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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
这个研究项目考虑了空间句法理论如何被用来确定数字内容的选择、呈现和在物理环境中的放置。******空间句法是一个积极发展的建筑研究领域。通过空间心理模型获取和结构的工作,空间句法对物理布局应用了一种形式分析方法,以推断它们将如何被感知,并在某种程度上被使用。我们将探索空间语法如何以一种利用空间特征来更好地支持用户或创造更引人注目的体验的方式帮助驱动沉浸式媒体。迄今为止,很少甚至没有研究探索这种潜力。******想象一下,一位IT经理带着个人信息显示器走在工作的走廊上。她的日程表和通讯软件都是开着的。由于走廊被确定为高流量区域,应用程序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。这里运用空间句法理论将走廊识别为流动区域并做出相应的回应;会议桌的适应强调了空间句法如何与HCI中已经使用的房间尺度空间理论(例如f形和邻近法)的规则相结合。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,摇摇晃晃地沿着走廊朝她走来。她匆匆走过一个个房间,朝门口张望,却发现僵尸在窥视。她走到楼梯间,发现一只僵尸正慢慢地朝她走来。出现一个对话框,说可以听到下面的人声。她迅速走下楼梯,来到大厅,她的同事们正等着和她对峙。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。死角房间被用来制造戏剧性的紧张气氛。游戏在楼梯井(一个新的空间部分)引入了一个新的任务,大厅(一个高中心区域)用于重要的游戏事件。******空间句法本身不能预测空间的使用或“意义”。这个研究项目的一个核心贡献将是评估设计师和用户所需要的参与性质(这里称为“暗示”),这是研究的一个重要元素。******本研究的目标是:探索空间语法社区开发的不同方法在我们的问题领域的应用,包括将这些方法与HCI中已经使用的其他空间理论相结合;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循环过程应该是什么样子;并为研究人员和从业者构建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.
  • 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:
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