Augmented Reality, Cross-Platform Development, Unity 3D, and Mobile Development
With recent innovations in handheld mobile device technology, the capabilities ofmobile augmented reality have taken a leap as well. Many companies are investing in thistechnology to optimize their internal and external processes. This research aims to provideinsights into the relation between mobile technology advancements and AR capabilities. Withthis understanding it is possible to determine relevant optimization processes throughout thedevelopment stages to ensure a wide range of supported devices. Additionally the researchexplores possible solutions on how development can be adapted to a multi-platform strategyto speed up prototyping processes and reduce maintenance time. It furthermore enables theprediction of future trends in order to be able to make the right decisions in developing forthis medium long term. It does so by specifying the crucial hardware factors and limitationssupporting the AR experience and sets this in relation to recent feature advancements in thefield of AR to give an indication for which devices deliver the best experience and how thepotential of older devices can be maximized through development optimization. Based on thereview of literature it has been found that both camera quality and computational processorsare the crucial internal factors influencing the quality of AR experiences.The finding clearly shows a correlation between tracking stability and camera quality andamount of computational processors. Based on the test results a general recommendation canbe given to opt for devices with no less than a 12MP camera and at least a hexa-coreprocessing unit to support an optimal AR experience. In a subsequent prototyping approach,external factors influencing the quality have been investigated. The research has shown thatreducing the polygon and object count of virtual models relieves the stress on the CPU andsupports a more stable tracking especially on lower end devices. Generally, the research hasshown an advantage of iOS devices over Android devices.This is due to Apple 's recent release of iOS 13 and the new A13 bionic chip, enabling a moresophisticated set of features. Since Android devices are more diverse and do not receive suchtimely updates it stands to reason if Android devices will catch up to Apple 's innovations.
NEP is an international tele-production company that produces real-time 3Denvironments for live television using augmented reality technologies.With multiple project kick-offs at a monthly basis, the team noticed that artproductions took longer than necessary due to repeatable production stepsand a lack of structure in the storage of art content. The team requested asolution that helps improve the production workflow of the designers.This document covers the research into the development of a product thatspeeds up the art production workflow of NEP’s Graphics department.Through questionnaires and test sessions the product was iteratively adjustedto the needs of the team. With the gathered knowledge on methods andinsights, the final solution was designed through prototyping, user testing andvalidation. 7 people from the Graphics department participated in thequestionnaires and test sessions.3 essential goals were determined: To create a structured and organizedmedium that allows the designer to gather resources from one location, toImprove the work speed of the designer by taking away a set of repetitiveproduction steps, and to create an expandable and maintainable system thatcan improve over time. The solution was an art library that contains allrequired content for art production. The library is expandable and is structuredto separately store content from Unreal marketplace and custom art. Aworkflow was designed to make sure that the library stays organized and getsexpanded in the future, along with a quality assurance step for the addedcontent. According to the answers from the test group, the prototype seemsto be an effective solution to improve the general art production efficiency,successfully meeting the main goal of speeding up the production workflow.This implementation can be improved further with the use of an overview andorganization guide, making sure that the product will stay clear and organizedin the future.
Interaction paradigms, Paradigmas de interacción, Embodied interaction, and Paradigmes d'interacció
In the last decades new interaction paradigms have emerged: Tangible User Interfaces, ubiquitous computing, wearable devices, mixed- reality among others. Such paradigms extended the user interface beyond the keyboard and mouse, and physical interaction has gained importance. This transformation represents a challenge-opportunity for interaction and experience designers. As a consequence, design frameworks are incorporating embodied cognition theories, getting inspiration from phenomenology and aiming to integrate body, mind and technology. This interaction design perspective is known as embodied interaction. This dissertation aims to understand how to design and implement embodied interactive systems for mathematics learning for children, including sighted children and children with visual impairments (VIs). Thus, we might capitalize technological progress into actual opportunities to better support learning. In this context, the thesis explores the development of three interactive systems for mathematics learning and the evaluation of two of them. Through this prototyping approach we discuss design implications for embodied interaction systems in learning contexts, contributing with the generation of intermediate-level knowledge. Finally, we also confirm and extend previous research in this field.
