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  • شادی مددی، زهرا رهبرنیا*

    رشد روزافزون چیدمان های تعاملی مبتنی بر فناوری های نوین دیجیتال، فصل جدیدی را در نمایش آثار هنری پدید آورده است. این پژوهش، به بررسی دو چیدمان واقعیت مجازی و دو چیدمان واقعیت ترکیبی با محوریت آثار ونگوگ و با رویکرد مفهوم استعاری زمان می پردازد. هدف، پی بردن به نحوه درک زمان توسط مخاطبان است و اینکه فناوری های مجازی، چگونه حرکت در زمان و همگامی با رویدادهای زمانی را در ذهن کاربر القا می کنند. بر اساس نظریه استعاره مفهومی جورج لیکاف و مارک جانسون، مفهوم انتزاعی زمان به صورت مکان و شیء در ذهن انسان ادراک می شود و گذر زمان نیز به صورت حرکت نسبی ناظر و مکان شناخته می شود.این مقاله در صدد پاسخ به این سوال ها است که استعاره مفهومی گذر زمان به مثابه حرکت، در واقعیت مجازی و واقعیت ترکیبی چگونه تجلی یافته است؟ و چه نسبتی بین واقعیت مجازی و واقعیت ترکیبی برقرار است؟ روش پژوهش به صورت توصیفی-تحلیلی و نیز تطبیقی است. ابتدا چیدمان های تعاملی به تفکیک، توصیف شده و چگونگی شکل گیری مفهوم زمان و میزان درگیری مخاطب با هر کدام تحلیل شده و نهایتا مطالعه تطبیقی انجام شده است. گردآوری اطلاعات به صورت هدفمند و آگاهانه از بین نمایشگاه ها و رویدادهای هنری با محوریت آثار ونگوگ بوده است، باتوجه به اینکه در واقعیت مجازی، مخاطب به طور کامل در دنیای مجازی قرار می گیرد و ارتباط حس بینایی به طور کامل با دنیای واقعی قطع می شود فرض بر این بوده است که با افزایش حس غوطه وری، استعاره مفهومی گذر زمان به مثابه حرکت در این چیدمان ها به مراتب مشهودتر و موثرتر از چیدمان های واقعیت ترکیبی باشد. نتایج نشان می دهند که در واقعیت مجازی، مخاطب به طور کامل از زمان و مکان خود منفک می شود که این امر در واقعیت ترکیبی به طور نسبی رخ می دهد. در واقعیت مجازی، زمان به مثابه مکان درک می گردد و شاهد حرکت ناظر هستیم؛ درحالی که در واقعیت ترکیبی، زمان به مثابه شیء درک شده و شاهد حرکت زمان هستیم.

    کلید واژگان: کلیدواژه ها: استعاره مفهومی، مفهوم استعاری زمان، هنر تعاملی، واقعیت ترکیبی، واقعیت مجازی
    Shadi Madadi, Zahra Rahbarnia *

    Employing digital technology as a medium in the field of art requires artists to create and present their work digitally. The intrinsic characteristic of digital media is its interactivity, and by employing such technologies, it is possible to capture the physical actions of the audience and, based on that, direct the process of forming the artwork and its proper perception. On the other hand, human-centered virtual technologies, such as virtual reality and mixed reality, which have emerged with the aim of making human life easier and enhancing the perception of the surrounding world, have entered the art field. As a result, the world is witnessing installations that showcase new dimensions of their influence on human life and present innovative artistic expressions.This research, focusing on four virtual interactive installations centered on the works of the famous Dutch painter Vincent Van Gogh, investigates the formation of the metaphorical concept of time in these works and conducts a comparative analysis. By examining the features of the installations and comparing their differences and similarities, the study aims to determine how audience engagement in a virtual environment can influence the perception of the passage of time and how the degree of immersion affects this perception. Drawing on Lakoff and Johnson's theory of the conceptual metaphor of time, the research seeks to answer the following questions: How is the conceptual metaphor of the passage of time in virtual reality and mixed reality, centered on Van Gogh's works, formed, and how do these approaches differ or align?Considering that in virtual reality, the audience is fully immersed in the virtual world and their vision is entirely disconnected from the real world, it is assumed that with increased immersion, the conceptual metaphor of the passage of time will be more pronounced and effective compared to mixed reality installations.Based on online search results, it was found that Van Gogh's works are highly popular, making him a leading and famous painter. Numerous up-to-date installations are available that can be used for analysis and study. Among these, two samples of virtual reality installations and two samples of mixed reality installations were selected, for which sufficient information, explanations from the creators, and user feedback were available, all of which were useful for the analysis process. Therefore, the current research is a multiple case study, and the method of sample collection is purposive.The analysis of the research is organized into two parts. In the first part, each installation is examined separately using a descriptive-analytical method to explore the formation of the conceptual metaphor of time. The second part is comparative, analyzing the similarities and differences among these four installations in terms of technology and capabilities, the level of engagement and immersion, and, finally, the formation of the conceptual metaphor of time.Modern technology has opened a new chapter in human life through the use of digital tools and computers, making it possible to enter a virtual world. If we consider a continuous spectrum between the