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== Describing Spaces ==
== Describing Spaces ==
There are 2 main components to any space. They are: 1) Objects - The actual distinct objects which make up the medium/space. The objects thus effectively describe the space. 2) Agents - Correspondents/users inside the space who interact with it through the objects.[1]
There are 2 main components to any space. They are:
</br>1) Objects - The actual distinct objects which make up the medium/space. The objects thus effectively describe the space.
</br>2) Agents - Correspondents/users inside the space who interact with it through the objects.[1]
</br>

For presence in a blended space, we need a Physical space and a Digital space. In the context of blended space, higher the communication between the physical and digital space, the richer the experience[1]. This communication happens through the medium of correspondents which relay the state and nature of objects.
For presence in a blended space, we need a Physical space and a Digital space. In the context of blended space, higher the communication between the physical and digital space, the richer the experience[1]. This communication happens through the medium of correspondents which relay the state and nature of objects.
</br>
Physical Space - Physical spaces are spaces which afford spatial interaction[Dourish, 2006]. This kind of spatial interaction impacts the user's cognitive model in a big way[Buxton, 2009]. The nature and characteristics of the physical space can be represented by these factors:
</br> 1) Ontology - How many objects are present in the physical space? What are the objects
</br>2) Topology - Where are the objects placed? How are they positioned?
</br>3) Volatility - How frequently do the objects change?
</br>4) Media - What is the medium of communication between the objects to objects, and between objects to agents?
</br>5) Agents - Users presents inside the space.


Physical Space - Physical spaces are spaces which afford spatial interaction[Dourish, 2006]. This kind of spatial interaction impacts the user's cognitive model in a big way[Buxton, 2009]. The nature and characteristics of the physical space can be represented by these factors: 1) Ontology - How many objects are present in the physical space? What are the objects 2) Topology - Where are the objects placed? How are they positioned? 3) Volatility - How frequently do the objects change? 4) Media - What is the medium of communication between the objects to objects, and between objects to agents? 5) Agents - Users presents inside the space.
1) Ontology
2) Topology
3) Volatility
4) Media
5) Agents
[[File:BlendedSpaces Fig1.JPG|400px|right|Conceptual Blending in Mixed realities]]
[[File:BlendedSpaces Fig1.JPG|400px|right|Conceptual Blending in Mixed realities]]
</br></br></br>
</br></br></br>

Revision as of 00:44, 24 November 2014

Sandbox for the Article on Blended Spaces:

A Blended space is an area in which the physical environment and virtual environment are oriented in such a way that together they create a experience of being in an entirely new environment.[1][3] While in a blended space a person's cultural and cognitive models subconsciously obscure the borders between the physical and digital spaces to create a feeling, called presence[1], of a unified space.[4] The interaction between the person and the space, and the related feedback, are what creates the sense of presence and separates the blended space from Mixed Reality.[1]

History

The idea of blending comes out of metaphor theory. Metaphors allow people to combine concepts from one area and apply them to another, often without thought. Gilles Fauconnier and Mark Turner argue that metaphors in design are really blends. Concepts from one area are not just applied to another, the two areas are combined to create an entirely new space that is different from either of the two original areas.[1]
Blended Space design also comes from user experience research and design. The feelings a person experiences in a space are the focus of user experience design. In a blended space, designers can target certain feelings by understanding the blend of the space. User experience design and theory has allowed for effective blended spaces to be designed. [1]

Reality-Virtuality Continuum

Describing Spaces

There are 2 main components to any space. They are:
1) Objects - The actual distinct objects which make up the medium/space. The objects thus effectively describe the space.
2) Agents - Correspondents/users inside the space who interact with it through the objects.[1]
For presence in a blended space, we need a Physical space and a Digital space. In the context of blended space, higher the communication between the physical and digital space, the richer the experience[1]. This communication happens through the medium of correspondents which relay the state and nature of objects.
Physical Space - Physical spaces are spaces which afford spatial interaction[Dourish, 2006]. This kind of spatial interaction impacts the user's cognitive model in a big way[Buxton, 2009]. The nature and characteristics of the physical space can be represented by these factors:
1) Ontology - How many objects are present in the physical space? What are the objects
2) Topology - Where are the objects placed? How are they positioned?
3) Volatility - How frequently do the objects change?
4) Media - What is the medium of communication between the objects to objects, and between objects to agents?
5) Agents - Users presents inside the space.

Conceptual Blending in Mixed realities
Conceptual Blending in Mixed realities




Structure of a Blended Space

1) Generic Space 2) Physical and Information space 3) Correspondences between Physical and Information Space 4) Blended Space

Blended space is parallel to Mixed Reality.

Notification system. Tangible presence. [book] Physical input --> information output

Applications

Genesee County Village & Museum, Mobile Interactions.
Jupiter Artland Project - Oli Mival

See Also

1) Virtual Reality

References

[1][2]
[2] http://hci.uni-konstanz.de/dcis/downloads/DCIS2012_Slides_Benyon.pdf
[3] http://dl.acm.org.ezproxy.rit.edu/citation.cfm?id=1959025
[4] p398

  1. ^ Benyon, David (2014). Spaces of Interaction, Places for Experience (1 ed.). Morgan and Claypool. p. 97. ISBN 9781608457724.
  2. ^ Benyon, David (2014). Spaces of Interaction, Places for Experience (1 ed.). Morgan and Claypool. p. 97. ISBN 9781608457724.