Spatially Adaptive Media: Applying Space Syntax for Immersive Media Selection, Formatting, and Placement.
Spatially Adaptive Media: Applying Space Syntax for Immersive Media Selection, Formatting, and Placement.
批准号:
RGPIN-2018-04584
负责人:
Reilly, Derek
金额:
$2.48万
依托单位:
依托单位国家:
加拿大
项目类别:
Discovery Grants Program - Individual
财政年份:
2019
资助国家:
加拿大
项目状态:
已结题
起止时间:
2019-01-01 至 2020-12-31
中文摘要
该研究计划考虑如何利用空间句法理论来确定数字内容的选择,呈现和放置在物理环境中。空间句法是建筑学研究中一个活跃的领域。通过对空间心理模型获取和结构的研究,空间句法对物理布局应用了一种正式的分析方法,以推断它们将如何被感知,并在某种程度上被使用。我们将探讨空间语法如何帮助驱动沉浸式媒体,利用空间特征更好地支持用户,或创造更引人注目的体验。迄今为止,几乎没有研究探索过这种潜力。* 想象一下,一位IT经理在工作的走廊上走着,戴着个人信息显示器。她保持她的日程安排和一个消息应用程序打开。由于走廊被标识为高流量区域,因此应用程序将与最近的墙壁平行显示。她走进一个房间,坐在会议桌旁。应用程序窗口,现在缩小了,呈现在她右边的桌子上。空间语法理论在这里被用来识别走廊作为一个流动区域,并作出相应的反应;会议桌的适应突出了空间语法如何与来自已经在HCI中使用的房间尺度空间理论的规则(例如F-编队和几何学)相结合。* 下班后,IT经理和她的一些同事玩僵尸渗透游戏。僵尸从拐角处出现,沿着走廊蹒跚地向她走来。她匆匆走过房间,向门口看去,却看到僵尸在回头张望。她走到楼梯间,发现一个僵尸正慢慢地从楼梯上向她走来。一个对话框出现,说下面可以听到人类的声音。她迅速走下楼梯,来到大厅,她的同事们正等着上演一场对峙。这里的空间语法决定了僵尸应该出现在哪里,以及它们可以看到什么。死胡同房间被用来创造戏剧性的紧张局势。游戏标识在楼梯间(一个新的空间段)引入了一个新的任务,大厅(一个高度集中的区域)用于重要的游戏事件。 * *该研究计划的核心贡献将是评估设计师和用户所需的参与性质(这里称为“暗示”),作为研究的一个重要要素。** 本研究的目标是:探索由空间规划社区开发的不同方法在我们的问题领域中的应用,包括这些方法与HCI中已经使用的其他空间理论的结合;开发和评估注释,明确方向和测试/回放的方法,以更好地理解有效的人在环过程应该是什么样子;并为研究人员和从业人员设计和开发一个空间适应性媒体工具包。**
英文摘要
This research program considers how space syntax theory can be employed to determine digital content selection, presentation, and placement in the physical environment.******Space syntax is an actively developing area of architectural research. Informed by work in spatial mental model acquisition and structure, space syntax applies a formal analytical approach to physical layouts to infer how they will be perceived, and to some extent, used. We will explore how space syntax can help drive immersive media in a manner that exploits spatial characteristics to better support users, or to create more compelling experiences. To date, little to no research has explored this potential. ******Imagine an IT manager walking down a hallway at work, wearing a personal information display. She keeps her schedule and a messaging app open. Because the hallway is identified as a high-flow area, the apps are displayed parallel to the nearest wall. She enters a room and sits at a conference table. The app windows, now reduced in size, are presented on the table to her right. Space syntax theory is used here to identify the hallway as a flow region and respond accordingly; the conference table adaptation highlights how space syntax might be combined with rules derived from room-scale spatial theory already used in HCI (e.g. F-formations and proxemics). ***After work, the IT manager plays a zombie infiltration game with some of her coworkers. Zombies appear from around a corner and shamble down the hallway toward her. She hurries past rooms, looking in the doorways only to see zombies peering back. She gets to the stairwell and finds a zombie slowly descending the stairs toward her. A dialog appears saying human voices can be heard below. She moves quickly down the stairs and out to the lobby where her co-workers are waiting to stage a standoff. Space syntax here determines where zombies should appear, and what they can see. Dead end rooms are used to create dramatic tension. The game identifies introduces a new task at the stairwell (a new spatial segment), and the lobby (an area with high centrality) is used for significant game events. ******Space Syntax alone cannot predict the use or “meaning” of a space. A core contribution of this research program will be an assessment of the nature of engagement required of both the designer and user (termed "hinting" here), as an important element of the research. ******The goals of this research are: to explore the application of different approaches developed by the Space Syntax community to our problem domain, including the combination of these approaches with other spatial theory already in use in HCI; to develop and evaluate methods for annotation, explicit direction, and testing/playback to better understand what an effective human-in-the-loop process should look like; and to architect and develop a spatially-adaptive media toolkit for researchers and practitioners.**
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Spatially Adaptive Media: Applying Space Syntax for Immersive Media Selection, Formatting, and Placement.
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批准号:RGPIN-2018-04584
-
项目类别:Discovery Grants Program - Individual
-
资助金额:$4.95万
-
财政年份:2022
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负责人:Reilly, Derek
-
依托单位:
Spatially Adaptive Media: Applying Space Syntax for Immersive Media Selection, Formatting, and Placement.
-
批准号:RGPIN-2018-04584
-
项目类别:Discovery Grants Program - Individual
-
资助金额:$2.48万
-
财政年份:2021
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负责人:Reilly, Derek
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依托单位:
Spatially Adaptive Media: Applying Space Syntax for Immersive Media Selection, Formatting, and Placement.
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批准号:RGPIN-2018-04584
-
项目类别:Discovery Grants Program - Individual
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资助金额:$2.48万
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财政年份:2020
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负责人:Reilly, Derek
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依托单位:
Spatially Adaptive Media: Applying Space Syntax for Immersive Media Selection, Formatting, and Placement.
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批准号:RGPIN-2018-04584
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项目类别:Discovery Grants Program - Individual
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资助金额:$2.48万
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财政年份:2015
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资助金额:$1.38万
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批准号:418612-2012
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资助金额:$1.38万
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资助金额:$1.38万
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项目类别:Engage Grants Program
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资助金额:$1.82万
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财政年份:2012
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负责人:Reilly, Derek
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依托单位:
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