real world and a completely virtual world, all technologies within this spectrum are referred to as "extended reality." In other words, any technology or system that simultaneously incorporates elements of both the real and virtual environments is called extended reality. Extended reality is divided into three major categories: augmented reality, which is closest to the real environment; virtual reality, which is at the other end of the spectrum and closest to the virtual environment; and mixed reality, which lies between the other two.According to the Conceptual Metaphor Theory of Lakoff and Johnson, time, an abstract concept, is perceived metaphorically by mapping it onto an empirical field, usually a place or an object. This means that different time events are experienced as specific objects and places or as a limited area in space. Accordingly, the passage of time is perceived as the relative movement of the observer in relation to these places and objects. This relative movement is categorized as either the movement of time or the movement of the observer. If the observer is fixed and the time events move toward or away from the observer, it is called the movement of time. Conversely, if the time events are perceived as fixed objects and places, and the observer feels as though they are moving toward or away from them, it is called the movement of the observer. Therefore, if the observer is virtually transported to a place that belongs to a time event in the past, their mind can be prompted to pass through time, perceiving the past as either a place or an object.The results show that in the installations Step Inside Van Gogh’s Starry Night and the first part of The Garden in Zundert, there is a movement of the observer towards time events, and time is perceived as a place. In contrast, in the installations Meet Van Gogh in The City, The Bedroom, and the second part of The Garden in Zundert, we observe the movement of time, with time events experienced as objects. In all installations, except for the second part of The Garden in Zundert, the movement of time is directed towards the past, as if the observer is making a reverse journey through time.Additionally, it can be concluded that the high level of immersion in virtual reality installations forces the audience to disconnect more deeply and effectively from the current time and place, resulting in a more vivid experience of time's passage and the perception of past time events. On the other hand, in mixed-reality installations, this level of separation and immersion is lower. Thus, the researchers' hypothesis that the passage of time becomes more perceptible as immersion increases is confirmed.Another goal of this research was to explore the relationship between the two technologies of virtual reality and mixed reality in interactive installations centered on the works of the Dutch painter Vincent Van Gogh. In both cases, the audience moves from a passive state to an active one, with the possibility of interacting with the artwork, which increases engagement. Another similarity is that the presentation of the artwork is not limited to a specific museum, gallery, or location, meaning similar installations can be set up in different places simultaneously. Additionally, the issues of damage to the original artworks or their theft are also avoided.However, there are significant differences between these two technologies. In virtual reality, a completely virtual and three-dimensional world is created by the computer, and both the user and the artwork are entirely within this virtual world. In contrast, mixed reality involves the user being present in the real world, with virtual elements added to it. In virtual reality, the audience's sense of vision is completely disconnected from the real world and is focused solely on the installation, whereas in mixed reality, virtual elements are typically displayed on a two-dimensional screen. Moreover, to be immersed in the virtual world of virtual reality, it is necessary to use a head-mounted display, whereas in mixed reality, such a display is not required, and the use of other tools depends entirely on the design of the installation.Regarding the quality of the audience's engagement with the artwork, the highest level of immersion was observed in virtual reality, which completely separates the audience from the real world and ultimately leads to a strong emotional connection with the artwork. The audience fully feels their presence within Van Gogh's artworks. In mixed reality, however, a medium or low level of immersion is typically experienced, and at lower levels of immersion, an emotional relationship is less likely to be established.Concerning mutual interaction among the audience while using the installation, virtual reality does not offer this possibility due to the head-mounted display placing the user in a 3D world. However, this possibility is present in most mixed reality installations. Although such interaction can create a shared experience among the audience, it may also reduce immersion.

