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paper accepted at CAADRIA conference

Ming Tang’s paper From agent to avatar: Integrate avatar and agent simulation in the virtual reality for wayfinding is accepted at the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA) 2018 conference in Beijing, China.  This paper describes a study of using immersive virtual reality (VR) technology to analyze user behavior related to wayfinding, and integrated it with the multi-agent simulation and space syntax. Starting with a theoretical framework, the author discussed the constraints of agent-based simulation (ABS) and space syntax to construct the micro-level interactions within a simulated environment. The author then focuses on how cognitive behavior and spatial knowledge can be achieved with a player controlled avatar in response to other computer controlled agents in a VR environment. The multi-phase approach starts with defining the Avatar Agent VR system (AAVR), which is used for capturing an avatar’s movement in real time and form the spatial data, and then visualize the data with various representation methods. Combined with space syntax and ABS, AAVR can exam various avatars’ wayfinding behavioral related to gender, spatial recognition level, and spatial features such as light, sound, and architectural simulations.

Check out the full paper there:

Tang, M. From agent to avatar: Integrate avatar and agent simulation in the virtual reality for wayfinding. Proceedings of the 23rd International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA). Beijing, China. 2018.

Virtual DAAP

Virtual DAAP extends to the discussion of technological constraints of VR such as field of vision, peripheral vision, and vestibular indices. The multi-phase approach starts with defining the immersive VR system, which is used for capturing real agent’s movement within a digital environment to form raw data in the cloud, and then visualize it with heat-map and path network. Combined with graphs, survey data is also used to compare various agents’ way-finding behavioral related to gender, spatial recognition level, and spatial features such as light, sound, and architectural simulations.

 

More information about virtual DAAP.

Mixed Reality ARCH Studio

Architecture in the age of mixed reality. Spring 2017. Vertical Studio ARCH4002/ARCH8001

With the recent development of head mounted display (HMD) such as Oculus Rift, HTC Vive, Microsoft HoloLens, and powerful game engines, both Virtual Reality and Augmented Reality are being reintroduced as Mixed Reality (MR) instruments into the design industry. It is never been so easy for us to design, visualize, and interact with the immersive virtual world. As humans continue to design the virtual and physical worlds, how can MR bridge these domains?   Architecture strives to tangibly enhance humanity’s wellbeing through the design of complex systems.  As cybernetics increasingly interconnects the virtual and physical worlds, how will this relationship influence architecture and its physical context to solve complicated problems?

360 video

Future City Studio.  ARCH 8001. Spring. 2016

Parametric Urbanism, pioneered by Zaha Hadid & Patrik Schumacher Architects with support coming from advanced computational technology, has been the interest of architects and urban designers in recent years. This new design thinking has been used in projects ranging from large scale urban development to building design.

The studio presents a study investigating the data processing of Parametric Urbanism in the relation to the sustainable design. The studio emphasis simulated urban system and site information as input parameters. The research is defined as a hybrid method which seeks logical architecture/urban forms and analyzes its’ sustainability & performance. The studio project extends future urban system study by exploring, collecting, analyzing, and visualizing urban information, as well as using virtual reality technology for representing the information through various immersive environment.

 

workshop at IASDR conference

Virtual Reality and Augmented Reality for design research

IASDR_DAAP

IASDR Conference

Nov 2nd at 1:10 PM until 3:00 PM

Room 6221, DAAP, University of Cincinnati

With the recent development of head-mounted display (HMD), both Virtual Reality (VR) and Augmented Reality (AR) are being reintroduced as Mixed Reality (MR) instruments into the design industry. It is never so easy for us to design, visualize, and interact with the immersive virtual world. This session will investigate the workflow to visualize a design concept trough AR and VR. We will use virtual DAAP project as a vehicle to explore 3D simulation with mixed reality. Using the DAAP building at the University of Cincinnati as a wayfinding case study, the multi-phase approach starts with defining the immersive system, which is used for capturing participants’ movement within a digital environment to form raw data in the cloud, and then visualize it with heat-map and path network. Combined with graphs, survey data is also used to compare various agents’ wayfinding behavioral related to gender, spatial recognition level, and spatial features such as light, sound, and architectural elements. The project also compares mixed reality technique with the space syntax and multi-agent system as wayfinding modeling methods.

