cognitive aspects of design with the use of mixed reality systems

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Master thesis that was made at the University of Salford to accomplish Master of Science in Digital Architectural Design

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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

OBJECTIVES:

To identify qualities of distributed cognition and cognitive tools in architectural practice;

To create a systemized framework based on grounded theory.

Mixed Reality Systems

DistributedCognition

Architectural DesignContext

Potentials for Future

Implementation

Human-Computer Interaction

Cogn

itive

Tool

for D

esig

nTheoretical Framew

ork

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

MIXED REALITIES

updated Rekimoto diagram (1995)

VISUALISATION INDOORTRACKER COULD BE ANYTHING

VISUALISATION OUTDOOR NO TRACKER, BUT GPS LOCATION

ARCHITECTURAL CONTEXT

EMBODIED INTERACTION

GAP IN MERGING REAL AND VIRTUAL

A NUMBER OF PROTOTYPES TRIED TO ADDRESS

THIS GAP

MIXED REALITY IN ARCHITECTURE

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

Distributed CognitionCognition

Cognition

Body

Environment

Mind shape Environment Environment shape mind

COGNITION VS DISTRIBUTED COGNITION

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

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

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

EMBEDDEDNESS CO-PRESENCETIME-SPACECOMPREHENSION-SPACE

FRAMEWORKBASED ON DC

FRAMEWORK BASED

ON GROUNDED THEORY

EMBEDDEDNESS CO-PRESENCETIME-SPACECOMPREHENSION-SPACE

FRAMEWORKBASED ON DC

CASE STUDY #1

CASE STUDY #2

CASE STUDY #3

FRAMEWORK BASED

ON GROUNDED THEORY

EMBEDDEDNESS CO-PRESENCETIME-SPACESUPERIMPOSITION

FRAMEWORKBASED ON DC

CASE STUDY #1

CASE STUDY #2

CASE STUDY #3

FRAMEWORK BASED

ON GROUNDED THEORY

PROTOTYPE 1TIMBA: MR SYSTEM FOR 3D MODELLING (HSIAO AND JOHNSON, 2011)

PROTOTYPE 2MXR: MR SYSTEM TO EXPLORE MULTIPLE VARIATIONS OF THE DESIGN

AND SIMULATION. (BELCHER, 2008)

PROTOTYPE 3TINMITH: INTERACTIVE MODELLING IN OUTDOOR ENVIRONMENT

(PIEKARSKI, 2004)

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

EMBEDDEDNESS

CO-PRESENCE

TIME-SPACE

SUPERIMPOSITION

MULTIPLE VIEWPOINTS

LEARNING STYLES

SIX BASIC PRINCIPLES OF MR SYSTEM

FROM DC PERSPECTIVE

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

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

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

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

EMBEDDEDNESS

CO-PRESENCE

TIME-SPACE

SUPERIMPOSITION

MULTIPLE VIEWPOINTSUser-dependant data retrieval and visualisation

Collaborative information exchangeability and perception

LEARNING STYLES

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).

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

THANK YOU!

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