S.G. Lukosch
Please Note
9 records found
1
Together we make places
Designing connections in urban space
Fostering Social Interaction Between Heterogeneous Groups
Creating an ICT Solution for International Students in Delft
Augmented worlds, the adoption of Augmented Reality in the design process
A review of the effects of using an AR co-design environment on team interaction
Lacking interaction is a problem that occurs project wide in the construction industry and can cause diverse effects, leading to mistakes and rework. This lack often originates in the design phase due to the separation of the design and construction teams. A promising technology to enhance interaction is Augmented Reality (AR). AR can increase interaction by providing visualisations of high quality models and information. Previous research into AR applications is often theoretical or concerns other industries. This research tried to fill this research gap by analysing the theoretical and practical effects of two AR environments; an AR scale model and an AR 1:1 model. A literature review analysed which aspects of interaction were present in the AR conditions and how these aspects could, in theory, be affected by the use of AR. With this knowledge, an experimental set-up and evaluation framework were created. Experiments were performed to test how project teams reacted and perceived the technology.
The outcome of the research creates insight into the usability of AR in the design process and the benefits and possible pitfalls of adopting AR, on the interaction within the design team. With this knowledge, AR applications can be developed more specified to the design process of construction projects and companies can apply AR more effectively. The results demonstrated that the use of AR can bring several benefits to the interaction within a project team. Though, important factors influence the occurrence of positive effects which underlines the need for further research and more real-life experiments for the development and adoption of AR as a design environment. ...
Lacking interaction is a problem that occurs project wide in the construction industry and can cause diverse effects, leading to mistakes and rework. This lack often originates in the design phase due to the separation of the design and construction teams. A promising technology to enhance interaction is Augmented Reality (AR). AR can increase interaction by providing visualisations of high quality models and information. Previous research into AR applications is often theoretical or concerns other industries. This research tried to fill this research gap by analysing the theoretical and practical effects of two AR environments; an AR scale model and an AR 1:1 model. A literature review analysed which aspects of interaction were present in the AR conditions and how these aspects could, in theory, be affected by the use of AR. With this knowledge, an experimental set-up and evaluation framework were created. Experiments were performed to test how project teams reacted and perceived the technology.
The outcome of the research creates insight into the usability of AR in the design process and the benefits and possible pitfalls of adopting AR, on the interaction within the design team. With this knowledge, AR applications can be developed more specified to the design process of construction projects and companies can apply AR more effectively. The results demonstrated that the use of AR can bring several benefits to the interaction within a project team. Though, important factors influence the occurrence of positive effects which underlines the need for further research and more real-life experiments for the development and adoption of AR as a design environment.
The CSST department facilitates training to both cabin crew and flight crew on safety and security related theory and procedures throughout and surrounding the flight (in which this project focuses on the tasks of CAs). Interactive simulators are among the primary tools to convey knowledge and allow trainees to practice with a set of scenarios, from CPR and pre-flight checks to fire fighting and emergency cabin evacuations. The exploration of VR is grounded in the hypothesis that current simulations in the departments programme make such abstractions from reality that perceived realism and stress are deminished, and that VR could play a role in more closely approximating the complexity of real-life emergencies.
To test this hypothesis, a user study was conducted with CAs, comparing current in-cabin fire fighting training to a VR alternative. This preliminary design includes a full-scale interactive cabin environment, with multiple possible courses of action and contextual effects such as spatial sound and obscuring smoke. The study compares the two methods in regards to stress (task load, heart rate), performance and presence. The results signify an increase in experienced stress, heart rate and task load in VR, as well as a worsened performance: the study's participants tended to make more procedural mistakes and communicated poorly when in the VR environment.
One of the research findings is that VR is not as effective as physical simulators at training the nuances of (physical) interactions in procedures. Rather, its potential lies creating a virtual environment where a diverse set of events can occur, resulting in more complex and unpredictable scenarios. The simulation utilizes a room-scale collaborative VR system, enabling users to interact and move through natural motion. Trainers are enabled to create more personally relevant training, by easily creating custom scenarios using the 'Simulation Control' companion app, which also provides them with ways to control the simulation and communicate with participants that are immersed in the virtual environment. Finally, a set of tools is provided to spectate and evaluate performances in VR collectively.
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The CSST department facilitates training to both cabin crew and flight crew on safety and security related theory and procedures throughout and surrounding the flight (in which this project focuses on the tasks of CAs). Interactive simulators are among the primary tools to convey knowledge and allow trainees to practice with a set of scenarios, from CPR and pre-flight checks to fire fighting and emergency cabin evacuations. The exploration of VR is grounded in the hypothesis that current simulations in the departments programme make such abstractions from reality that perceived realism and stress are deminished, and that VR could play a role in more closely approximating the complexity of real-life emergencies.
To test this hypothesis, a user study was conducted with CAs, comparing current in-cabin fire fighting training to a VR alternative. This preliminary design includes a full-scale interactive cabin environment, with multiple possible courses of action and contextual effects such as spatial sound and obscuring smoke. The study compares the two methods in regards to stress (task load, heart rate), performance and presence. The results signify an increase in experienced stress, heart rate and task load in VR, as well as a worsened performance: the study's participants tended to make more procedural mistakes and communicated poorly when in the VR environment.
