1,033 research outputs found

    Biophilic Dynamic Light Projections: A proposal for the revitalization of socially-inactive urban spaces

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    The notion of “biophilia” refers to our innate and genetically determined affinity to nature. Despite having numerous benefits on our well-being and on how we perceive our environments, facts proven by a significant amount of scientific research, biophilia in the sphere of lighting design is a relatively untapped niche. Therefore, this thesis seeks to investigate the combination of biophilic patterns with modern technology with the intention to implement them in socially-inactive urban spaces as a mean of fast and effective revitalization. The overall goal is to establish new knowledge on creating, implementing and fine-tuning biophilic dynamic light projections. Through an extensive literature & case study review, design experimentation and atmosphere perception test, valuable knowledge on the notions of “preference for biophilic patterns”, “visual complexity”, “speed of change” and “value-add of interactivity” was developed. It is concluded that biophilic patterns are more positively perceived than their non-biophilic counterparts. Moreover, overall preference for complexity lies at a low to medium degree, while with speed of change, it is overall determined that a low value is inherently more pleasant, with negative consequences on the perception of atmosphere if increased. Additionally, adding the possibility to interact with the biophilic pattern provides overall better perception of safety and atmosphere. On the creation of patterns, the author recommends solutions based on the size of the space: with video projectors and the software Processing as ideal for small-scale implementation, while gobo projectors are recommended for large-scale projects

    From Science to Practice: Implementing Evidence-Based Holistic Lighting in Architectural Lighting Design

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    Despite decades of research on light’s non-visual effects, lighting design practice remains largely focused on visual metrics and energy codes. Designers lack accessible tools to integrate biological principles into architectural workflows. This thesis introduces a framework for HOLISTIC LIGHTING DESIGN through the Biological Lighting Protocol. This three-step strategy evolves from defining circadian needs to targeting appropriate spectral qualities before concluding with a light strategy and spatial narrative. Developed by the author through a design translation methodology and shaped by her professional practice background, the protocol enables practitioners to apply metrics such as CS and M-EDI without specific expertise in neuroscience, biology, or mathematics. Its validity is supported by leading scientific studies, expert recommendations, and the author’s own applied experience—offering a practical, health-oriented approach that reframes light as a biological interface within spatial design

    Improving an Exhibit at Mosede Fort: A Multimodal System to Enhance Learning in a Museum Experience

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    This thesis revolves around creating a multimodal system that will enhance learning in a museum exhibit. The focus is on a case at Mosede Fort where improvements for an already installed exhibit will be designed. A small part of the ideal design was selected as a proof of concept to be implemented. Four evaluations were made: a technical evaluation conducted, in order to see how stable the system was, especially the tracking of gestures, which was used to control the system. The second evaluation focused on both a technical aspect as well as on the desire to continue using the system. The desire to continue was tested instead of learning, since theory showed that testing is a time consuming aspect to test and other studies have taken up to a year to gather results. The third evaluation focused on feedback from Mosede Fort where the original exhibit is implemented. A theoretical evaluation was in the end made on learning, comparing theory with the system, in order to see if it in theory would facilitate a learning experience.The results showed that a new tracking system should be implemented, since the used tracking proved not to be stable enough. It also showed that some changes should be made regarding the implemented part of the system. All in all was it found that although improvements are still needed, the system is a step in the right direction.<br/

    ChildCrowds: A Computer Vision based Crowd Gaming framework for children

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    Projektet presenteret her, er et forsøg på at skabe fundamentet for et Computer Vision basret Crowd Gaming framework til børn, gennem hvilket de kan indgå i kollaborativ leg.En stor del af projektet er brugt på at analysere forskellige koncepter i relation til design og implementering af et sådant framework.Dette inkludererer analyse af flok og gruppe opførsel, børns leg og de forskellige stadier af leg, definitioner af spil og spil-genrer så vel som en omfattende State Of The Art gennemgang af eksisterende Crowd interaktions projekter.Analyse af Computer Vision teknikker, Crowd Gaming aktiviteter og hvordan man tester med en børne målgruppe er også inkluderet.Efter analyse kapitlerne, præsenteres designet af et framework, der involverer et modificeret Playstation 3 eye kamera og farve segmentering af kemiske knæklys i video strømmen fra dette kamera.3 forskellige interaktions paradigmer blev designet omkring gennemsnitspositioner af grønne og blå knæklys, og 3 spil blev designet til at evaluere frameworket, gennem disse interaktions paradigmer.Endelig blev frameworket testet og evalueret gennem observation af 3 spil sessioner, skala spørgeskemaer og et fokusgruppe interview med 7 børn fra et fritidshjem.The project presented here has been an attempt at creating the foundations of a computer vision based crowd gaming framework for children through which they can engage in collaborative play. A large part of the project is spend analyzing different concepts in relation to designing an implementing such a framework.This include analyzing theories of crowd and group behavior, childrens play and the different stages of play, definitions of games and game genres, as well as an extensive State Of The Art review on existing crowd interaction projects.Analysis of computer vision techniques, crowd gaming activities and how to test with a child target group is also included.Following the analysis chapters a design of a Framework involving a modified playstation 3 camera and colour segmentation of chemical glow sticks in the video feed provided by this camera, is presented. 3 different interaction paradigms were designed around the mean positions of green and blue glow sticks, and 3 games were designed to evaluate the framework through these interaction paradigms.Finally the framework was tested and evaluated through observation of 3 gaming sessions, ranking scale questionnaires and a focus group interview with 7 children from a after school centre.<br/

