Resumé

This paper investigates how VR technology can support the process of designing light installations. Specifically, how visual immersion through digital means can create spatial awareness of an area, without the need of physical presence, thus facilitating the fluency of the design process. The motivation for this study lies in exploring new methods and techniques which can support the process of designing with light. This study attempts to set up an initial design methodology built upon a traditional approach, and expanded based on its three aspects; real-time rendering, flexibility and spatial experience. The project brighter Brunnshög is used as a case study illustrating how a method such as this can be integrated.
OriginalsprogEngelsk
TitelInteractivity, Game Creation, Design, Learning, and Innovation : 6th International Conference, ArtsIT 2017, and 2nd International Conference, DLI 2017, Proceedings
RedaktørerEva Brooks, Anthony L. Brooks, Nikolas Vidakis
Antal sider11
ForlagSpringer Publishing Company
Publikationsdato3 mar. 2018
Sider43-53
ISBN (Trykt)978-3-319-76907-3
ISBN (Elektronisk)978-3-319-76908-0
DOI
StatusUdgivet - 3 mar. 2018
Begivenhed6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017 - Heraklion, Grækenland
Varighed: 30 okt. 201731 okt. 2017

Konference

Konference6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017
LandGrækenland
ByHeraklion
Periode30/10/201731/10/2017
NavnLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Vol/bind229
ISSN1867-8211

Fingerprint

Virtual reality
Lighting

Citer dette

Kim, B., Xylakis, E., Predescu, A. D., Triantafyllidis, G., Hansen, E. K., & Mullins, M. F. (2018). Designing a Lighting Installation Through Virtual Reality Technology - The Brighter Brunnshög Case Study. I E. Brooks, A. L. Brooks, & N. Vidakis (red.), Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and 2nd International Conference, DLI 2017, Proceedings (s. 43-53). Springer Publishing Company. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind. 229 https://doi.org/10.1007/978-3-319-76908-0_5
Kim, Boa ; Xylakis, Emmanouil ; Predescu, Andrei Ducu ; Triantafyllidis, Georgios ; Hansen, Ellen Kathrine ; Mullins, Michael Finbarr. / Designing a Lighting Installation Through Virtual Reality Technology - The Brighter Brunnshög Case Study. Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and 2nd International Conference, DLI 2017, Proceedings. red. / Eva Brooks ; Anthony L. Brooks ; Nikolas Vidakis. Springer Publishing Company, 2018. s. 43-53 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind 229).
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title = "Designing a Lighting Installation Through Virtual Reality Technology - The Brighter Brunnsh{\"o}g Case Study",
abstract = "This paper investigates how VR technology can support the process of designing light installations. Specifically, how visual immersion through digital means can create spatial awareness of an area, without the need of physical presence, thus facilitating the fluency of the design process. The motivation for this study lies in exploring new methods and techniques which can support the process of designing with light. This study attempts to set up an initial design methodology built upon a traditional approach, and expanded based on its three aspects; real-time rendering, flexibility and spatial experience. The project brighter Brunnsh{\"o}g is used as a case study illustrating how a method such as this can be integrated.",
keywords = "Lighting design, Lighting design experiment, Methodology, Virtual reality",
author = "Boa Kim and Emmanouil Xylakis and Predescu, {Andrei Ducu} and Georgios Triantafyllidis and Hansen, {Ellen Kathrine} and Mullins, {Michael Finbarr}",
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doi = "10.1007/978-3-319-76908-0_5",
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Kim, B, Xylakis, E, Predescu, AD, Triantafyllidis, G, Hansen, EK & Mullins, MF 2018, Designing a Lighting Installation Through Virtual Reality Technology - The Brighter Brunnshög Case Study. i E Brooks, AL Brooks & N Vidakis (red), Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and 2nd International Conference, DLI 2017, Proceedings. Springer Publishing Company, Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, bind 229, s. 43-53, 6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017, Heraklion, Grækenland, 30/10/2017. https://doi.org/10.1007/978-3-319-76908-0_5

Designing a Lighting Installation Through Virtual Reality Technology - The Brighter Brunnshög Case Study. / Kim, Boa; Xylakis, Emmanouil; Predescu, Andrei Ducu; Triantafyllidis, Georgios; Hansen, Ellen Kathrine; Mullins, Michael Finbarr.

Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and 2nd International Conference, DLI 2017, Proceedings. red. / Eva Brooks; Anthony L. Brooks; Nikolas Vidakis. Springer Publishing Company, 2018. s. 43-53 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind 229).

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

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Kim B, Xylakis E, Predescu AD, Triantafyllidis G, Hansen EK, Mullins MF. Designing a Lighting Installation Through Virtual Reality Technology - The Brighter Brunnshög Case Study. I Brooks E, Brooks AL, Vidakis N, red., Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and 2nd International Conference, DLI 2017, Proceedings. Springer Publishing Company. 2018. s. 43-53. (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind 229). https://doi.org/10.1007/978-3-319-76908-0_5