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Mirror as metasign: contemporary culture as mirror worldHaley, Stephen John Unknown Date (has links) (PDF)
The mirror, central to traditional Western epistemology and representation, has shattered. Yet its metaphors, mechanisms, operations and poetics continue to powerfully shape and evocatively describe, contemporary Western culture. The exhibition, After Reflection, investigates realist representation in a post-mirror paradigm, through paintings, prints and projections that incorporate perceptual plays, virtual imaging and digital modeling. The dissertation charts the history of the mirror metaphor and its reconfiguration through post-modernity. It suggests that while the metaphor may be superceded it remains useful and evocative but only if considered in the form of a mirror-ball rather than as a planar mirror. The dissertation examines the mirror metaphor and its relationship to a wide selection of aspects crucial to the arrangement of contemporary Western culture, art and space. / The thesis is structured as a mirror-ball, in small fragments that both reflect on and illuminate aspects of the topic. The dissertation is thus divided into various ‘Shards’ – broad subject headings derived from the primary mechanisms and poetics of the mirror. Within each shard are a varied number of ‘Rays’ – lines of illumination arising from each shard that impact on particular aspects of Western culture. / The exhibition After Reflection includes further speculations around the theme of the mirror and with the arrangement of contemporary space – both pictorial and actual. It is not intended to illustrate the dissertation but to be an additional supplement that visually elaborates on issues enmeshed and parallel to those addressed in the dissertation. The works have all been completed during the period of the candidature (from March 2000) They include six oil paintings, a set of Lightjet photographs (from the “Echohouse’ series) generated from 3d modelling programs and then face-mounted to Perspex. There is an additional three larger scale Lightjet photographs from another series. Finally there are projected works. One is a self contained DVD projection and the other is Mirror Land - a large scale 3d animation covering two wall and projected in a chiasmatic arrangement. Both works feature an endless looping repetition. / All the works play with metaphoric aspects of the mirror and examine the construction of space in contemporary Western culture. This space has become increasingly rationalized since the Renaissance and mirror a more general abstraction whereby the real is evermore preceded by simulations. The work looks at the mirror land and suggests a mode of realism capable of addressing the situation where the real has increasingly been reconfigured into representation.
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Narrative Factory / F14/4/523/gmSteyn, Stephanus, Petrus January 2013 (has links)
This thesis investigates the potential of narrative as a design generator and illustrates ways of extracting narratives from architecture through themed analyses of the proposed scheme. Discussions of cinematic and literary space — media traditionally dominated by narrative construction — augment discussions of architecture. The site, in both its formal and programmatic history, is discussed as the primary generator of both programme and form for the Narrative Factory. A critical stance is taken in order to respond to the material legacy of apartheid, which, it is argued, is a latent quality of much of Pretoria’s urban fabric. The use of lost space is discussed as points of departure from which to approach this legacy. Video: http://vimeo.com/81337714 / Dissertation (MArch Prof)--University of Pretoria, 2014. / Architecture / MArch(Prof) / Unrestricted
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Mechanické vlnění vzduchových částeček uvedených do pohybu chvějícím se tělesem / Mechanical waves of air particles set in motion by a vibrating bodyCoufalová, Kristýna Unknown Date (has links)
The work deals with the sound in its various forms outside the music scene in connection with fine arts. Experimentally modulates different positions between visual and audio elements. Do the musical components of shows and exhibitions only serve to manipulate emotions, or are they original autonomic works? The artistic result will be the creation of an experimental situation of direct confrontation of sound with live action. The work was significantly affected by the coronavirus pandemic, so it deals more specifically with sound/music in the virtual space and the issue of their transmission.
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Framing, Navigation and the Body in Augmented Public SpacesAllen, Patrick T. January 2008 (has links)
Yes / This chapter deals with a range of issues related to the structure and appearance of Augmented Public Space in terms of framing. It also develops key theoretical perspectives concerning the ways that information and media content is superimposed onto the urban environment. In doing so, it analyses the importance of locality on the character of display and argues that in the long run it is the body that is central to the framing of content and so is crucial to our understanding of augmented public space. This is exemplified in the widespread adoption of urban screens in UK city centres which forms a case study, but is not exclusive in its application to urban screens. The issues dealt with are relevant to all forms of augmented public space and in any situation where the built environment coexists with layers of information and media content ¿ the ¿media layer¿.
