control and data visualization in machines and devices through immersive interfaces using direct manipulation. The proposed architecture and interfaces are tested and validated approaching three different categories of systems; namely, systems that need to be modified to be IoT ready, systems that are IoT ready, and systems that have not yet been constructed. For the latter case, a custom system has been made to evaluate and test the whole architecture and its implementation. The knowledge acquired in developing this architecture and the design rationale behind the development of immersive interfaces, are summarized and presented as a series of guidelines and recommendations for IoT systems manufacturers to follow to include immersive interfaces in their designs.</div>
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Tecnologías Inmersivas y medidas psicofisiológicas para la evaluación y entrenamiento de niños con Trastorno del Espectro AutistaOlmos Raya, Elena 03 May 2021 (has links)
[ES] El Trastorno del Espectro Autista (TEA) es una afección compleja que se encuentra dentro de los llamados Trastornos del Neurodesarrollo. Está caracterizada por la presencia de disfunciones en las interacciones sociales, en la capacidad comunicativa, pensamiento simbólico, así como, conductas estereotipadas y desregulación de carácter sensorial. Actualmente, dada su elevada prevalencia, ha despertado el interés científico para poder llevar a cabo diagnósticos más tempranos que repercutan en intervenciones más eficaces. Hasta el momento el diagnóstico del TEA se ha venido realizando mediante baterías diagnósticas estandarizadas basadas en criterios cualitativos, por lo cual, la respuesta puede distar de la obtenida en un contexto real.
Es por ello que herramientas como la Realidad Virtual (RV), con la potencialidad de reproducir entornos con elevado grado de realismo, pueden ser un contexto válido tanto para la evaluación como para la intervención terapéutica. Se han aplicado entornos virtuales no inmersivos, dado el rechazo de la población TEA a utilizar visores RV, aunque con resultados observacionales. Dichas limitaciones pueden superarse con el uso de los llamados Entornos Virtuales Inmersivos (EVI), ya que suponen una solución tecnológica no invasiva, con mayor capacidad de inmersión y, por tanto, de generar respuestas con
mayor similitud a las obtenidas en un contexto real.
Las mediciones de carácter observacional pueden superarse con mediciones fisiológicas, tales como, la actividad electrodermal (EDA), que proporciona la respuesta de la excitación corporal en forma de sudoración ante un estímulo o el eye tracking, el cual muestra el comportamiento ocular. Ambas suponen respuestas implícitas, inconscientes y cuantificables, que pueden ayudar a definir la afección.
Por todo ello, la presente Tesis Doctoral, compuesta de tres estudios, tiene como objetivo unir el uso de EVI, con capacidad de estimulación visual, auditiva y olfativa con medidas fisiológicas, focalizadas en la evaluación y entrenamiento del TEA, además de estudiar las relaciones entre las mismas y las baterías diagnósticas del TEA.
El Estudio nº 1 valoró la adaptación de los participantes a los dispositivos y el EVI y los niveles EDA en un contexto de respuesta al saludo. Los resultados hallaron que los sujetos TEA mostraron una tolerancia similar en el uso del EVI y del dispositivo EDA. Aumentaron sus niveles de excitación con respecto al estado de reposo previo (Ratio), cuando intervino el sentido del olfato, no habiendo relaciones significativas con
las baterías diagnósticas.
El Estudio nº 2 profundizó en los niveles EDA en un contexto de imitación total o parcial. Los resultados mostraros que los sujetos TEA mostraron una menor activación (Ratio), ante procesos de imitación total, con estimulación olfativa, no encontrando relaciones significativas con las baterías diagnósticas.
El Estudio nº 3 estudió el EDA y el comportamiento ocular en un EVI basado en un Centro Comercial. Los resultados EDA, no proporcionaron diferencias en la sesión de evaluación, pero descendieron en los sujetos TEA tras una sesión de entrenamiento. El comportamiento ocular en la sesión de evaluación discriminó entre los grupos, pero en el entrenamiento el comportamiento fue similar. Las relaciones entre dichas medidas y las baterías diagnósticas no mostraron relaciones significativas. Tecnologías inmersivas y medidas psicofisiológicas para la evaluación y entrenamiento de niños con Trastorno del Espectro Autista
Como conclusión final cabe señalar que, la medida electrodermal que contó con mayor capacidad para identificar a la población TEA fue la medida Ratio. Mientras que el EDA, tras el entrenamiento, fue indicador de una mejora de la excitación ante situaciones de señalado, respuesta al nombre y atención conjunta, en el caso del comportamiento ocular, fue capaz de diferenciar entre los grupos únicamente en la / [CA] El Trastorn de l'Espectre Autista (TEA) és una afecció complexa que es troba dins dels anomenats Trastorns del Neurodesenvolupament. Està caracteritzada per la presència de disfuncions en les interaccions socials, en la capacitat comunicativa, pensament simbòlic, així com, conductes estereotipades i desregulació del caràcter sensorial. Actualment, donada la seua elevada prevalença, ha despertat l'interés científic per poder dur a terme diagnòstics més primerencs que deriven en intervencions més eficaces.
