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.
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 --
中文摘要
该提案建立在四个相关研究项目的基础上:诺维奇艺术大学影响案例研究,公众参与诺福克湖区,加强公众对自然保护的理解和参与(2019年);空间碎片的可视化(地球外)。尼克松。2021);在香港建立共生创意的平台技术(NIXON Et al, 2021)和未来电影系统(NIXON Et al, 2022)。与布罗德斯管理局密切合作,使用2018年战略洪水风险评估报告(海平面上升影响和气候变化影响的详细研究)中包含的档案材料和地图,使用3D建模和体量视频,我将创建逼真的沉浸式可视化,准确地重新想象过去,现在和未来的景观,描绘布罗德斯和东安格利亚沿海地区受到海平面上升的威胁。以实践为基础的研究将在一个专业的可视化系统中以视觉美学和沉浸式的形式呈现,观众可以通过虚拟世界来体验东安格利亚和布罗德斯的景观,观看现实的表现,这些表现将与洪水风险可视化相增强,使观众和利益相关者能够体验、探索和考虑洪水对布罗德斯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更强的沉浸感,创造更大的身临其境感。这项研究结合了最新的体积捕捉和先进的360度屏幕和环绕声技术,为沉浸式内容开发和观看创造了一个平台。通过整合这些技术,并以人工智能、深度学习、虚拟现实、增强现实、交互式叙事和生成美学为动力,该系统将带来创新。他们将共同努力,为参与的观众创造一个全新的互动和沉浸式建筑。该系统将成为基于实践的研究和实验的重要资源,用于探索档案内容、美学和文化领域,为卫生、体育和建筑以及适用于准确模拟现实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、现在和未来的景观,并通过考虑图像质量、3D视觉、视野、跟踪水平、声音质量、用户视角和分辨率来实现更大的沉浸感。该系统包含高度沉浸的特性,从而提供更大的化身感,并且通过观看自主性将为观看者提供增强的存在感,在虚拟环境中,存在被理解为位置错觉-位于虚拟世界中的感觉(Slater, 2009)。为了实现通过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,为艺术家和设计师提供一个使用生成对抗网络和创造性对抗网络的平台。该计划将促进创意从业员与科技界之间的合作。成果将包括新的创意媒体实践,沉浸式和互动的图像体验,这些可以被科学,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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