This session includes both a seminar and project demonstration format and develops techniques for VR and AR technology as they influence the process of visualizing and forming human and computer interactions. The session will discuss the connections among different immersive techniques for real-time visualization as a critical methodology in the design process. The session will also examine the current technical, physiological and cognitive constraints relate to the immersion and interaction in virtual reality and augmented reality.

Check online schedule

MSU MIND LAB

I studied Digital Media Art and Technology as a graduate student at Michigan State University from 2000 to 2003. In my later years, I had the opportunity to work first as a student assistant and later as a lead designer at the MSU Media Interface Network Design (M.I.N.D.) Lab.  I am especially grateful to Professor, Dr Frank Biocca, who found and led the M.I.N.D. Lab and offered me my first research assistant position. Dr. Biocca is a prominent scholar in virtual reality (VR), augmented reality (AR), and human–computer interaction, especially known for his work on “presence”—the feeling of “being there” inside a virtual environment. As a leading figure in early VR research, he explores how media technologies can extend human perception, cognition, and performance. Professor Biocca’s support opened the door for me to explore VR as early as 2002—at a time when the technology was still rare and costly. His M.I.N.D lab was one of the first serious academic VR research environments. I still remember the dedicated dark VR room in the lab; it felt almost magical, particularly during lab tours, and it sparked many ideas that shaped my early research interests.

I was fortunate to contribute to several research projects, including NSF funded HomeNetToo, where I gained hands-on experience in research methods, data collection, and thesis writing. Dr. Biocca served as my thesis chair and generously guided me into fields such as interactive media, cognitive science, and human–computer interaction. During my time at MSU, I began developing serious games with a team of students—often working late into the night, learning alongside inspiring young faculty at the time, Brian Winn and Carrie Heeter, both later served in my thesis commitee. It was also during this period that I attended my first SIGGRAPH and Game Developers Conference—experiences that left a lasting impression and gently shaped my academic and professional path.

 

HomeNetToo UI. 2002. Source. MSU Thesis Library.

“Three computer interfaces – a standard web interface, a spatial interface, and an interpersonal interface were constructed for experiments that compared the effect of different interfaces on a person’s knowledge gained with respect to their cognitive styles. The standard web browser interface presented information in magazine-style and was used as a control condition for the experiment. The spatial interface was a three-dimensional environment where a test participant used a joystick and mouse to navigate around different buildings with information presented as posters within the buildings. The interpersonal interface used computer-generated talking avatar as an agent to help test participants to access information.”

 

Reference:

  • Ming Tang. Thesis. Spatial interface and interpersonal interface design : design report for homenettoo project. Thesis Chair: Frank Biocca. Thesis commitee:  Brian Winn, Carrie Heeter. Michigan State University. 2003.
  • Lim, L., Jackson, L., Biocca, F., Barbatsis, G., Bradburn, K., Tang, M., Zhao, Y., Fitzgerald, H. Presence in Informative Virtual Environments: The Effects of Self-Efficacy, Spatial Ability and Mood, Proceeding of Mass Communication & Society Division of the Association for Education in Journalism and Mass Communication (AEJMC) Conference. 2003
  • Jackson, L. A., Biocca, F., Lim, L., Bradburn, K., Tang, M., Mou, W., Barbatsis, G., von Eye, A., Zhao, Y., & Fitzgerald, H. (2003). Effects of culturally adapted interfaces on learning and attitudes: Findings from the HomeNetToo project. Proceeding of the International Association for the Development of Information Society (IADIS) International Conference, WWW/Internet 2003, Algarve, Portugal. 2003
  • Jackson, L. A., Biocca, F., Lim, L., Bradburn, K., Tang, M., Mou, W., Barbatsis, G., von Eye, A., Zhao, Y., & Fitzgerald, H. (2003). Presence, Learning and Attitudes in Virtual Environments: A Comparison between 3-D Spatial, Interpersonal and Standard Interfaces in Transmitting Health Information to Low-income Users. Proceedings of the International Conference on Computers in Education 2003 (ICCE 2003), Budapest, Hungary. 2003
  • Jackson, L. A., Biocca, F., Lim, L., Bradburn, K., Tang, M., Weimin Mou, et al. (Nov. 2003). Effects of culturally adapted interfaces on learning and attitudes: Findings from the HomeNetToo Project. Proceedings of IADIS WWW2003. 2003