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DISTRIBUTED COGNITIVE ASPECTS OF DESIGN WITH THE USE OF MIXED REALITY SYSTEMS Preliminary research GULNAZ AKSENOVA architect, MSc digital architectural design supervised by DR. TUBA KOCATURK Reader in Digital Architecture University of Salford

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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Page 1: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 2: Cognitive aspects of design with the use of Mixed Reality systems

OBJECTIVES:

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

To create a systemized framework based on grounded theory.

Page 3: Cognitive aspects of design with the use of Mixed Reality systems

Mixed Reality Systems

DistributedCognition

Architectural DesignContext

Potentials for Future

Implementation

Human-Computer Interaction

Cogn

itive

Tool

for D

esig

nTheoretical Framew

ork

Page 4: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 5: Cognitive aspects of design with the use of Mixed Reality systems

MIXED REALITIES

updated Rekimoto diagram (1995)

Page 6: Cognitive aspects of design with the use of Mixed Reality systems

VISUALISATION INDOORTRACKER COULD BE ANYTHING

Page 7: Cognitive aspects of design with the use of Mixed Reality systems

VISUALISATION OUTDOOR NO TRACKER, BUT GPS LOCATION

Page 8: Cognitive aspects of design with the use of Mixed Reality systems

ARCHITECTURAL CONTEXT

EMBODIED INTERACTION

Page 9: Cognitive aspects of design with the use of Mixed Reality systems

GAP IN MERGING REAL AND VIRTUAL

A NUMBER OF PROTOTYPES TRIED TO ADDRESS

THIS GAP

Page 10: Cognitive aspects of design with the use of Mixed Reality systems

MIXED REALITY IN ARCHITECTURE

Page 11: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 12: Cognitive aspects of design with the use of Mixed Reality systems

Distributed CognitionCognition

Cognition

Body

Environment

Mind shape Environment Environment shape mind

COGNITION VS DISTRIBUTED COGNITION

Page 13: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 14: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 15: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 16: Cognitive aspects of design with the use of Mixed Reality systems

EMBEDDEDNESS CO-PRESENCETIME-SPACECOMPREHENSION-SPACE

FRAMEWORKBASED ON DC

FRAMEWORK BASED

ON GROUNDED THEORY

Page 17: Cognitive aspects of design with the use of Mixed Reality systems

EMBEDDEDNESS CO-PRESENCETIME-SPACECOMPREHENSION-SPACE

FRAMEWORKBASED ON DC

CASE STUDY #1

CASE STUDY #2

CASE STUDY #3

FRAMEWORK BASED

ON GROUNDED THEORY

Page 18: Cognitive aspects of design with the use of Mixed Reality systems

EMBEDDEDNESS CO-PRESENCETIME-SPACESUPERIMPOSITION

FRAMEWORKBASED ON DC

CASE STUDY #1

CASE STUDY #2

CASE STUDY #3

FRAMEWORK BASED

ON GROUNDED THEORY

Page 19: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 20: Cognitive aspects of design with the use of Mixed Reality systems

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

AND SIMULATION. (BELCHER, 2008)

Page 21: Cognitive aspects of design with the use of Mixed Reality systems

PROTOTYPE 3TINMITH: INTERACTIVE MODELLING IN OUTDOOR ENVIRONMENT

(PIEKARSKI, 2004)

Page 22: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 23: Cognitive aspects of design with the use of Mixed Reality systems

EMBEDDEDNESS

CO-PRESENCE

TIME-SPACE

SUPERIMPOSITION

MULTIPLE VIEWPOINTS

LEARNING STYLES

SIX BASIC PRINCIPLES OF MR SYSTEM

FROM DC PERSPECTIVE

Page 24: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 25: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 26: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 27: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 28: Cognitive aspects of design with the use of Mixed Reality systems

EMBEDDEDNESS

CO-PRESENCE

TIME-SPACE

SUPERIMPOSITION

MULTIPLE VIEWPOINTSUser-dependant data retrieval and visualisation

Collaborative information exchangeability and perception

LEARNING STYLES

Page 29: Cognitive aspects of design with the use of Mixed Reality systems

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).

Page 30: Cognitive aspects of design with the use of Mixed Reality systems

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

Page 31: Cognitive aspects of design with the use of Mixed Reality systems

THANK YOU!