| Title | Digital windows: cause + effect between reality + virtuality |
| Publication Type | thesis |
| School or College | College of Architecture + Planning |
| Department | Architecture |
| Author | Sumsion, F. Shane |
| Date | 2007 |
| Description | Digital Windows allow real people in the real world to interact with virtual objects in a virtual world through a direct relationship between real-space and digital-space. Actions in the real world are affected by re-actions in the virtual world. As a Master's thesis Project, the scope of Digital Windows is that of a prototype for a larger vision. This vision suggests the potential for Digital Windows to be a group of input/output nodes (located in separate, yet related places) that allow physically distant by-passers to interact with each other. It will take a pause at a node to see it as more than something hanging on a wall; and, several pauses to understand the interaction with people at the other nodes. This, in essence, becomes a progressive discovery with each by-pass that results in a pause. Environmental psychology might associate this process of discovery with arousal (physiological reactions). Arousal fluctuates directly with the complexity of what is going on. One way to keep things simple for bypassers is to treat them as by-passers, and require nothing of them. As windows allow us to see specific parts of other places; the content of this project is a virtual space ‘between' some real spaces. The real spaces at each node have unique points-of-view into the shared virtual space, through respective digital windows. Objects in the virtual space are the devices of a cause and effect interaction between the real world and the digital world. |
| Type | Text |
| Publisher | University of Utah |
| Subject | Space (Architecture) |
| Dissertation Institution | University of Utah |
| Dissertation Name | M.Arch |
| Language | eng |
| Relation is Version of | Digital copy of "Digital Windows: cause + effect between reality + virtuality" College of Architecture + Planning, Architecture Visual Resources Library |
| Rights Management | © F. Shane Sumison |
| Format | application/pdf |
| Format Medium | application/pdf |
| Format Extent | 76,658 bytes |
| Identifier | us-etd2,117002 |
| Source | Original: University of Utah, College of Architecture + Planning, Architecture Visual Resources Library |
| ARK | ark:/87278/s6t72z2m |
| DOI | https://doi.org/doi:10.26053/0H-KD83-STG0 |
| Setname | ir_etd |
| ID | 193671 |
| OCR Text | Show digital windows cause + effect between reality + virtuality f shane sumsion master's of science in architectural studies abstract Digital Windows allow real people in the real world to interact with virtual objects in a virtual world through a direct relationship between real-space and digital-space. Actions in the real world are affected by re-actions in the virtual world. As a Master's Thesis Project, the scope of Digital Windows is that of a prototype for a larger vision. This vision suggests the potential for Digital Windows to be a group of input/output nodes (located in separate, yet related places) that allow physically distant by-passers to interact with each other. It will take a pause at a node to see it as more than something hanging on a wall; and, several pauses to understand the interaction with people at the other nodes. This, in essence, becomes a progressive discovery with each by-pass that results in a pause. Environmental psychology might associate this process of discovery with complexity of what is going on. One way to keep things simple for by-passers is to treat them as by-passers, and require nothing of them. As project is a virtual space ‘between' some real spaces. The real spaces at each node have unique points-of-view into the shared virtual space, through respective digital windows. Objects in the virtual space are the devices of a cause and effect interaction between the real world and the digital world. abstract-2 research-4 BIX HypoSurface Arch-OS justification-8 body ecology complexity technology-12 demonstration-14 allied project applications-16 first response definitions-18 citations-20 media-22 -research -justification -technology -demonstration -applications research Even with modern advances, the typical experience of space is static; meaning that ordinary buildings do not actually respond to people-in terms of spatial experience. Some building systems are automated using modern technologies. Currently these technologies only serve experience-degrading economics (Ansuman 2005). These systems do not change the spaces they serve; they subtly regulate the conditions of space. Experience of space is not changed if people do not identify It is not the nature of technology that numbs the experience of space; it is the economic concerns that are ignorant to the qualities of interactive architecture. There are many examples of interactive architecture whose technological applications strive to interactively change the experience of space. Following are descriptions of three examples, each with strong social correlations. These projects have clear reasoning for technology; the BIX in Austria, the HypoSurface by dECOi, and Arch-OS from i-dat.org. 4 research- justification- technology- demonstration- applications- BIX The bio-morphic form of BIX is not necessarily unique in concept, but the purpose and implementation is unique. Behind each of the hundreds of clear individually controllable and can change degree of intensity between full-on and full-off. The surface was designed to be a giant information display. The social interaction of this project is in the ability for anyone to manipulate the display surface over the internet. specifically social