Cognitive aspects of design with the use of Mixed Reality systems
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Transcript of Cognitive aspects of design with the use of Mixed Reality systems
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DISTRIBUTED COGNITIVE ASPECTS OF DESIGN
WITH THE USE OF MIXED REALITY SYSTEMS
Preliminary research
GULNAZ AKSENOVAarchitect, MSc digital architectural design
supervised byDR. TUBA KOCATURK
Reader in Digital ArchitectureUniversity of Salford
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OBJECTIVES:
To identify qualities of distributed cognition and cognitive tools in architectural practice;
To create a systemized framework based on grounded theory.
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Mixed Reality Systems
DistributedCognition
Architectural DesignContext
Potentials for Future
Implementation
Human-Computer Interaction
Cogn
itive
Tool
for D
esig
nTheoretical Framew
ork
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Reality-Virtuality Continuum
Extent of World Knowledge Continuum
World Unmodelled
Augmented Reality
Virtual objects in Real Environment
WorldModelled
AugmentedVirtuality
Real Objectsin Virtual Environment
World Partially Modelled
Real Environment
Virtual Environment
Milgram and Kishino 1994
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MIXED REALITIES
updated Rekimoto diagram (1995)
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VISUALISATION INDOORTRACKER COULD BE ANYTHING
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VISUALISATION OUTDOOR NO TRACKER, BUT GPS LOCATION
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ARCHITECTURAL CONTEXT
EMBODIED INTERACTION
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GAP IN MERGING REAL AND VIRTUAL
A NUMBER OF PROTOTYPES TRIED TO ADDRESS
THIS GAP
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MIXED REALITY IN ARCHITECTURE
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DISTRIBUTED COGNITIONSteven Hutchins 1980
IS A THEORY THAT ADDRESSES KNOWLEDGE THAT LIES NOT
ONLY WITHIN THE INDIVIDUAL BUT ALSO IN THE INDIVIDUAL’S
SOCIAL AND PHYSICAL ENVIRONMENT AND IS A FRAMEWORK (NOT A METHOD) THAT INVOLVES
THE COORDINATION BETWEEN INDIVIDUALS, ARTIFACTS AND
THE ENVIRONMENT
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Distributed CognitionCognition
Cognition
Body
Environment
Mind shape Environment Environment shape mind
COGNITION VS DISTRIBUTED COGNITION
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DC TAKES ITS ROOTS FROM
I. VYGOTSKY (1978) ACTIVITY THEORY
PROCESS OF
CONSTRUCTING
KNOWLEDGE THROUGH
THE USE OF
MEDIATED ARTEFACTS
CONSTRUCTIVIST
APPROACH
MEDIATED ARTEFACTS
CONSTRUCT ING OF KNOWLEDGE IN
TERA
CTIO
N
NEED TO BE MOBILIZED BY USERS
TO SE RVE GOAL-ORIENTED ACTIVITY
EXPERIENCE in MR Environment
KNOWLEDGE
Process of Constructing of Knowledge through the use of Medicated Artefacts
Activity Theoryl.Vygotsky “Mind in Society” 1978
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ARTEFACTS=
=MR TOOLS
l.Vygotsky “Mind in Society”Activity Theory 1978
Embodiment
INTERNAL REPRESENTATIONREPRESENTATION EXTERNAL
MINDCOGNITION MR ENVIRONMENT
BODY
LINK
rootsAutopoiesis and Cognition, 1972Maturana and Varela (embodied mind)
purposeful interaction" between subject and object in the world mediated by artefacts, both psychological and physical
Distributed Processes
Shape
Shape
relationship between elements
Process of construction of knowledgethrough our experience in the world
Constructivist approach
as many worlds as individuals
memory, association, concept formation, pattern recognition,language, attention, perception, action, problem solving mental imageryexperience
ARTEFACTS=
=MR TOOLS
l.Vygotsky “Mind in Society”Activity Theory 1978
Embodiment
INTERNAL REPRESENTATIONREPRESENTATION EXTERNAL
MINDCOGNITION MR ENVIRONMENT
BODY
LINK
rootsAutopoiesis and Cognition, 1972Maturana and Varela (embodied mind)
purposeful interaction" between subject and object in the world mediated by artefacts, both psychological and physical
Distributed Processes
Shape
Shape
relationship between elements
Process of construction of knowledgethrough our experience in the world
Constructivist approach
as many worlds as individuals
memory, association, concept formation, pattern recognition,language, attention, perception, action, problem solving mental imageryexperience
CONCEPT OF DC IN MR ENVIRONMENT
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DEVELOPMENT OF
