首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
2.
随着时代的发展与科技的进步,互动装置艺术逐渐成为国际上颇具活力的新艺术形式。艺术家们运用互动装置艺术的独特语言模式去创作视觉形象和营造视觉环境,并通过与作品的互动激发人们的视觉联想,最终使人们感受到一种全新的审美体验,在理性与感性的不断变换中引发人们的思考。文章通过对互动装置艺术的发展历史、概念及特征的介绍,阐述了互动装置艺术拓宽了艺术作品的表现力与感染力,为人们的观看方式提供了新的尝试与可能,也无疑将成为艺术家去表现想象与真实交织的视觉幻境的艺术实践必不可少的创作手段。  相似文献   

3.
Brief encounters between acquainted and unacquainted motorcyclists are enjoyable moments. This truly mobile form of social interaction is difficult to study through traditional ethnographic fieldwork. However, the method is applicable when integrated into a design approach where the participants collaborate to integrate the field study, the design, and the evaluation. This has made it possible to generate a novel mobile service. The service, named Hocman, is a peer-to-peer application with mobile wireless ad hoc networking for PDAs. It enhances brief traffic encounters between bikers by playing a sound clip and automatically exchanging personal HTML pages. We have positively demonstrated through performance tests and field trials that it is successful in doing this, and that bikers enjoy such added value to biking, especially hearing the sound clip when meeting other bikers.  相似文献   

4.
Intimate interactions between remotely located individuals are not well supported by conventional communication tools, mainly due to the lack of physical contact. Also, haptic research has not focused on the use of a kiss as a mode of interaction that maintains intimacy in long distance relationships. In this study, we designed and developed a haptic device called Kissenger (Kiss-Messenger) for this issue. Kissenger is an interactive device that provides a physical interface for transmitting a kiss between two remotely connected people. Each device is paired with another and the amount of force and shape of the kiss by the user is sensed and transmitted to another device that is replicated using actuators. Kissenger is designed to augment already existing remote communication technologies. Challenges in the design and development of the system are addressed through an iterative design process involving constant evaluation by users after each stage. The devices are evaluated through a short- and a long-term user study with remotely located couples. The results point to an initial acceptance of the device with feedback from the users on directions to improve the overall experience. This study discusses potential issues that designers should be aware of when prototyping for remote intimate interactions.  相似文献   

5.
In this article, we present the interactive literary installation Ink, an experimental installation displayed at the Roskilde library, and the Roskilde Festival, which is designed to prompt public reflection on the nature and role of digital literature. By manipulating three books embedded with sensors, and watching text visualized on a 55” screen, members of the public select from a range of predefined sentences, previously created by a Danish author, and stored in a database. Squeezing the books alters each poetic line by degrees. The final poems print onto a library receipt for their producers and upload to a blog for public viewing. We present (1) design challenges to an installation meant to persuade people to engage affectively with the ergodic nature of digital literature and (2) an in-depth analysis of the empirical findings from the installation studies at the Roskilde Festival. In particular, we highlight the broad, rich range of performative interactions facilitated by the interactive setup. This analysis examines the performative writing and reading achieved by the public through interaction with Ink and also with the resultant poems. From this exploration, we discuss general tendencies when designing affectively engaging literary interactions at the edge of art and design.  相似文献   

6.
This paper discusses key issues which arose during the creation of Sensuous Geographies, a multi-user interactive/responsive installation created in 2003/4. In particular it will refer to the way in which the design of the installation was intended to draw attention to bodily sensation, facilitate collaborative interactivity between participants and bring about an emergent choreography, and to the collaborative methodology used in developing this work.  相似文献   

7.
Meetings play an important role in our daily lives. Verbal communication and social relationship development are the primary activities of meeting attendees. In this paper, we propose a meeting support system, namely SmartMic, to enhance user experiences and facilitate social interactions during meetings. SmartMic uses smartphone and readily available facilities in common meeting venues to support easy speaking and establishing new social connections. Meeting attendees in the system speak through smartphone instead of microphone and contact with each other conveniently. Preliminary experiment results show that SmartMic can facilitate the social interaction among attendees and promote the meeting productivity efficiently.  相似文献   

