课题基金 / 基金详情

Volumetric assets and immersive environments depicting future impacts of rising sealevels on the Broads and East Anglia coastline.

Volumetric assets and immersive environments depicting future impacts of rising sealevels on the Broads and East Anglia coastline.
体积资产和沉浸式环境描绘了海平面上升对布罗德和东安格利亚海岸线的未来影响。
批准号:
AH/X009807/1
负责人:
Louis Nixon
金额:
$99.56万
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2023
资助国家:
英国
项目状态:
已结题
起止时间:
2023 至 --

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中文摘要
翻译
该提案建立在四个相关研究项目的基础上:艺术影响案例研究的诺维奇大学,公众参与诺福克布罗德,提高公众对自然保护的理解和参与(2019年);空间碎片的可视化(离地球。尼克松。2021);香港共生创意的建筑平台技术(NIXON et al,2021)及未来电影系统(NIXON et al,2022)。与Broads Authority密切合作,使用2018年战略洪水风险评估报告中包含的档案材料和地图(详细研究海平面上升的影响和气候变化的影响),使用3D建模和立体视频,我将创建逼真和身临其境的可视化,准确地重新想象过去,现在和未来的景观,描绘了受到海平面上升威胁的布罗德和东英吉利亚沿海地区。以实践为基础的研究将在视觉美学和沉浸式的形式呈现在一个专业的可视化系统中,观众可以通过虚拟世界体验东安格利亚和布罗德景观,观看将通过洪水风险可视化增强的现实表示,使观众和利益相关者能够体验,探索和考虑洪水对布罗德和东安格利亚海岸线的影响。专门的屏幕和音响系统将为观众提供增强的沉浸感,创造更大的体现感和存在感。这项研究结合了最新的体积捕获和先进的360度屏幕和环绕声技术,为沉浸式内容开发和观看创建了一个平台。通过整合这些技术,并由人工智能、深度学习、虚拟现实、增强现实、交互式叙事和生成美学提供支持,该系统将实现创新。他们将共同努力,为参与者创造一个新的互动和身临其境的建筑。该系统将成为基于实践的研究和实验的重要资源,以探索档案内容,美学和文化领域,为健康,体育和建筑以及适用于精确模拟现实生活情况的领域的培训和教育生成数字资产。该系统将使观众能够探索过去,现在,通过考虑图像质量、3D视觉、视野、跟踪水平、声音质量、用户视角和分辨率来衡量,该系统包含高度沉浸式的特征,从而提供更大的感觉的实施,并通过观看自主性将提供增强的存在感的观众,在虚拟环境中,存在被理解为位置错觉-位于虚拟词(斯莱特,2009年)内的感受性。为了实现通过该系统引入新的艺术表达和内容的目标,我将专注于利用机器学习和生成模型的重要发展,为使用生成对抗网络和创意对抗网络的艺术家和设计师提供一个平台。该项目将促进创意从业者和技术部门之间的更大合作。成果将包括新的创意媒体实践,沉浸式和互动式图像体验,可供科学,创意和文化产业利用,并提供参与全球挑战的创新方式。
英文摘要
This proposal builds upon four related research projects: Norwich University of the Arts Impact Case Study, Public engagement with the Norfolk Broads, enhancing public understanding and engagement with nature conservation (2019); Visualisations of space debris (Off Earth. NIXON. 2021); Building Platform Technologies for Symbiotic Creativity in Hong Kong (NIXON Et al, 2021) and Future Cinema Systems (NIXON Et al, 2022). Working in close partnership with the Broads Authority and using archive material and maps contained in the Strategic Flood Risk Assessment report 2018 (a detailed study of the impacts of rising sea levels and effects of Climate Change), using 3D modelling, and volumetric video, I will create realistic and immersive visualisations, which reimagine past, present, and future landscapes accurately, depicting the Broads and East Anglia coastal areas under threat from rising sea levels. Practice-based research will be presented in visually aesthetic and immersive form within a specialist visualisation system, where viewers can experience the East Anglia and Broads landscape by moving through a virtual world, viewing realistic representations which will be augmented with flood risk visualisations, enabling audiences and stakeholders to experience, explore and consider the effects of flooding upon the Broads and East Anglia coastline. The specialised screen and sound system will provide the viewer with enhanced immersion, creating a greater sense of embodiment, and presence. This research combines latest volumetric capture and advanced 360-degree screen and surround sound technologies to create a platform for immersive content development and viewing. Through the integration of these technologies and powered by artificial intelligence, deep learning, virtual reality, augmented reality, interactive narrative and generative aesthetics, the system will deliver innovation. Working together they will create a new interactive and immersive architecture for participant spectators. The system will be a vital resource for practice-based research and experimentation to explore archive content, aesthetic, and cultural domains, generate digital assets for training and education in health, sport and architecture and areas where the accurate simulation of real-life situations is applicable.The system will enable audiences to explore the landscapes of the past, present, and future with greater immersion measured by considering image quality, 3D vision, field of view, tracking level, sound quality, user perspective and resolution. The system contains highly immersive characteristics, thus providing greater sensations of embodiment, and through viewing autonomy will provide the viewer with enhanced sensations of presence, in virtual environments, presence is understood as place illusion-the qualia of being located inside the virtual word (Slater, 2009). To achieve the goal of introducing new artistic expression and content through the system I will focus on leveraging important developments on machine learning, and generative models, providing a platform for artists and designers working with Generative Adversarial Networks and Creative Adversarial Networks.The project will facilitate greater collaboration between creative practitioners, and the technology sector.The outcomes will include new creative media practice, and immersive and interactive image experiences which can be exploited by the scientific, creative, and cultural industries and provide innovative ways of engaging in global challenges.
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