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Dive into the research topics where Tom Chandler is active.

Publication


Featured researches published by Tom Chandler.


electronic imaging | 2017

3D-stereoscopic immersive analytics projects at Monash University and University of Konstanz

Björn Sommer; David G. Barnes; Sarah E. Boyd; Tom Chandler; Maxime Cordeil; Tobias Czauderna; Mathias Klapperstück; Karsten Klein; Toan Nguyen; Falk Schreiber

Immersive Analytics investigates how novel interaction and display technologies may support analytical reasoning and decision making. The Immersive Analytics initiative of Monash University started early 2014. Over the last few years, a number of projects have been developed or extended in this context to meet the requirements of semi- or full-immersive stereoscopic environments. Different technologies are used for this purpose: CAVE2™ (a 330 degree large-scale visualization environment which can be used for educative and scientific group presentations, analyses and discussions), stereoscopic Powerwalls (miniCAVEs, representing a segment of the CAVE2 and used for development and communication), Fishtanks, and/or HMDs (such as Oculus, VIVE, and mobile HMD approaches). Apart from CAVE2™ all systems are or will be employed on both the Monash University and the University of Konstanz side, especially to investigate collaborative Immersive Analytics. In addition, sensiLab extends most of the previous approaches by involving all senses, 3D visualization is combined with multi-sensory feedback, 3D printing, robotics in a scientific-artistic-creative environment.


virtual systems and multimedia | 2007

Reconstructing the west Mebon Vishnu: a marriage of traditional artefactual analysis with digital 3D visualization

Marnie Feneley; Tom Chandler; Nils Gleissenberger; Ben Alexander

The West Mebon Vishnu is one of the most magnificent works of sculpture in South East Asian art history, and a key example of the tradition of large bronzes that plays an important role in the history of the region. Unfortunately, this once powerful and serene sculpture survives only in 19 major fragments that together constitute perhaps 40% of the original statue. Reconstruction of the Vishnu from these fragments is a formidable task that we have approached by combining detailed analysis of the surviving fragments with digitally modeled 3D reconstruction, informed by comparative studies of Vishniavite iconography and the aesthetic and religions traditions of Khmer culture. Beyond its aesthetic value, the reconstruction process may provide insights into the many unknowns surrounding the creation and destruction of this masterpiece.


Methods in Ecology and Evolution | 2017

Integrating evolutionary biology with digital arts to quantify ecological constraints on vision-based behaviour

Xue Bian; Tom Chandler; Warwick Laird; Angela Pinilla; Richard A. Peters

Motion vision is crucial in the life of animals, in controlling locomotion, in foraging, for predator evasion and in communication. However, information on the conditions for motion vision in natural environments is limited. Advancing knowledge of the ecological limitations that affect functional behaviour requires novel methodologies. To explore motion ecology in more detail we describe an innovative method that integrates evolutionary biology with digital arts. A visualization tool that simulates three spatial dimensions plus movement through time, 3D animation is an innovative approach to understand dynamic environments. Animal signalling systems have provided useful insights into ecological limitations on behaviour, and we demonstrate the utility of our approach by examining motion displays of lizards surrounded by plant motion noise. The effectiveness of signals in noise was considered under different circumstances, and in each case, we had complete control over the simulations. We used these scenarios to both validate our approach and to demonstrate its potential. The relevance to motion signalling of prevailing wind and resultant plant motion is now well established and we begin by replicating this effect and illustrate how we can explore this in quantitative detail. We further demonstrate its utility by providing novel insights into the benefits of signalling in the right place and at the right time, by manipulating immediate signalling backgrounds, variation in signaller–plant distances and light environments. Each of these simulations provide opportunities for investigation that would be impossible in nature. Systematic measurements of motion ecology in detail are now achievable. In addition to insights into the evolution of motion signals, 3D environmental reconstruction will provide a test bed for other topics in the field of motion ecology, and a resource to enhance public engagement with science.


Australian and New Zealand journal of art | 2017

A New Model of Angkor Wat: Simulated Reconstruction as a Methodology for Analysis and Public Engagement

Tom Chandler; Brent McKee; Elliott Wilson; Mike Yeates; Martin Polkinghorne

ABSTRACT Since its construction in the twelfth century, Angkor Wat has endured as a pre-eminent regional, spiritual, and artistic symbol of mainland Southeast Asia. The temple has been a perennial focus of art-historical research, with scholars typically considering it as an architectural and artistic archetype and as a manifestation of a belief system. The disciplines of art history and digital visualisation, when previously brought together in relation to the temple, have presented the temple as an isolated artefact. Such static interpretations deserve to be discarded, as augmented digital visualisations that are now available offer scholars the opportunity to situate the temple within its historical landscape with goal seeking animated inhabitants (termed ‘agents’), displays of religious practice, ephemeral architecture, and vegetation. Drawing upon recent archaeological findings, a team of researchers from Monash University has created a dynamic simulation of twelfth-century Angkor Wat where plural reconstructions can be explored jointly by digital practitioners and Southeast Asia specialists. In contrast to broad archaeological studies that plot change over decades or centuries, this simulation re-creates just 24 hours; a day in the life of medieval Angkor Wat.


2015 Big Data Visual Analytics (BDVA) | 2015

Immersive Analytics

Tom Chandler; Maxime Cordeil; Tobias Czauderna; Tim Dwyer; Jaroslaw Glowacki; Cagatay Goncu; Matthias Klapperstueck; Karsten Klein; Kim Marriott; Falk Schreiber; Elliot Wilson


Urban Rail Transit | 2015

Testing the Efficacy of Platform and Train Passenger Boarding, Alighting and Dispersal Through Innovative 3D Agent-Based Modelling Techniques

Selby Coxon; Tom Chandler; Elliott Wilson


Archive | 2017

Simulating 24 hours at medieval Angkor Wat: A digital exhibition presented by Monash University library, March–June 2017, Hargrave-Andrew Library

Tom Chandler; Brent McKee; Elliot Wilson; Mike Yeates; Chandara Ung; Kingsley Stephens; Martin Polkinghorne; Roland Fletcher


Archive | 2017

Virtual Angkor Wat and other time travel trips coming to a VR headset near you soon

Tom Chandler; David Boyle


Archive | 2017

Angkor Wat built in 3D to show living temple

Tom Chandler; David Boyle


Archive | 2016

A review of sources for visualising the Royal Palace of Angkor, Cambodia, in the 13th century

Tom Chandler; Martin Polkinghorne

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