One of the research findings is that VR is not as effective as physical simulators at training the nuances of (physical) interactions in procedures. Rather, its potential lies creating a virtual environment where a diverse set of events can occur, resulting in more complex and unpredictable scenarios. The simulation utilizes a room-scale collaborative VR system, enabling users to interact and move through natural motion. Trainers are enabled to create more personally relevant training, by easily creating custom scenarios using the 'Simulation Control' companion app, which also provides them with ways to control the simulation and communicate with participants that are immersed in the virtual environment. Finally, a set of tools is provided to spectate and evaluate performances in VR collectively.
Play your run!
A superhuman sports running game in mixed reality
The process started with analysing the possible design directions in the development of (superhuman) sports and corresponding emerging technologies. For this purpose, the concept of superhuman sports is considered. Superhuman sports are activities that rely on technology for human augmentation, involve physical fitness and skills, which are played for fun, competition or health reasons.
The next step was the decision for a design direction. This decision was made to design a new superhuman sport, in the form of a running game in mixed reality, to make the running experience itself more fun and motivating and distract runners from the exertion activity. An ideation phase followed in which different ideas were considered and eventually a combination for a final game design was chosen.
The final game design Play your run! is a running game that can be played location independent and provides a virtual replication of the opponent by wearing augmented reality glasses. Thus, the running game augments the real environment of the runner. In the game, runners compete with each other in a virtual time measured race on a pre-set real distance. They can harass each other by obtaining power-up items by running into virtual boxes placed on the course in the real world. The power-ups are placed in relation to geolocation and meshed surfaces. These items, e.g., add time to the virtual time of the opponent, require the opponent to freeze, or offer protection. The type of item that a player receives from the box is influenced by the runners’ speed, heart rate and current position in the virtual race. Such dynamic game balancing makes it possible for runners of all different levels to play the game.
A tournament with six runners was organized in order to investigated whether this running game let runners experience more fun, motivation and engagement. During this tournament, the runners played the running game in which the way they perceived and obtained virtual power-ups was controlled by the researcher. In order to keep the burden of extra technology for the runners low and focus on evaluating the game experience, stationary objects and projection were used to visualize the power-ups. Based on the experience of the runners, the game rules were proved to improve performance, distract the runner from discomfort and involve the audience.
A presentation movie of a possible game scenario was create to explain and present the game play. This report provides a description of the scenario and visuals to support and explain the intended gameplay. At some points the technology is not yet developed enough to play the game the initial way. Therefore a future implementation plan and possible future suggestions are given. This report describes the process of a new superhuman sport, a running game in mixed reality. The decision for other emerging technologies or sports can result in more new (superhuman) sports, that can performed during the International Superhuman Sports Championship in 2020. ...
The process started with analysing the possible design directions in the development of (superhuman) sports and corresponding emerging technologies. For this purpose, the concept of superhuman sports is considered. Superhuman sports are activities that rely on technology for human augmentation, involve physical fitness and skills, which are played for fun, competition or health reasons.
The next step was the decision for a design direction. This decision was made to design a new superhuman sport, in the form of a running game in mixed reality, to make the running experience itself more fun and motivating and distract runners from the exertion activity. An ideation phase followed in which different ideas were considered and eventually a combination for a final game design was chosen.
The final game design Play your run! is a running game that can be played location independent and provides a virtual replication of the opponent by wearing augmented reality glasses. Thus, the running game augments the real environment of the runner. In the game, runners compete with each other in a virtual time measured race on a pre-set real distance. They can harass each other by obtaining power-up items by running into virtual boxes placed on the course in the real world. The power-ups are placed in relation to geolocation and meshed surfaces. These items, e.g., add time to the virtual time of the opponent, require the opponent to freeze, or offer protection. The type of item that a player receives from the box is influenced by the runners’ speed, heart rate and current position in the virtual race. Such dynamic game balancing makes it possible for runners of all different levels to play the game.
A tournament with six runners was organized in order to investigated whether this running game let runners experience more fun, motivation and engagement. During this tournament, the runners played the running game in which the way they perceived and obtained virtual power-ups was controlled by the researcher. In order to keep the burden of extra technology for the runners low and focus on evaluating the game experience, stationary objects and projection were used to visualize the power-ups. Based on the experience of the runners, the game rules were proved to improve performance, distract the runner from discomfort and involve the audience.
A presentation movie of a possible game scenario was create to explain and present the game play. This report provides a description of the scenario and visuals to support and explain the intended gameplay. At some points the technology is not yet developed enough to play the game the initial way. Therefore a future implementation plan and possible future suggestions are given. This report describes the process of a new superhuman sport, a running game in mixed reality. The decision for other emerging technologies or sports can result in more new (superhuman) sports, that can performed during the International Superhuman Sports Championship in 2020.
Spatial information
An investigation into the impact of lacking spatial information in Dutch infrastructure projects
Fostering Engagement in Knowledge Sharing
The Role of Perceived Benefits, Costs and Visibility