expression of information image 5b image 5a video 5c 5 -research -justification -technology -demonstration -applications HypoSurface The Aegis Hypersurface is an otherwise simple long wall surface made up of hundreds of steel triangles connected together at the corners, not the edges. The ‘wall' physically deforms by the extension and contraction of pistons connected to the triangle corners. The deformations are responses to ambient sound, direct video input, or mathematical formulas. The performance can be abstractly similar to ‘funny mirrors', themselves. specifically personal interaction with form image 6b image 6a video 6c video 6d 6 research- justification- technology- demonstration- applications- Arch-OS Arch-OS is in all reality an Architectural Operating System-that goes well beyond the economically constrained smart building systems. One aspect of Arch-OS attempts to mitigate social activity. The system employs large slow moving robots called SlothBots, which in essence are social shepherds. The SlothBots are programmed to physically herd social activities based on occupancy analysis. Although the intent is for people to not be aware of the changing space; the fact remains that real space is being changed by subtly social reaction of boundary image 7b image 7a 7 -research -justification -technology -demonstration -applications justification Environmental Psychology suggests that arousal is directly tied to the complexity and duration of a task (Bell 2001); and, having richness of meaning. "Innovative place-making encourages people to explore and participate in their surroundings. The most engaging buildings are those that invite us to take part on many levels, that stimulate all of our senses as well as our intellect." (Czarnecki 1998) Activities or tasks that are too complex exhaust mental capacities and lead to boredom or frustration (Bell 2001). Interactions that are not challenging enough do the exact same thing. Providing people with a different experience in the same place, each time they pass through, is evident in the afore mentioned examples. This is key in the development of Digital Windows. The technologies and their implementations address the need to have levels of complexity that re-engage by-passers. image 8a 8 research- justification- technology- demonstration- applications- body Our bodies provide a multi-sensorial understanding of space; the relationship with space somehow seems to go beyond point-of-view. We know our proximity to a wall without touching it; we perceive our movement in space based upon our sense of proprioception. Our senses are as physical and real as all the world around us. This raises two major concerns with Digital Windows. The real world has limited dimensions and tangible boundaries. The digital world is completely different, there are no tangible things, and objects can be A translation is needed between the virtual world and the real world. Mouse, keyboard, webcam, and microphone are all existing devices that translate real into virtual. Monitors, speakers, and robotics are ways of translating virtual into real. Digital Windows is based on the bidirectional idea of cause and effect between reality and virtuality. This is done by using common one-directional execute relationships between real people and virtual objects. Monster Media is one of many groups making this translation through the body. The focus is on economic return- advertising and entertainment, not on spatial experience. how can the unlimited be limited and the intangible be tangible virtual unlimited dimensions intangible boundaries translation is needed image 9a ; webcam, scanner, keyboard, mouse, microphone, etc. ; computer display, speakers, robotics, etc. real > virtual virtual > real BIX keyboard, mouse, imaging computer display real information is taken out of its own context HypoSurface webcam, microphone mathematical phenomena are scaled to mechanical limits Arch-OS robots real people limit the SlothBots' programmed travel Digital Windows webcam, microphone computer display, speakers cause + effect between real + virtual mirrorSpace computer display, speakers information from the internet melds with mood analysis to Lied Children's Museum webcam computer display a child's image interacts with computer game objects Mandalay Bay infrared camera computer display by-passer's image is only used a the position of digital events 9 -research -justification -technology -demonstration -applications ecology Substantive theory in Environmental Psychology touches on the topic of interaction with architecture as part of how people understand and assess their experiences with architecture. The previous examples reside primarily in the urban context where the weight of social interaction is heavy when compared to interaction with the technologies themselves. Digital Windows emphasizes the interaction with the technology in order to draw more attention to the individual's experience of the digital environment. video 10a 10 research- justification- technology- demonstration- applications- complexity The very nature of computer technologies is extremely complex. The complexity holds richness of meaning to those that design and implement hardware and software. The richness is likely less appreciated by those that use the technology. Digital Windows is remarkably more complex than meats the eye. Very little of the complete system is perceptible to an individual interacting with it. Even little of the processing systems and code is comprehensible. Assuredly, each atom of the system has distinct purpose and Isadora (computer A) affect on the whole. Isadora (computer B) 11 -research -justification -technology -demonstration -applications technology