    A Matter of Position: How luminaire placement modulates the perceptual and neural impact of LED flicker: An EEG Study on Flicker Perception and Cognitive Load

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    The general adoption of energy-efficient LEDs has introduced non-visual challenges such as flicker. Often, as a by-product of lower-quality drivers. While typically flicker is seen as a nuisance, this thesis aims to explore the impact of flicker through the lens of a lighting designer, asking the main research question: Does the negative impact of a flickering luminaire change depending on where you position it?To see whether there is a correlation between position and frequency, a 2x2 experiment design was set out. It tested a low (60Hz) and a high (200Hz) frequency, with the luminaire being either positioned as general overhead lighting or as task lighting in the participant’s peripheral visual field. Subjective data were gathered through questionnaires, as well as objective data were measured with an EEG. Fifteen participants performed a card-sorting task under the four lighting scenarios. The results show that, subjectively, 60 Hz lighting was most disturbing, especially in the task lighting position. However, these subjective measures were not reflected in the objective Gamma Bandpower. Indicating that the participants might have felt like it was disturbing, their physiology did not reflect that. This shows the disparity between perceived experience and our physiology. The research concludes that, as a lighting designer, when creating a human-centred design, we should look beyond our measures; in the end, the user’s feeling of discomfort is the ultimate benchmark. It also strongly suggests that any luminaire with potentially noticeable flicker should be kept out of the peripheral visual field

    A method for procedurally generated narratives in video games

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    This project focus on procedurally generated narratives for video games. The area shows a lot of potential for game developers as it can decrease production cost, decrease production time and increase the replayability of the game.In this project I focus specifically on procedurally generating narratives for roleplaying games. The product consists of two parts. There is the storyengine that will generate the stories and then there is the game itself that will execute the story. The storyengine generates the stories based on the hero’s journey.In this report I will investigate related works. I will analyse theory relating to the project and I will describe the design and implementation of the storyengine and game.The product was tested on 29 test participants and evaluated based on the results. The storyengine in its current state does not create stories that are long and deep enough for the players to really get involved. My test results indicates that procedurally generated narratives like the ones produced by the storyengine can in fact improve replayability, but nothing can be concluded.This project focus on procedurally generated narratives for video games. The area shows a lot of potential for game developers as it can decrease production cost, decrease production time and increase the replayability of the game.In this project I focus specifically on procedurally generating narratives for roleplaying games. The product consists of two parts. There is the storyengine that will generate the stories and then there is the game itself that will execute the story. The storyengine generates the stories based on the hero’s journey.In this report I will investigate related works. I will analyse theory relating to the project and I will describe the design and implementation of the storyengine and game.The product was tested on 29 test participants and evaluated based on the results. The storyengine in its current state does not create stories that are long and deep enough for the players to really get involved. My test results indicates that procedurally generated narratives like the ones produced by the storyengine can in fact improve replayability, but nothing can be concluded.<br/

    A Study in Multiplayer Game Design: With basis in Counterplay and Teamplay

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    The project set out to create a theory within game design to help designers create better multiplayer games with basis in the concepts of “Counterplay and Teamplay” described by the game designer Tom Cadwell. The methodology chosen was a Grounded Theory approach, in which the opinion of experts within the field of game design was addressed. This was done through interviews, blog posts, podcasts, articles and books on game design. This data was analysed through various qualitative methods such as line-by-line analysis and extrapolating statements from that. The information lead into generating a number of codes that was further compiled into eight categories, three patterns and finally the theory. The overall outcome of the theory created seems to be an overall success; however, the method used to get there could be documented better. The theory includes the design concepts that are in focus for multiplayer games and tries to give statements that help designers implement these

    Quality Assessment of VR Film - A Study on Spatial Features in VR Concert Experiences: Quality Assessment of VR Film - A Study on Spatial Features in VR Concert Experiences

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    I dette studie undersøger vi hvordan stereoskopisk video og ambisonic lyd bidrager til brugerens opfattelse af oplevelsens kvalitet (QoE), og hvordan visuelle samt lyd features har inflydelse på presence og motion sickness. Vi har gennemført to test scenarier, både en indledende test samt en mere omfattende endelig kvantitativ test. Den indledende test blev gennemført med 27 testpersoner, og den endelige test blev gennemført med 120 testpersoner. Vores resultater viser ingen signifikant forskel i kvalitetsoplevelsen eller presence. Vi fandt dog at vores testpersoner opfattede signifikant mere retning i lyden når de blev præsenteret for monoskopisk video med ambisonic lyd, end stereoskopisk video med stereo lyd. Begge de stereoskopiske produktioner havde en højere acceptance score med henblik på registreret motion sickness, hvilket er interessant, dog ikke signifikant. Dette studie reflekterer desuden vores intention med at foreslå metoder til at evaluere "Quality of Experience" i 360 graders video og VR film oplevelser.In this study we are exploring how stereoscopic video and ambisonic sound contributes to the perceived quality of experience(QoE), and how these visual and aural features influences presence and motion sickness. Two tests have been conducted in this study, both an initial test and a comprehensive final quantitative test. The initial tests was conducted on 27 participants, and the final quantitative test was conducted on 120 participants. Our study showed no significant differences in the perceived quality or presence. However we found that people sensed significantly more direction in the sound while being presented to monoscopic imagery with ambisonic sound than compared to a stereoscopic imagery with stereo sound. Both of the stereoscopic productions had a higher acceptance score with regards to motion sickness, which is interesting, however this difference was insignificant. This study also reflects our efforts to propose methods to evaluate "Quality of Experience" in 360 video and VR film experiences
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