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Os efeitos da intranet na comunicação organizacional no contexto da complexidade: um estudo de caso / The effects of the intranet in the organization communications in the context of the complexity: a case studyVailati Neto, Henrique 17 August 2005 (has links)
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Previous issue date: 2005-08-17 / The proposal of this dissertation is to identify, to analyze and to reflect the use of the Technologies of the Communication and Information in the processes of organizational communication in the scope of the Theory of the Complexity in order to search, to little in latency, the structural corollaries of technological innovations that, in general way, had still not been analyzed in the ratio and intensity of the general volume of the changes and the material efforts already expensed in it, over all to what refers to aspects of the organizational culture. To base our hypotheses, in we support them in a study of case of implantation of an Intranet, or either, of a corporative vestibule.
For in such a way, in we are valid them the some of most consistent studious of the virtual space, as Pierre Lévy and of the thinkers of the Theory of the Complexity while cloth of deep theoretician who could confer to our reflections the enough methodological sustentation in allowing to think the organizations in the difficult framing and dynamics of this moment of mutations and imprevisibility. / A proposta desta dissertação é identificar, analisar e refletir a utilização das Tecnologias da Comunicação e Informação nos processos de comunicação organizacional no âmbito da Teoria da Complexidade de modo a se buscar, ao menos em latência, os corolários estruturais de inovações tecnológicas que, de modo geral, ainda não foram analisadas na proporção e intensidade do caudal geral das mudanças e dos esforços materiais nelas já gastos, sobretudo no que se refere a aspectos da cultura organizacional. Para fundamentar nossas hipóteses, nos apoiamos em um estudo de caso de implantação de uma intranet, ou seja, de um portal corporativo.
Para tanto, nos valemos de alguns dos mais consistentes estudiosos do espaço virtual, como Pierre Lévy e dos pensadores da Teoria da Complexidade enquanto pano de fundo teórico que pudesse conferir às nossas reflexões a sustentação metodológica suficiente para nos permitir pensar as organizações no difícil enquadramento e dinâmica deste nosso momento de mutações e imprevisibilidade.
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HUMAN INTERACTIONS IN PHYSICAL AND VIRTUAL SPACES: A GIS-BASED TIME-GEOGRAPHIC EXPLORATORY APPROACHYin, Ling 01 August 2011 (has links)
Information and communication technologies (ICT) such as cell phone and the Internet have extended opportunities of human activities and interactions from physical spaces to virtual spaces. The relaxed spatio-temporal constraints on individual activities may affect human activity-travel patterns, social networks, and many other aspects of society. A challenge for research of human activities in the ICT age is to develop analytical environments that can help visualize and explore individual activities in virtual spaces and their mutual impacts with physical activities.
This dissertation focuses on extending the time-geographic framework and developing a spatio-temporal exploratory environment in a space-time geographic information system (GIS) to facilitate research of human interactions in both physical and virtual spaces. In particular, this dissertation study addresses three research questions. First, it extends the time-geographic framework to assess the impacts of phone usage on potential face-to-face (F2F) meeting opportunities, as well as dynamic changes in potential F2F meeting opportunities over time. Secondly, this study extends the time-geographic framework to conceptualize and represent individual trajectories in an online social network space and to explore potential interaction opportunities among people in a virtual space. Thirdly, this study presents a spatio-temporal environment in a space-time GIS to facilitate exploration of the relationships between changes in physical proximity and changes in social closeness in a virtual space.
The major contributions of this dissertation include: (1) advancing the time-geographic framework in its ability of exploring processes of virtual communication alerting physical activity opportunities; (2) extending some concepts of the classical time geography from a physical space to a virtual space for representing and exploring virtual interaction patterns; (3) developing a space-time GIS that is useful for exploring patterns of individual activities and interactions in both physical and virtual spaces, as well as the interactions between these two spaces.