Many of the same technologies used for input and output in prior examples, are used in Digital Windows. The goal of dynamic spatial experience, and cause + effect, guided the methods of applying these technologies. A web camera streams a live audio and video feed into an application (Isadora) that tracks a moving object via contrasting colors. The tracked information includes; the X and Y positions, the width and height, the velocity, and ambient sound level. The information is broadcast from one computer to another computer running values are converted into MIDI Pitch signals that are looped to a 3D design application (3D Studio Max) that updates the respective properties of an avatar that represents what the web camera is observing. In the digital environment inside of 3D Studio Max, the avatar interacts with other digital 3D objects. The interactions are processed through hundreds of lines of code, more than a hundred times each second. Basically the avatar has an avatar which has an avatar. Meaning, that the primary avatar which most directly represents the person interacting with Digital Windows, Individual Discovery Individual Exploration 12 research- justification- technology- demonstration- applications- is really dependent upon a secondary avatar that determines if the proposed new location and size are valid in the digital world. The validity of an avatar's position and attributes are based entirely on the concept of cause and effect between reality and virtuality. If the updated attributes would generate an intersection with existing digital objects, then the requested update is invalid. Invalid requests are handled in two ways; the request is denied and the primary avatar is not updated, or the digital object in question is ‘bumped' out of the way of the primary avatar, which is updated. The digital world has a direct and personal effect on the real person; and the real person has a perceptible effect on the digital world. All of the interaction is visually presented to the person through LCD computer monitors that are windows into the digital world. The system also has the capacity to provide collision feedback with sound through the Digital Windows. [Unresolved technical issues eliminated the audible feedback during the formal presentation.] Social Discovery Social Exploration 1 - avatar requests new position 2 - new position processed for degree of intersection 2a - if partial intersection, then ‘stop' avatar 2b - if complete intersection, then ‘bump' 3D object 3 - update processed positions for avatars and objects Real action imposed upon digital object in virtual word. Avatar ‘bum D object 1 2 2b 3 Virtual reaction imposed upon person in real word. 3D ob vatar 1 2 2a 3 13 -research -justification -technology -demonstration -applications demonstration The formal presentation of Digital Windows was set up in an exhibition hall in such a way that there were two interaction zones. Each zone represented the idea of different places anywhere in the world. These spaces could be adjacent rooms, or places in different buildings on campus, etc. In order to clarify orientation and movement, four by four grids were zones. The movements in the virtual world were mapped as closely as possible to the real world. This reduced over complication that might contribute to a frustration type arousal. As mentioned previously, frustration might adversely affect perception of the system. The digital world was kept extremely simple - almost elementary. This further helped the overall interactions between the real world and the digital world, by keeping focus on the events and actions and not the objects themselves. The technologies used in Digital Windows have the theoretical capacity to handle multiple people in each tracking zone, and to have a very rich 3D environment. As Digital Windows was approached as a prototype, these aspects are simulated in short video clips. The clips suggest how Digital Windows might be further applied. video 14a 14 research- justification- technology- demonstration- applications- allied project Many of the technology choices for Digital Windows are based on a project developed for the new Warnock Engineering Building (University of Utah). The project was a colorful light pipe, integrated into the guard rail, for the sky bridge that goes through the building's commons areas. The light pipe and the bridge's glass panels were designed by the late Robert Fisher, the artist commissioned for the job. He desired that the lights be programmed to present sunset-like effects on the glass panels. As part of an architectural theory class, the light pipe was investigated for applications as an information source. Of the several intriguing ideas proposed, I was involved with the team that suggested the light pipe could interact intimately with people as they walked for the course involved tracking a person as they walked along the light pipe, and having the light's colors follow them. video 15a 15 -research -justification -technology -demonstration -applications applications Many existing applications for Digital Windows can be derived from the applications of the other described works. Entertainment and Education are certain areas of potential exploration for Digital Windows. Other areas relate more directly to architectural design, such as a more free way to experience an architectural visualization. An area of particular interest, due to advances in Building Information Modeling, is that of Emergency Management and First Response Training. There are many examples of systems and methods for assisting and improving current practices in these areas. Digital two major technological approaches; management role-playing scenarios, and Both ideologies