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1.
Yanna Vogiazou Bas Raijmakers Erik Geelhoed Josephine Reid Marc Eisenstadt 《Personal and Ubiquitous Computing》2007,11(1):45-58
In this paper we present our work in the design of ubiquitous social experiences, aiming to foster group participation and spontaneous playful behaviours in a city environment. We outline our approach of design for emergence: to provide just enough of a game context and challenge for people to be creative, to extend and enrich the experience of play through their interaction in the real world. CitiTag is our mixed reality testbed, a wireless location-based multiplayer game based on the concept of playground ‘tag’. We describe the design and implementation of CitiTag and discuss results from two user studies. 相似文献
2.
A designerly critique on enchantment 总被引:1,自引:0,他引:1
Philip R. Ross C. J. Overbeeke Stephan A. G. Wensveen Caroline M. Hummels 《Personal and Ubiquitous Computing》2008,12(5):359-371
To develop the concept of user experience in HCI, McCarthy et al. introduce the notion of enchantment in interaction design.
They describe five sensibilities that support exploration and evaluation in design for enchantment. In this paper, we discuss
design for enchantment in light of our approach to design for interaction, called design for meaningful mediation. Based on
our experiences from case studies, we argue that ‘considering the whole person with feelings, desires and anxieties’, one
of the sensibilities McCarthy et al. formulate, influences the desirability and realisation of the other four sensibilities.
By way of case studies, we show how we explored the link between ‘the whole person’ and desired interaction experience in
a designerly way. We place enchantment in a context of other interaction experiences and demonstrate possible design techniques
relevant to design for interaction experiences, including enchantment. 相似文献
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This paper discusses and explores issues surrounding current approaches to the design of technological products and offers
two critical design proposals for presentation and debate. Primarily driven by contemporary theoretical writings and thoughts
on the subject of ‘technology’ and ‘simulation’, currently being offered by leading thinkers on these subjects and expressed
as ‘technological objects’; they are the result of a critical investigation into the emerging design issues surrounding ‘interaction’
and ‘transparency’. By using ‘popular’ language of product design as a vehicle, they exist as ‘cultural offerings’ exploring
an alternative future for technological products not necessarily governed by science and economics. 相似文献
5.
Christopher Lindinger Roland Haring Horst Hörtner Daniela Kuka Hirokazu Kato 《Virtual Reality》2006,10(2):109-118
This case study is about ‘Gulliver’s World’, a multi-user mixed reality environment that functions simultaneously as interactive edutainment platform and learning environment as well as flexible infrastructure for the expansion of mixed reality environments via innovations in technology and media art. As an exhibition project, the installation is characterized by a nonlinear exhibition concept that activates interaction between individual users and different modes of virtual reality as well as collaboration among the users themselves. At seven workstations, people of all age groups range along the Reality–Virtuality continuum while collaboratively creating 3D worlds. Results of these creation activities are interactive worlds at the nexus of theatre, digital film production and game environment. As a research project, ‘Gulliver’s World’ features multilevel infrastructure with exemplary content in which the latest insights and models to emerge from HCI research as well as concepts of mixed reality and virtual environments and their supporting technology are brought together and developed further. 相似文献
6.
Adrian David Cheok Xubo Yang Zhou Zhi Ying Mark Billinghurst Hirokazu Kato 《Personal and Ubiquitous Computing》2002,6(5-6):430-442
This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the
real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional
computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based
Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space,
the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game
play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human
to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions
between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates
computer entertainment systems with social human-to-human and human-to-physical touch interactions.
Correspondence to: Professor A. Cheok, National University of Singapore, 10 Kent Ridge Crescent, Singapore 119260. Email: adriancheok@nus.edu.sg 相似文献
7.
Function in Device Representation 总被引:9,自引:0,他引:9
We explore the meanings of the terms ‘structure’, ‘behaviour’, and, especially, ‘function’ in engineering practice. Computers
provide great assistance in calculation tasks in engineering practice, but they also have great potential for helping with
reasoning tasks. However, realising this vision requires precision in representing engineering knowledge, in which the terms mentioned
above play a central role. We start with a simple ontology for representing objects and causal interactions between objects.
Using this ontology, we investigate a range of meanings for the terms of interest. Specifically, we distinguish between function as effect on the environment, and a device-centred view of device function. In the former view, function is seen as an intended or desired
role that an artifact plays in its environment. We identify an important concept called mode of deployment that is often left implicit, but whose explicit representation is necessary for correct and complete reasoning. We discuss
the task of design and design verification in this framework. We end with a discussion that relates needs in the world to functions of artifacts created to satisfy the needs. 相似文献
8.
In this paper, we demonstrate how craft practice in contemporary jewellery opens up conceptions of ‘digital jewellery’ to
possibilities beyond merely embedding pre-existing behaviours of digital systems in objects, which follow shallow interpretations
of jewellery. We argue that a design approach that understands jewellery only in terms of location on the body is likely to
lead to a world of ‘gadgets’, rather than anything that deserves the moniker ‘jewellery’. In contrast, by adopting a craft
approach, we demonstrate that the space of digital jewellery can include objects where the digital functionality is integrated
as one facet of an object that can be personally meaningful for the holder or wearer. 相似文献
9.
Adriana Rossi 《Nexus Network Journal》1999,1(1-2):65-74
In this paper, some design applications of Fuzzy Control are reviewed and discussed. Design conveys multiplicities, contradictions,
differences, into temporary hypotheses. Actual realizations, papers, are the place where reflections consist; the reflections
matured in several technological ambits appear in terms of sums of experiences and solutions’shifted’ from their own place
of origin to the detailed synthesis that rules the assembling. We ask ourselves how fuzzy logic, that finds its reason for
existence in the interpretation of the reality and exalt the ‘shifts’ can point towards the architectural process. 相似文献
10.
