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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.
空间自适应媒体:应用空间语法进行沉浸式媒体选择、格式设置和放置。
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

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中文摘要
翻译
这项研究计划考虑如何利用空间句法理论来决定数字内容在物理环境中的选择、呈现和放置。*空间句法是建筑研究的一个活跃领域。受空间心理模型习得和结构研究的启发,空间句法将一种形式化的分析方法应用于物理布局,以推断它们将如何被感知,并在某种程度上被使用。我们将探索空间语法如何帮助驱动沉浸式媒体,从而利用空间特征更好地支持用户,或创造更引人入胜的体验。到目前为止,几乎没有研究探索这一潜力。*想象一位IT经理戴着个人信息显示器走在工作的走廊上。她的日程表和一款即时通讯应用都是打开的。因为走廊被标识为高流量区域,所以这些应用程序平行于最近的墙壁展示。她走进一个房间,坐在一张会议桌旁。现在缩小的应用程序窗口显示在她右侧的桌子上。空间句法理论在这里被用来将走廊识别为流动区域并做出相应的反应;会议桌调整突出了空间句法如何与已经在人机界面中使用的房间尺度空间理论(例如F-阵型和副词)中的规则相结合。*下班后,这位IT经理会和她的一些同事玩僵尸渗透游戏。僵尸从角落出现,摇摇晃晃地沿着走廊向她走来。她匆匆走过房间,朝门口看去,只看到僵尸在回头看。她走到楼梯间,发现一具僵尸正慢慢向她走下楼梯。出现一个对话框,说下面可以听到人类的声音。她迅速走下楼梯,走到大堂,她的同事们正等着上演一场对峙。这里的空格语法决定了僵尸应该出现在哪里,以及他们可以看到什么。死胡同的房间被用来制造戏剧性的紧张。游戏标识在楼梯间引入了一个新的任务(一个新的空间部分),大堂(具有高度中心性的区域)用于重要的游戏活动。*空格语法本身不能预测空格的使用或“意义”。该研究项目的一个核心贡献将是对设计师和用户所需的参与度的性质进行评估(这里称为“暗示”),作为研究的重要元素。*这项研究的目标是:探索空间句法社区开发的不同方法在我们的问题领域中的应用,包括将这些方法与已经在人机交互中使用的其他空间理论相结合;开发和评估用于注释、明确方向和测试/回放的方法,以更好地了解有效的人在环中过程应该是什么样子;以及为研究人员和实践者设计和开发空间自适应媒体工具包。**
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.
  • 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
  • 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
  • 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:
    2020
  • 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:
    2018
  • 负责人:
    Reilly, Derek
  • 依托单位:
海外基金