are likely excellent for can potentially bridge the gap by simultaneously providing decision training, and physically-free spatial training. video 16b images 16a 16 research- justification- technology- demonstration- applications- first response David Burnell, founder of the Urban Warfare Center at OPSGEAR, sees Digital Windows as potentially offering several He agrees that operators could become very familiar with an environment before ever engaging it in action. He suggests this could allow greater control of engagement tempo. of least resistance" wherein decisions regarding getting-in and getting-out can This could greatly improve success in combative and non-combative scenarios where conditions are changing rapidly. image 17a video 17b 17 -definitions -citations -media definitions arousal to rouse or stimulate to action or to physiological readiness for activity Merriam-Webster's Medical Dictionary. Merriam-Webster, Inc. 03 May. 2007. <Dictionary. com http://dictionary.reference.com/browse/arouse>. atom a tiny piece of anything WordNet® 3.0. Princeton University. 03 May. 2007. <Dictionary.com http://dictionary. reference.com/browse/atom>. avatar a graphical image that represents a person, as on the Internet Dictionary.com Unabridged (v 1.1). Random House, Inc. 03 May. 2007. <Dictionary.com http://dictionary.reference.com/browse/avatar>. complexity the quality of being intricate and compounded; "he enjoyed the complexity of modern computers" [ant: simpleness] WordNet® 3.0. Princeton University. 03 May. 2007. <Dictionary.com http://dictionary. reference.com/browse/complexity>. ecology The branch of sociology that is concerned with studying the relationships between human groups and their physical and social environments. Also called human ecology. The American Heritage® Dictionary of the English Language, Fourth Edition. Houghton browse/ecology>. interaction Dictionary.com Unabridged (v 1.1). Random House, Inc. 03 May. 2007. <Dictionary.com http://dictionary.reference.com/browse/Interaction>. 18 definitions- citations- media- proprioception The unconscious perception of movement and spatial orientation arising from stimuli within the body itself. The American Heritage® Dictionary of the English Language, Fourth Edition. Houghton browse/proprioception>. reaction Dictionary.com Unabridged (v 1.1). Random House, Inc. 03 May. 2007. <Dictionary.com http://dictionary.reference.com/browse/reaction>. technology The branch of knowledge that deals with the creation and use of technical means and their interrelation with life, society, and the environment, drawing upon such subjects as industrial arts, engineering, applied science, and pure science. Dictionary.com Unabridged (v 1.1). Random House, Inc. 03 May. 2007. <Dictionary.com http://dictionary.reference.com/browse/technology>. translation to convert (a program, data, code, etc.) from one form to another Dictionary.com Unabridged (v 1.1). Random House, Inc. 03 May. 2007. <Dictionary.com http://dictionary.reference.com/browse/translate>. 19 -definitions -citations -media citations Anshuman, Sachin. "Responsiveness and Social Expression; Seeking Human Embodimen in Intelligent Facades." Smart Architecture: Integration of Digital and Building Technologies. Savannah, Georgia: The Association for Computer-Aided Design in Architecture, 2005. 12-23. Bell, Paul A., Thomas C. Greene, Jeffery D. Fisher, and Andrew Baum. Environmental Psychology. 5. Edited by Peggy Howell and Michele Tomiak. Orlando, Florida: Harcourt College Publishers, 2001. Czarnecki, John E. "Taking Our Leisure" Architectural Record. The McGraw-Hill Companies, Edited by Robert Ivy FAIA. Aug 1998. 105. Lauria, Rita. "electric poetic space: full sensory immersion." http://www.spark-online.com/. http://www. kriskrug.com/. Mar, 2000. http://www.spark-online.com/march00/discourse/lauria.html (accessed Sep 13, 2006). Venturi, Robert Complexity And Contradiction In Architecture. "Complexity And Contradiction" The Museum of Modern Art, 1966. 23. 20 definitions- citations- media- 21 -definitions -citations -media media image 5a Schiffer, Harry. 2003. http://www.bix.at/press-images/photos600/703V1667.jpg image 5b realities:united. 2003. http://www.bix.at/press-images/photos600/IMG_3662.jpg video 5c image 6a http://www.sial.rmit.edu.au/ImageViewer.php?i=3&s=Projects&p=261d1dca9b382ec05d3cf image 6b http://www.mediaarchitecture.org/aegis-hyposurface-kinetic-mediafassade/ http://www.mediaarchitecture.org/wp-content/uploads/2006/06/digi1gn.jpg video 6c http://www.mediaarchitecture.org/aegis-hyposurface-kinetic-mediafassade/ http://www.mediaarchitecture.org/wp-content/uploads/2006/06/Hyposurface01.AVI video 6d http://www.cwallengroup.com/demos.asp?subsection=hypo http://www.cwallengroup.com/demos/hyposurface.wmv image 7a Breer, Robert. http://www.arch-os.com/projects/slothbots.html http://www.arch-os.com/projects/images/sloth.jpg image 7b http://www.arch-os.com/system.html http://www.arch-os.com/images/diag.jpg 22 definitions- citations- media- image 8a http://g.msn.com/9SE/1?http://www.mindquestacademy.org/studyreading/LINKFILE/ &CS=AWP&SR=5 image 9a http://www.monstermedia.net/products_monstervision.php http://www.monstermedia.net/images/headers/monstervision.jpg video 10a http://000.dydeso.com:8888/DigitalWindows_PublicExhibit.wmv http://000.dydeso.com:8888/DigitalWindows_PublicExhibit.wmv video 15a image 16a video 16b image 17a http://www.urbanwarfarecenter.com/ http://www.urbanwarfarecenter.com/images/stories/uwcheader.jpg video 17b 23 special thanks to -dr julio bermudez -antonio serrato-combe -james agutter univeristy of utah college of architecture + planning ms-arch 2007 |
| Reference URL | https://collections.lib.utah.edu/ark:/87278/s6t72z2m |