    Keywords: Conceptual Metaphor, Metaphorical Concept Of Time, Interactive Art, Mixed Reality, Virtual Reality
  • مسعود محمدزاده*، معین اقبالی
    جوامع مدرن بواسطه پیشرفت فناوری حسگر و پردازشگرهای رایانه ای؛ تجربه واقعیت ترکیبی را در سبک زندگی کاربران ایجاد نموده اند. ویژگی منحصربفرد این فناوری هوشمند در جهت برقراری ارتباط تعاملی سودمند سبب بهبود کارکرد های انسانی و اجتماعی شده است. هدف اصلی در طراحی تعاملی این فناوری؛ بهبود کیفیت زندگی و افزایش رفاه کاربران می باشد. مبرهن است که نقش طراحی رابط کاربری در این میان حایز اهمیت است و این امر را توسط طراحی تعاملی فرم های دوبعدی یا سه بعدی به نام هولوگرام انجام می دهد. این پژوهش به مفاهیمی نظیر زبان فرمی، طراحی تعاملی، طراحی رابط کاربری مبتنی بر واقعیت ترکیبی، کاربردپذیری و هولوگرام می پردازد. شایان ذکر است نمونه های موردی بصورت انتخابی هدفمند بر اساس منابع معتبر بین المللی که توسط شرکت های پیشرو درحوزه فناوری واقعیت ترکیبی تولید شده اند توصیف و تحلیل می شوند. پرسش اصلی این است که زبان طراحی رابط کاربری هوشمند چه ارتباطی برروی کارکرد فناوری واقعیت ترکیبی دارد؟ جهت بررسی، سیطره نظری پژوهش بر روی ارتباط مولفه های زیبایی شناختی، زبان فرمی و کاربردپذیری پروژه های موفق رابط کاربری واقعیت ترکیبی متمرکز می باشد که توسط مایکروسافت هولولنز صورت پذیرفته است. این پژوهش از منظر هدف کاربردی می باشد و نتایج کلی نشان می دهد طراحی درست رابط کاربری هوشمند به روش احساس گرا یا مدرن موجب ارتقای کارکرد واقعیت ترکیبی شده است و کاربران در تعامل با آن احساس خوشایندی دارند.
    کلید واژگان: طراحی تعاملی، واقعیت ترکیبی، رابط کاربری، کاربردپذیری، هولوگرام
    Masoud Mohammadzadeh *, Moein Eghbali
    Modern societies have created the experience of mixed reality or MR in users’ lifestyle with the advancements in sensor technology and computer processors.  The unique feature of this smart technology in interactive communication has improved human and social functions. With technology smartization, smart design is also carried out by computer tools. Smart interactive design such as mixed reality or MR can adopt a unique process, combining the data increasingly and creating a user-friendly interaction. The main purpose of its interactive design is improving users’ quality of life and welfare. It is evident that user interface or UI design has a crucial role in this regard because mixed reality technology does this by interactively designing two-dimensional or three-dimensional user interface forms called holograms. Smart user interface in mixed reality technology is the most important part of communication that can be perceived visually, audibly and tactilely. The purpose of user interface design is to facilitate the usability of mixed reality products and to make the process of using them enjoyable. This study examines concepts such as form language, interactive design, mixed reality based user interface design, usability, and holograms. The design of formal elements such as line, color, texture, icon, volume and typography in the user interface has visual values that improve the user interaction process through the hologram. From this perspective, design language can influence the usability of mixed reality or MR. It is worth noting that the case studies are purposefully selected and analyzed based on credible international sources produced by leading companies in the field of mixed reality. The main question of the study was as follows: what is the relationship between smart user interface design language and mixed reality function? To investigate, the theoretical basis of the study on the relationship between aesthetic components, the language of formality, and usability of successful projects is the centralized mixed reality user interface developed by Microsoft HoloLens. The main issue of this research is focused on the analysis of user interface design and design language in hologram technology. To examine the relationship between form and usability of the hologram smart user interface, case studies on the Microsoft HoloLens mixed reality headset were analyzed. This applied research was purposeful and the general results of the research showed that the correct design of smart user interface with emotional design or formal and modern design has enhanced the function of mixed reality and users feel comfortable interacting with this type of user interface design. mixed reality user interface design can be used in any field. There is no limit to the use of this technology and it is always used according to the needs of the user. The usability of the smart user interface is based on clear design thinking, has a friendly and emotional communication tone. In other design methods, it is formal and modern with high usability or even includes both. The logical connection between form and function based on usability preferences among users is a unique feature of hologram design.
    Keywords: Interactive design, Mixed Reality, User Interface, Usability, Hologram
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