THEORETICAL FRAMEWORK
GROUNDED THEORY
provides qualitative research with an empirical approach and is viewed as a valuable approach for conducting
research that explores and examines computing sciences and the organisational contexts
of Human-Computer Interaction
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EMBEDDEDNESS CO-PRESENCETIME-SPACECOMPREHENSION-SPACE
FRAMEWORKBASED ON DC
FRAMEWORK BASED
ON GROUNDED THEORY
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EMBEDDEDNESS CO-PRESENCETIME-SPACECOMPREHENSION-SPACE
FRAMEWORKBASED ON DC
CASE STUDY #1
CASE STUDY #2
CASE STUDY #3
FRAMEWORK BASED
ON GROUNDED THEORY
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EMBEDDEDNESS CO-PRESENCETIME-SPACESUPERIMPOSITION
FRAMEWORKBASED ON DC
CASE STUDY #1
CASE STUDY #2
CASE STUDY #3
FRAMEWORK BASED
ON GROUNDED THEORY
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PROTOTYPE 1TIMBA: MR SYSTEM FOR 3D MODELLING (HSIAO AND JOHNSON, 2011)
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PROTOTYPE 2MXR: MR SYSTEM TO EXPLORE MULTIPLE VARIATIONS OF THE DESIGN
AND SIMULATION. (BELCHER, 2008)
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PROTOTYPE 3TINMITH: INTERACTIVE MODELLING IN OUTDOOR ENVIRONMENT
(PIEKARSKI, 2004)
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EMBEDDEDNESS CO-PRESENCETIME-SPACESUPERIMPOSITION
FRAMEWORKBASED ON DC
CASE STUDY #1
CASE STUDY #2
CASE STUDY #3
UPDATED FRAMEWORKBASED ON DC
EMBEDDEDNESS CO-PRESENCETIME-SPACESUPERIMPOSITIONDICOVERY 1DICOVERY 2
FRAMEWORK BASED
ON GROUNDED THEORY
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EMBEDDEDNESS
CO-PRESENCE
TIME-SPACE
SUPERIMPOSITION
MULTIPLE VIEWPOINTS
LEARNING STYLES
SIX BASIC PRINCIPLES OF MR SYSTEM
FROM DC PERSPECTIVE
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EMBEDDEDNESS Meaning-making through the interaction with the designed artefact
levels of operation with the mixed reality system on which the designer can perform creativitylevels of interaction between the designer and external representations
based on the definition of “Embodied Cognition”(Dourish, 2001).
CO-PRESENCE
TIME-SPACE
SUPERIMPOSITION
MULTIPLE VIEWPOINTS
LEARNING STYLES
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EMBEDDEDNESS
CO-PRESENCEDefinition of different level of interaction between users
Augmentation of social interactions by using MR technologies
TIME-SPACE
SUPERIMPOSITION
MULTIPLE VIEWPOINTS
LEARNING STYLES
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EMBEDDEDNESS
CO-PRESENCE
TIME-SPACETime-Space is foregrounding the concept of time in relation to context. Activity theory
suggests, that relationship between components can change over time. Use of technologycan be coordinated at several hierarchical levels at the same time. Time in this context
plays an important role as the speed of our activity directly depends on the environment.
SUPERIMPOSITION
MULTIPLE VIEWPOINTS
LEARNING STYLES
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EMBEDDEDNESS
CO-PRESENCE
TIME-SPACE
SUPERIMPOSITIONis the relation of information to organisation of space and
is a representational level that can aid in comprehending space
MULTIPLE VIEWPOINTS
LEARNING STYLES
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EMBEDDEDNESS
CO-PRESENCE
TIME-SPACE
SUPERIMPOSITION
MULTIPLE VIEWPOINTSUser-dependant data retrieval and visualisation
Collaborative information exchangeability and perception
LEARNING STYLES
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EMBEDDEDNESS
CO-PRESENCE
TIME-SPACE
SUPERIMPOSITION
MULTIPLE VIEWPOINTS
LEARNING STYLESexperiential learning through designing, context awareness, knowledge devlivery
MR system have to support learning practice based on experiential and collaborative learning theories.
MR system offers a richer form of experiential learning not available previously (Chen and Wang, 2008).
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POTENTIALS
FUTURE IN LEARNING, DESIGNING, SIMULATION,
COLLABORATION AND VISUALISATION IN AEC INDUSTRY
3D ENVIRONMENTS
KNOWLEDGE TRANSFER
BACKTRACKING OF THE ACTIVITY
PROVIDE AND STORE AN INFORMATION
EMBEDDED INFORMATION BUILDS A PARAMETRIC MODEL
EXPLORE PROBLEM SPACES AS WELL AS SOLUTION SPACES
REDUCES DIVERGENCE BETWEEN IDEA AND CREATION
HEALTH ISSUE
MARKETING TOOL FOR CLIENTS
COGNITIVE ARTEFACT TO ACCOMPLISH EMBODIED INTERACTION
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THANK YOU!