Fins al moment el diagnòstic del TEA s'ha realitzat mitjançant bateries diagnòstiques estandarditzades basades en criteris qualitatius, és per això que la resposta pot ser diferent a l'obtinguda en un context real.
Per tant, eines com la Realitat Virtual, amb la capacitat de reproduir entorns amb un elevat grau de realisme, poden ser un context vàlid tant per a l'avaluació com per a la intervenció terapèutica. S'han aplicat entorns virtuals no immersius, donat el rebuig de la població TEA a utilitzar visors RV, malgrat que amb resultats observacionals. Dites limitacions poden superar-se amb l'ús dels anomenats Entorns Virtuals Immersius (EVI), ja que suposen una solució tecnològica no invasiva, amb major capacitat d'immersió i per tant, de generar respostes amb major similitud a les obtingudes en un context real.
Les mesures de caràcter observacional poden superar-se amb mesures fisiològiques, tals com, l'activitat electrodermal (EDA), que proporciona la resposta de
l'excitació corporal en forma de sudoració enfront d'un estímul o l'eye tracking, el qual mostra el comportament ocular. Ambdues suposen respostes implícites, inconscients i quantificables, que poden ajudar a definir l'afecció.
Per tot això, la present Tesi Doctoral, composta de tres estudis, té com a objectiu unir l'ús d'EVI, amb capacitat d'estimulació visual, auditiva i olfactiva amb mesures fisiològiques, focalitzades en l'avaluació i entrenament del TEA, a més d'estudiar les relacions entre les mateixes i les bateries diagnòstiques del TEA.
L'Estudi nº 1 va valorar l'adaptació dels participants als dispositius i l'EVI i els nivells EDA en un context de resposta salutació. Els resultats van trobar que els subjectes TEA van mostrar una tolerància similar en l'ús d'EVI i del dispositiu EDA. Van augmentar els seus nivells d'excitació pel que fa a l'estat de repòs prEVI (Ràtio), quan va intervenir el sentit de l'olfacte, no havent-hi relacions significatives amb les bateries diagnòstiques.
L'Estudi nº 2 va aprofundir en els nivells EDA en un context d'imitació total o parcial. Els resultats mostraren que els subjectes TEA mostraren una menor activació (Ràtio), davant de processos d'imitació total, amb estimulació olfactiva, no trobant relacions significatives amb les bateries diagnòstiques.
L'Estudi nº 3 va estudiar l'EDA i el comportament ocular a un EVI basat en un Centre Comercial. Els resultats EDA, no van proporcionar diferències en la sessió
d'avaluació, però van baixar en els subjectes TEA després d'una sessió d'entrenament. El comportament ocular en la sessió d'avaluació va discriminar entre els grups, però en l'entrenament el comportament va ser similar. Les relacions entre aquestes mesures i les bateries diagnòstiques no van mostrar relacions significatives.
Com a conclusió final es pot assenyalar que, la mesura electrodermal que va comptar amb major capacitat per a identificar a la població TEA fou la mesura Ràtio. Pel quefa a l'EDA, després de l'entrenament, va ser un indicador d'una millora de l'excitació enfront de situacions d'assenyalament, resposta al nom i atenció conjunta, en el cas del comportament ocular, va ser capaç de diferenciar entre els grups únicament en la sessió d'avaluació. Finalment, l'EDA i el comportament ocular, no van ser mesures amb capacitat correlacional amb les bateries diagnòstiques. / [EN] Autism Spectrum Disorder (ASD) is a complex condition that falls under the category of so-called Neurodevelopmental Disorders. It is characterized by the presence of dysfunctions in social interactions, in the communicative capacity, symbolic thinking, as well as, stereotypical behaviours and deregulation of sensorial character. Currently, given its high prevalence, it has awakened scientific interest in order to carry out earlier diagnoses that will have an impact on more effective interventions.
Until now, the diagnosis of ASD has been carried out by means of standardized diagnostic batteries based on qualitative criteria, so that the response may be far from that obtained in a real context.
Therefore, tools such as Virtual Reality (VR), with the potential to reproduce highly realistic environments, can be a valid context for both assessment and therapeutic intervention. Non-immersive virtual environments have been applied, given the refusal of the ASD population to use VR viewers, although with
bservational results. These limitations can be overcome with the use of so-called Immersive Virtual Environments (IVEs), since they represent a non-invasive technological solution, with a greater capacity for immersion and, therefore, for generating responses that are more similar to those obtained in a real context.