3D Configurator, WebAR, 3D modellen, 3D model, PlayCanvas, Online, Creative Media and Game Technologies, PBR, PBR Shader, User delight, UX, UI, and Pipeline
Dit afstudeeronderzoek gaat over het maken van een 3D configurator in een online web omgeving. Het onderzoek is voortgekomen vanuit een hulpvraag van de klant, Virtual Lab 17, die een nieuwe manier zoekt om statische 3D content op een interactieve manier aan te bieden aan hun klanten. Hier waren al plannen voor, maar tijd en kennis ontbraken binnen het bedrijf om deze opdracht op te pakken.Naar aanleiding van deze probleemstelling is de volgende hoofdvraag ontstaan: “Hoe maak ik een 3D configurator die statische online content kan vervangen en creatieve vrijheid geeft aan de gebruiker tijdens het showcasen van 3D producten in een online web omgeving”. Om deze vraag te kunnen beantwoorden zijn er 4 deelvragen opgesteld, waarin de belangrijke aspecten van het maken van een 3D configurator verder zijn uitgewerkt. Dit is gedaan met behulp van het CMGT Graduation Framework. Door literatuuronderzoek, prototyping en gesprekken met experts was het mogelijk om de benodigde informatie te verwerven. Er is een framework onderzoek uitgevoerd waarin is onderzocht welk framework het meest geschikt is voor het maken van de 3D configurator. Daarna is er een pipeline ontwikkeld met een live demo. Ook is er een handboek geschreven met een stapsgewijze uitleg voor het maken van de configurator. Dit handboek is gebundeld voor de klant als naslagwerk. Daarna is er een verdieping gezocht in het maken van een goede interface en hoe deze gebruikt kan worden om “user delight” te stimuleren. Als laatste is er gekeken hoe de 3D configurator toekomst-proof gemaakt kan worden.Aan de hand van de resultaten van dit onderzoek kan geconcludeerd worden dat het PlayCanvas het meest geschikt is voor een 3D configurator. Dit framework is makkelijk in gebruik en biedt de beste ondersteuning om nieuwe technologieën, zoals WebAR, in te bouwen om de applicatie toekomstbestendig te houden.Door dit onderzoek heeft de klant nu een o.a. een handboek om zelf een 3D configurator op te bouwen in het PlayCanvas. Aanbevolen is om te gaan kijken naar het implementeren van oplossingen die geboden zijn m.b.t. het toekomst-proof maken van de applicatie.
For this thesis, an immersive 2D painting experience was developed that uses an intuitive interface with trackable painting equipment in Virtual Reality. For the immersion, the standard HTC Vive Controllers needed to be replaced with painting equipment. Through the use of desk research, interviewing an expert on electronics, the most optimal hardware was determined for the replacement. For the intuitive interface, digital artists were consulted to create a focus group to determine which essential tools and functionalities were required. Through prototyping, testing and observation evaluations were made, and multiple iterations were developed to realize the experience. This was all done for the goal of developing a demonstrator for Saxion’s XR Lab.
Building Information, Modeling (BIM), Internet of Things (IoT), Interaction, Real-Time Information, Responsive Architecture, Human-Computer Interaction, User Centered Design, Post- Occupancy Analysis, Thermal Comfort Optimization, Energy Efficiency, and Arquitectura y tecnología de computadoras
Symbiotic Data Platform is a receptive-responsive tool for ‘personalized’ thermal comfort optimization. The research focuses on; searching new possibilities of how to upgrade BIM methodology to be interactive, the possibility of using existing BIM data during the occupation phase of the building, and also, researching on the potential of enhancing energy efficiency & comfort optimization together by taking benefit of BIM material data. The objective of the research is to take benefit of the massive existing data that is embedded in Building Information Models, by exporting the information and using in other mediums as input. The research addresses both energy efficiency and sustainable environment concerns due to augmenting the accuracy of analysis by material data and real-time information, while focusing on personalized comfort optimization. The final product is an interface that addresses the contemporary concerns of global facts and the new generations responsible society. The research is developed by designing and testing via Prototyping thanks to IoT technology, and investigating the possibilities of adding BIM data to the prototypes’ algorithm.
Aniek, Lentferink, Louis, Polstra, Labour Participation, Austin, D'Souza, New Business & ICT, Hilbrand, Oldenhuis, Personalized Digital Health, Hugo, Velthuijsen, New Business & ICT, Lisette, van Gemert-Pijnen, New Business & ICT, Labour Participation, and Personalized Digital Health
BMC medical informatics and decision making.
ehealth ontwikkeling, stress management, waardebepaling, medical information, Computer Science(all), Entrepreneurship and Healthy Ageing, Entrepreneurship, and Science
Background: For a stress-management app to be persuasive and impactful, designers and developers should obtain a clear perspective of the value proposition according to key stakeholders before development. However, this is often not the case. In order to increase the chance of creating an impact by means of the Resilience Navigator app, this study aims to identify key stakeholders and work with them to gain an in-depth understanding of the value proposition of this stress-management app. Methods: The approach used in this study builds on the approaches taken by Van Limburg et al. and Van Woezik et al. An initial list of stakeholders was identified by means of a literature scan. Stakeholders on this initial list took an online survey to identify key stakeholders with a ranking system. Semi-structured interviews were conducted with a subset of key stakeholders to identify the value proposition using the value proposition canvas as a framework for data collection. Finally, the value proposition was validated by key stakeholders during focus groups. Results: The key stakeholders identified included employees, employers, participation councils within organisations, HR advisors, product owners, company doctors, and business analysts. The interviews produced a list of approximately one hundred values from which fifteen core values were distilled. One example is to take into account time constraints experienced by users during stress periods. In general, the Resilience Navigator app’s main goal is to increase awareness of personal stress levels and causes of stress. In addition, the sub-goal is to increase skills for effective stress management. The focus groups validated the idea that the most important values were reflected in the value proposition and had been appropriately translated into design elements, according to key stakeholders. Conclusions: A thorough, bottom-up identification and validation of the value proposition for the Resilience Navigator app was obtained, reflecting key stakeholders’ varying ideas on this piece of eHealth technology. The results will facilitate the continued development of the Resilience Navigator app from the value specification phase to the design phase. In the design phase, the remaining assumptions regarding the app’s value proposition should be tested using rapid prototyping.