8.
当代新科技不断涌现,多点触屏技术的发明使界面设计从实体转向虚拟。iPhone、iPad革命性的减去了实体按键和鼠标,界面设计迎来新的交流方式。手势动作成为当代不断开发创造的动态语言。交互行为与界面设计深入思考时间、运动、声音、情感、文化等多方面用户需求,并带给用户新的视觉、触觉、听觉的体验,成为当代信息交流重要的设计课题,体现了以人为本的设计目标。  相似文献   

9.
In this paper, we present crowd experience as a novel concept when designing interactive technology for spectator crowds in public settings. Technology-mediated experiences in groups have already been given serious attention in the field of interaction design. However, crowd experiences are distinctive because of the spontaneous, uninhibited behavior exhibited. In crowds, extreme sociality and the experience of performing identity in public emerge spontaneously. By bridging crowd theory and pragmatics of experience, we establish an understanding of crowd experience as a distinct sociality within interaction design that unfolds through imitation and invention. We deploy that understanding in an exploration of spectator experiences at three football matches in which an experimental prototype, BannerBattle, was deployed. BannerBattle is an interactive banner on which spectators can grab space in competition with their rivals. The more noise and movement they make, the more screen real estate they gain. BannerBattle therefore enabled us to explore the emergence of imitative and at times inventive behavior in enriched crowd experience, by augmenting and supporting spectator performance in this way. We discuss the value of a conceptual understanding of crowd experience for technology as an unexplored potential for designing new interactive technology at spectator venues.  相似文献   

10.
HotMedia is a novel scalable solution for delivering interactive rich media over the Internet. It is a delivery-suitable file format that can contain heterogeneous compositions of media bit streams as well as meta-data that define the behavior, composition, and interaction semantics. This enables the creation of lightweight single-file representations of interactive, multiphase presentations involving multiple media-type content. The HotMedia client has a smart content algorithm that infers types from the incoming data stream and fetches the media renderer components, user-interface components, and hyper-linked action components, all just-in-time, resulting in progressive and contest driven enrichment of the user experience. Internet users get a simple initial experience with minimal latency followed by enrichment of this experience. HotMedia has an open and extensible architecture, which enables and encourages the inclusion of new media-types, user-interfaces, and hyper-linked actions. By separating media-rendering from action-performing, it lets all media handle the same actions. HotMedia can also track on the server-side, user interactions and user-experience associated parameters. In its simplest usage HotMedia requires no more than a regular web server for delivery and no client-side preinstallation  相似文献   

11.
Abstract

Flying Cities is an artistic installation which generates imaginary cities from the speech of its visitors. Thanks to an original interactive process analysing people's vocal input to create 3D graphics, a tangible correspondence between speech and visuals opens new possibilities of interaction. This cross-modal interaction not only supports our artistic messages, but also aims at providing anyone with a pleasant and stimulating feedback from her/his speech activity. As the feedback we have received when presenting Flying Cities was very positive, our objective is now to cross the bridge between art and a potential application. We believe that it could become a new medium for creativity and a way to visually perceive a vocal performance in the context of the rehabilitation of people with reduced mobility or language impairments.  相似文献   

12.
This paper presents an interactive digital painting system that allows a user to draw graffiti on a virtual 3D canvas with a digital spray can. The system visualizes a stereoscopic representation of the canvas by tracking the user's head. It also emulates real‐time spray painting by tracking the spray can in the user's hand as well as sensing the button pressure of the spray device. After painting a 3D object, the user can interact with the object on the display and see it flying in the 3D environment through a tracked head‐mounted display. As demonstrated in the results of our evaluation, we verified that the system resembles real graffiti in regard to a natural and realistic graffiti experience. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

13.
《Interacting with computers》2006,18(5):1012-1031
Research on computer programming usually views the interactions as mostly cognitively based, with focus on concepts such as memory, perception and conceptual understanding. However, the current trend towards embodied and social perspectives on interaction provides an alternative way of looking at interactive processes, instead emphasising aspects such as social and physical performance with and around technology. We have explored a range of activities and tools that explicitly address these aspects in programming, with a specific focus on children’s making of own computer games and simulations. We exemplify this work through three different situations where tools and activities are used by children as recourses for building of interactive systems, while at the same time allowing for bodily action in negotiation of design ideas. We discuss how situations like these may provide directions for new technologies for programming as well as methodological developments in the area of interaction design.  相似文献   