Observational measurements can be overcome with physiological measurements, such as electrodermal activity (EDA), which provides the body's response in the form of sweating to a stimulus, or eye tracking, which shows the behaviour of the eye. Both involve implicit, unconscious and quantifiable responses, which can help define the condition.
Consequently, the present Doctoral Thesis, composed of three studies, aims to unite the use of IVE, with the capacity of visual, auditory and olfactory stimulation with physiological measures, focused on the evaluation and training of ASD, as well as studying the relationships between them and the diagnostic batteries of ASD.
The Study nº1 evaluated the adaptation of the participants to the deviIces and the IVE and the EDA levels in a context of response to the greeting. The results found that ASD subjects showed similar tolerance in the use of the IVE and EDA dEVIce. They increased their levels of arousal with respect to the prEVIous resting state (Ratio), when the sense of smell was involved, with no significant relationship with the diagnostic batteries.
Study nº2 studied in depth the EDA levels in a context of total or partial imitation. The results show that the ASD subjects showed a lower activation (Ratio), when facing total imitation processes, with olfactory stimulation, finding no significant relations with
the diagnostic batteries.
The Study nº3 studied the EDA and the ocular behaviour in an IVE based in a Shopping Centre. The EDA results, did not provide differences in the evaluation session, but they decreased in the ASD subjects after a training session. Eye behaviour in the assessment session discriminated between the groups, but in the training the behaviour was similar. The relationships between these measures and the diagnostic batteries did not show significant relationships.
As a final conclusion, it should be pointed out that the electrodermal measure that had more capacity to identify the ASD population was the Ratio measure. While the EDA, after the training, was an indicator of an improvement of the excitement in front of situations of signalling, response to the name and joint attention, in the case of the ocular behaviour, it was one able to differentiate between the groups only in the evaluation session. Finally, the EDA and the ocular behaviour, were not measured with correlational capacity with the diagnostic batteries. / Olmos Raya, E. (2021). Tecnologías Inmersivas y medidas psicofisiológicas para la evaluación y entrenamiento de niños con Trastorno del Espectro Autista [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/165871
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Enhancing the Indoor-Outdoor Visual Relationship: Framework for Developing and Integrating a 3D-Geospatial-Based Inside-Out Design Approach to the Design ProcessObeidat, Laith Mohammad 16 April 2020 (has links)
This research study aims to enhance the effectiveness of the architectural design process regarding the exploration and framing of the best visual connections to the outside environment within built environments. Specifically, it aims to develop a framework for developing and integrating an inside-out design approach augmented and informed by digital 3D geospatial data as a way to enhance the explorative ability and decision-making process for designers regarding the visual connection to the outside environment. To do so, the strategy of logical argumentation is used to analyze and study the phenomenon of making visual connections to a surrounding context. The initial recommendation of this stage is to integrate an inside-out design approach that operates within the digital immersion within 3D digital representations of the surrounding context. This strategy will help to identify the basic logical steps of the proposed inside-out design process. Then, the method of immersive case study is used to test and further develop a proposed process by designing a specific building, specifically, an Art Museum building on the campus of Virginia Tech. Finally, the Delphi method is used in order to evaluate the necessity and importance of the proposed approach to the design process and its ability to achieve this goal. A multi-round survey was distributed to measure the consensus among a number of experts regarding the proposed design approach and its developed design tool. Overall, findings refer to a total agreement among the participating experts regarding the proposed design approach with some different concerns regarding the proposed design tool. / Doctor of Philosophy / Achieving a well-designed visual connection to one's surroundings is considered by many philosophers and theorists to be an essential aspect of our spatial experience within built environments. The goal of this research is to help designers to achieve better visual connections to the outside environment and therefore create more meaningful spatial experiences within the built environment. This research aims to enhance the ability of designers to explore the best possible views and make the right design decisions to frame these views of the outdoors from the inside of their buildings. Of course, the physical presence of designers at a building site has been the traditional method of determining the best views; however, this is not always possible during the design process for many reasons. Thus, this research aims to find a more effective alternative to visiting a building site in order to inform each design decision regarding the quality of its visual connection to the outdoors. To do so, this research developed a proposed inside-out design approach to be integrated into the design process. Specifically, it outlines a process that allows the designers to be digitally immersed within an accurate 3D representation of the surrounding context, which will help designers to explore views from multiple angles both inside the space and in response make the most suitable design decision. For further developing the proposed process, it was used during conducting this research to design an Art Museum on Virginia Tech Campus.
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