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Croisement entre l’espace réel et l’espace virtuel au sein des sociétés contemporaines européenne et chinoise en mutation : projet urbain à l'œuvre d'art pour réinventer les espaces publics / Overlapping between real space and virtual space within evolving contemporary societies in both Europe and China : from urban project to the artwork of reconstructing public spacesGao, Zengrong 20 June 2016 (has links)
Pour leur survie, les hommes se sont créés, au fil de leur évolution, leur propre « milieu de vie » fait d’éléments pouvant les mettre à l’abri des dangers et leur faciliter l’existence. Les villes sont nées de ces besoins et au sein d’elles des espaces ludiques et de confort sont apparus. Sont venus ensuite des désirs d’expression et de partage qui distinguent les villes les unes des autres. A la Renaissance, les villes européennes nées des inspirations de la Grèce antique se sont érigées en modèle avec leurs places publiques aménagées. La volonté de leurs concepteurs et des mouvements artistiques ont donné à ces aires urbaines leurs formes diverses. Avec l’apparition des nouvelles technologies, c’est encore une autre étape qui se présente et enrichit la ville d’une dimension complémentaire : l’espace virtuel accompagne désormais l’espace réel. Le virtuel a aujourd’hui une importance capitale au sein des villes et véhicule l’art urbain. C’est l’étude de cette évolution, ce parcours depuis la ville en tant que besoin jusqu’à la ville moderne modelée par ses espaces virtuels que notre travail se propose d’analyser. Le croisement entre le réel et le virtuel nous offre une dimension nouvelle avec des contraintes mais également un champ nouveau d’expression. De l’Europe jusqu’en Chine, les espaces publics sont aujourd’hui des œuvres d’art à part entière et accordent à la ville son identité, son image, reflet de sa culture et de son patrimoine architectural et artistique. / To survive, human beings have created their own “living environment” throughout their evolution to protect themselves from dangers and facilitate their existence. Cities were formed to fulfill these needs, to perform different spacial functions and to present the comfort for living. The continuing demand and expression have distinguished cities from each other, so that we can experience the beauty of difference. During the Renaissance, Europeans were inspired by ancient Greece with their public places' structures. The will of the designers and artistic movements then have given these urban areas various forms. With the development of new tehcnologies, we have various ways to enrich cities: the virtual space is now interconnected with the real space. Nowadays, virtual spaces has become an important channel to deliver urban art.This study aims to analyze this evolution path of city spaces, from basic human needs to how virtual space have figured modern world. The cross between real space and virtual space offers and also restrains a new dimension for expression. From Europe to China, public spaces are definitely artwork itself and also give each city its identity and its image. It also reflects its culture, architectural and artistic heritage.
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Georytmus / GeorthythmRoček, Jakub January 2016 (has links)
Video instalation which is focused on virtual space, in gnoseology context.
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A Collaborative Previsualization Tool for Filmmaking in Virtual RealityArdal, Dui January 2019 (has links)
Previsualization is a process within pre-production of filmmaking where filmmakers can visually plan specific scenes with camera works, lighting, character movements, etc. We developed and assess a prototype for previsualization in virtual reality for collaborative purposes where multiple filmmakers can be present in a virtual environment to share a creative work experience, remotely. The costs of computer graphics-based effects are substantial within film production, using previsualization, these scenes can be planned in detail to reduce the amount of work put on effects in the later production phase. By performing a within-group study on 20 filmmakers, our findings show that the use of virtual reality for distributed, collaborative previsualization processes is useful for real-life pre-production purposes. These results provide insights on how to best design collaborative, virtual reality-applications used for remote work, and highlights the pitfalls of certain design choices. / Previsualisering är en process inom filmskapande där filmskapare visuellt kan planera specifika scener med kamerafunktioner, belysning, karaktärsrörelser, etc. I denna uppsats utvärderas en prototyp för previsualisering i virtual reality för samarbete där flera filmskapare kan vara närvarande i en virtuell miljö för att dela ett kreativt arbete i realtid. Kostnaderna för datorgrafikbaserade effekter är betydande inom filmproduktion. I och med previsualisering kan dessa scener planeras i detalj för att minska mängden arbete som påverkar den senare produktionsfasen. Genom att utföra en studie med 20 filmskapare visar resultaten att användningen av virtual reality för distribuerade previsualiseringsprocesser för samarbete är användbart för verkliga scenarion. Dessa resultat ger insikter om hur man bäst utformar virtual reality-applikationer som kan användas för distribuerat arbete och lyfter fram fallgropar inom vissa designval.
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Architecture, Virtual Space And Impossible SpaceYang, Feng January 2020 (has links)
This project investigates how to design an architecture in a context of virtual space, and how to utilise the exclusive possibilities of the virtual context. The main case study about the virtual space and impossible space is based on video games. After analysing the mechanism of building such 'impossible spaces' in various video games, this project conducted an experiment on designing several virtual spaces in the game engine, Unreal Engine 4, to investigate the differences between architecture in the real space and in the virtual space. In addition, another architecture experiment was conducted in an impossible space: a space where gravity is modified to be vertical to the surface of a triangle swept Mobius Strip. Walking in such a space offers an exclusive 'impossible' experience. Such an experience is possible to be presented by the manifestation of Unreal Engine 4.
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