14.
周见光  石刚  马小虎 《计算机工程》2012,38(1):251-252,255
在基于ARToolKit的增强现实系统中,注册在不同标识物上的三维虚拟物体因交互行为而发生碰撞时,虚实融合会失真。为解决该问题,提出一种能增加虚拟交互功能的碰撞反应算法。根据检测到的碰撞信息,实时调整虚拟物体碰撞后相对于标识物的位置和姿态,消除物体穿透现象,保持虚实融合场景的真实感。实验结果表明,该虚拟交互方法能获得比较自然和真实的交互性体验。  相似文献   

15.
In the not-so-distant world in which ambient displays will likely become prevalent, immediate awareness of their interaction affordances to passerbies will be decisive for their usability. However, how to address awareness at user perception level represents a challenge for which little progress has been made so far in contrast with considerable advances in designing interaction techniques for such displays. Even though many interactive ambient displays exist with properly designed interfaces, people may not always be aware of their interactivity. This work addresses the problem of interactivity awareness by focusing on two important questions: How can people tell whether a public display is interactive or not? and, assuming interactivity, How can people tell what the interface is? A study was conducted in order to investigate factors potentially related to perceived interactivity. Results show that people’s evaluations are correct in most cases but they also tend to form incorrect perceptions in many other situations. We found that location, installation, reachability, and displayed content are factors that can influence people’s perceptions. Our findings are complemented with a discussion of techniques that can be used in the practice of designing for interactivity awareness.  相似文献   

16.
This article describes the canvas portal framework that facilitates the development of alternative view-based space-management techniques on large displays. Implementations of the framework provide layout management, context switching, and space creation. The canvas portals are alternative views of display canvas areas where interacting with the portal's interior is equivalent to interacting with the depicted display area. To illustrate the generality of the canvas portals concept, we've instantiated a representative sample of existing large-display interaction techniques within the canvas portal design space, and developed several interaction techniques that address some of the challenges in new ways.  相似文献   

17.
虚拟与增强现实技术越来越多地应用于互动旅游中,而文化遗产已经成为互动旅游的重要元素.本文以非物质文化遗产南音为例,在分析研究南音传承、发展与传播现状的基础上,提出了南音虚拟与增强现实互动旅游系统的设计思路.使用虚拟现实开发引擎Unity 3D及增强现实开发工具包Vuforia SDK,结合LBS(基于位置的服务)技术,...  相似文献   

18.
移动实时交互应用成为一种新的基于移动互联网的应用模式。交互对象常常单方面屏蔽对方,这种屏蔽阻塞了两者直接交互,但是,其中部分可以通过第三方传递达到交互目的。针对此种情况,提出一种交互状态模型,及交互性能评价指标;基于有向连通图给出交互状态的判断策略,通过寻找连通路径找到交互的路径,通过寻找最短路径找到交互的最优路径,并提出基于连通图的交互处理策略IPSCG,力图以最小成本找到最简疏通路径。实验表明,这些策略能显著降低交互成本,提高交互性能,增强用户交互的稳定性。  相似文献   

19.
随着新的技术的发展,传统的艺术也在不断的进化中,加入了数字设备和数字技术的新媒体艺术成为当前世界的热点。文章中着重介绍了几种新的艺术形式的案例,比如互动墙面、互动交互装置、手机游戏。这些新的数字艺术创造了新的娱乐方式,丰富的大众的生活。  相似文献   

20.
Accurate and timely information sharing among multiple participants is one of the crucial factors for collaboration in crisis management. The icon-based map was frequently applied as an effective means for crisis interaction and collaboration. However, former studies only regarded the icons as supplementary visualization components during the whole crisis collaboration process. In this paper, the concept of a structured-icon-relied interactive method was proposed to directly integrate all kinds of crisis and coordination information through icons on the crisis map. Moreover, structured icons are supposed to explicitly show the correlation among crisis information and to improve the interactive experience of information search. The effectiveness of this interactive method was verified by a controlled experiment with three sub-tasks for simulated crisis rescue. The results of the experiment showed that the design of the crisis map based on structured icons had a positive impact on collaborative decision-making and crisis interaction. The dynamic characteristics of the structured icon could represent the temporal and spatial attributes of crisis information and enhance users’ crisis coordination ability. The study aims to enrich the theory of crisis information visualization and interaction based on structured iconic representation. In practice, this research could optimize the design of a crisis collaboration system based on the icon as well as the interaction between people, crisis information, and collaborative system, which in turn provides accurate and timely rescue decisions.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号