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An Overview of Capturing Live Experience with Virtual and Augmented Reality
In this paper, we review the use of virtual and augmented reality technologies for capture and externalization of tacit knowledge from complex activity in knowledge-intensive professions. We focus on technologies for
converting experience hidden in activity with the aim to boost industry competitiveness, innovation, and facilitate learning on the job. As such types of knowledge and experience are difficult to capture and represent in traditional media, we explore emerging technology along two lines of investigation. First, we look at applications of virtual reality to then, second, focus on using sensors, augmented reality, and wearable technologies. We discuss existing and future applications of experience capturing with virtual and augmented reality technologies. This review provides a comprehensive overview for those interested in recording virtual, real, and augmented reality technologies. This review provides a comprehensive overview for those interested in recording virtual, real, and augmented activities, methods for delivering the recorded data, and extracting knowledge
Ladybird by Design
Ladybird By Design is a fascinating look at the social and design history of the well-known publisher Ladybird Books, released to celebrate 100 years since the familiar ladybird was first registered as a logo in 1915.
Ladybird by Design charts the rise of the company that was initially known as Wills & Hepworth, from its origin as a small Loughborough printer to its growth into a global publisher beloved by millions of children, teachers and parents. It delves into the stories behind the beautiful art and design of the iconic mini hardback books that have adorned children's bookshelves for generations, and explores the career of Editorial Director Douglas Keen, who commissioned many of the books from the 1950s to the 70s, as well as those of the artists who brought them to life.
In addition to a range of classic covers and images from books, Ladybird By Design also contains a selection of rare photographs and artwork, and includes sections on favourite series such as Well-Loved Tales, Nature, How it Works, Key Words, Junior Science, Hobbies and Interests, People at Work and Adventures from History, through to information on the exciting books still being published by Ladybird today
Technoetic space at risk: The development of a hybrid ecology framework for the spatial (re)configuration of the human condition
Hybrid techniques and perceptual technologies that merge the physical and the virtual dimensions of reality are generating a conceptual and experiential working space to reconfigure relationships between the perceiver and the perceived. We are entering a new perceptual paradigm where form, content, and context are merging, generating radical new types of spatial construction.
Through the development of hybrid spatial technologies we can now hack the individual’s sense of space and relationship to the world (transforming the subject/object relationship). How can we develop and use emerging spatial technologies to reconfigure spatial perception? Can we adapt and transform the dominant perceptive regimen, which is still based on the Cartesian split (subject-object separation)? We continue to see ourselves as separated from the environment and still need to digest the new changes brought about by hybrid techniques and methodologies that are shaping these new dimensions of space. How adaptable is our perception? The ability to alter our understanding of space provides us with a new form of spatial (self) control; sub-merging identities. What are the biological risks? What are the limits of stretching the perceptive range of the body?
This article will examine these questions as an opportunity to humanise technology and create a ‘Human Centric Hybrid Literacy’. We will examine which technologies, techniques and navigation methodologies are being used by artists, technologists and designers to enable this new era of spatial augmentation and perceptual adaptation. Some examples include macroscopic navigation, 360 degree vision, new types of perspective (including third and fourth person perspectives) and reverse engineering.
The role that hybrid space plays in the construction and transformation of perception through the practice of context engineering will be examined. Context engineering (Smith, 2013) is understood as an ‘intermediality’ practice for the engagement and augmentation of perception; giving us control over our senses, allowing us to adjust them in real time. Context engineering creates a new economy where we focus less on transforming content (as the primary activity), and more on how we can make our own perception the ‘content’
Volume Attenuation and High Frequency Loss as Auditory Depth Cues in Stereoscopic 3D Cinema
Assisted by the technological advances of the past decades, stereoscopic 3D (S3D) cinema is currently in the process of being established as a mainstream form of entertainment. The main focus of this collaborative effort is placed on the creation of immersive S3D visuals. However, with few exceptions, little attention has been given so far to the potential effect of the soundtrack on such environments. The potential of sound both as a means to enhance the impact of the S3D visual information and to expand the S3D cinematic world beyond the boundaries of the visuals is large. This article reports on our research into the possibilities of using auditory depth cues within the soundtrack as a means of affecting the perception of depth within cinematic S3D scenes. We study two main distance-related auditory cues: high-end frequency loss and overall volume attenuation. A series of experiments explored the effectiveness of these auditory cues. Results, although not conclusive, indicate that the studied auditory cues can influence the audience judgement of depth in cinematic 3D scenes, sometimes in unexpected ways. We conclude that 3D filmmaking can benefit from further studies on the effectiveness of specific sound design techniques to enhance S3D cinema
The Wick Society’s Intervention into Industrial Heritage: Remaking Local Films for Future Historians
This article proposes that due to its very different production and exhibition networks, amateur cinema constructs a supplementary image of the nation: one that is much closer to ‘local’ histories and community memories. Cine-club films from the 1930s (amateur documentaries entered into The Scottish Amateur Film Festival) shed light on aspects of national life that went undocumented by metropolitan newsreel and sponsored documentary filmmakers located in the Central Belt of Scotland. The use of amateur film as a way of understanding the specific past of peripheral areas is explored in relation to the town of Wick, Caithness, located in the far north of Scotland. The analysis is developed in relation to two short films: Around Wick Harbour (1936) and Around Wick Harbour 1974/75. Through this small case study, the potential value in broadening narrow definitions of the heritage film is proposed, as is the importance of archival images traditionally marginal to the concerns of film scholars
Fifty years of illustration
This book charts contemporary illustration’s rich history: from the rampant idealism of the 1960s to the bleak realism of the 1970s, and from the over-blown consumerism of the 1980s to the digital explosion of the 1990s, followed by the increasing diversification of illustration in the early twenty-first century.
The book explores the contexts in which the discipline has operated and looks historically, sociologically, politically, and culturally at the key factors at play across each decade, while artworks by key illustrators bring the decade to life.
Contemporary illustration’s impact and influence on design and popular culture are investigated through introductory essays and profiles of leading practitioners, illustrated with examples of the finest work
Using Spatial Cognition to Improve Knowledge Construction
Our current methods for storing and organizing information for knowledge formation are inefficient. We have terabytes of information stored in 'files' but the accessibility to this information is diminishing with the addition of each new file. In parallel, the widespread use of video games, mobile devices and location-based media is rapidly immersing us in a hybrid reality which is expanding the practice of spatial cognition within these virtual and physical architectural environments. The hypothesis is that we can overcome our apparent cognitive limits by combining ancient pedagogies, modern technologies and architectural codes to support the new learning needs that appear as a consequence and response to our immersion within these hybrid environments