This article offers a research update on a 3-year programme initiated by the Kamloops Art Gallery and the University College
of the Cariboo in Kamloops, British Columbia. The programme is supported by a ‘Community–University Research Alliance’ grant
from the Social Sciences and Humanities Research Council of Canada, and the collaboration focuses on the cultural future of
small cities – on how cultural and arts organisations work together (or fail to work together) in a small city setting. If
not by definition, then certainly by default, ‘culture’ is associated with big city life: big cities are equated commonly
with ‘big culture’; small cities with something less. The Cultural Future of Small Cities research group seeks to provide
a more nuanced view of what constitutes culture in a small Canadian city. In particular, the researchers are exploring notions
of social capital and community asset building: in this context, ‘visual and verbal representation’, ‘home’, ‘community’ and
the need to define a local ‘sense of place’ have emerged as important themes. As the Small Cities programme begins its second
year, a unique but key aspect has become the artist-as-researcher.
Correspondence and offprint requests to: L. Dubinsky, Kamloops Art Gallery, 101–465 Victoria Street, Kamloops, BC V2C 2A9 Canada. Tel.: 250-828-3543; Email: ldubinsky@museums.ca 相似文献
11.
Quentin Jones Sukeshini A. Grandhi Samer Karam Steve Whittaker Changqing Zhou Loren Terveen 《Computer Supported Cooperative Work (CSCW)》2008,17(2-3):137-167
People dynamically structure social interactions and activities at various locations in their environments in specialized
types of places such as the office, home, coffee shop, museum and school. They also imbue various locations with personal meaning, creating
group ‘hangouts’ and personally meaningful ‘places’. Mobile location-aware community systems can potentially utilize the existence
of such ‘places’ to support the management of social information and interaction. However, acting effectively on this potential
requires an understanding of how: (1) places and place-types relate to people’s desire for place-related awareness of and
communication with others; and (2) what information people are willing to provide about themselves to enable place-related
communication and awareness. We present here the findings from two qualitative studies, a survey of 509 individuals in New
York, and a study of how mobility traces can be used to find people’s important places in an exploration of these questions.
These studies highlight how people value and are willing to routinely provide information such as ratings, comments, event
records relevant to a place, and when appropriate their location to enable services. They also suggest how place and place-type
data could be used in conjunction with other information regarding people and places so that systems can be deployed that
respect users’ People-to-People-to-Places data sharing preferences. We conclude with a discussion on how ‘place’ data can best be utilized to enable services
when the systems in question are supported by a sophisticated computerized user-community social-geographical model. 相似文献
12.
Manoli Pifarr?? Judith Kleine Staarman 《International Journal of Computer-Supported Collaborative Learning》2011,6(2):187-205
This paper explores how wikis may be used to support primary education students’ collaborative interaction and how such an
interaction process can be characterised. The overall aim of this study is to analyse the collaborative processes of students
working together in a wiki environment, in order to see how primary students can actively create a shared context for learning
in the wiki. Educational literature has already reported that wikis may support collaborative knowledge-construction processes,
but in our study we claim that a dialogic perspective is needed to accomplish this. Students must develop an intersubjective
orientation towards each others’ perspectives, to co-construct knowledge about a topic. For this purpose, our project utilised
a ‘Thinking Together’ approach to help students develop an intersubjective orientation towards one another and to support
the creation of a ‘dialogic space’ to co-construct new understanding in a wiki science project. The students’ asynchronous
interaction process in a primary classroom—which led to the creation of a science text in the wiki—was analysed and characterised,
using a dialogic approach to the study of CSCL practices. Our results illustrate how the Thinking Together approach became
embedded within the wiki environment and in the students’ collaborative processes. We argue that a dialogic approach for examining
interaction can be used to help design more effective pedagogic approaches related to the use of wikis in education and to
equip learners with the competences they need to participate in the global knowledge-construction era. 相似文献
13.
Paul Luff Karola Pitsch Christian Heath Peter Herdman Julian Wood 《Personal and Ubiquitous Computing》2010,14(3):287-299
It is widely recognised that paper remains a pervasive resource for collaboration and yet there has been uncertain progress
in developing technologies that aim to enhance paper documents with computational capabilities. In this article, we discuss
the design of a technology that interweaves developments in hardware and materials, electronics and software, and seeks to
create new affinities between digital content and paper. The design of the technology drew from findings from naturalistic
studies of the uses of paper, particularly when considering how ‘users’ might ‘interact’ with the augmented technology. We
briefly review these studies and discuss the results of an evaluation of the emerging technology. Analysis of the fine details
of the conduct of participants in these assessments suggest how, even when we design simple forms of interaction with a device,
these can be shaped and transformed by the participation and collaboration of others. 相似文献
14.
Istvan S. N. Berkeley 《Minds and Machines》2008,18(1):93-105
The notion of a ‘symbol’ plays an important role in the disciplines of Philosophy, Psychology, Computer Science, and Cognitive
Science. However, there is comparatively little agreement on how this notion is to be understood, either between disciplines,
or even within particular disciplines. This paper does not attempt to defend some putatively ‘correct’ version of the concept
of a ‘symbol.’ Rather, some terminological conventions are suggested, some constraints are proposed and a taxonomy of the
kinds of issue that give rise to disagreement is articulated. The goal here is to provide something like a ‘geography’ of
the various notions of ‘symbol’ that have appeared in the various literatures, so as to highlight the key issues and to permit
the focusing of attention upon the important dimensions. In particular, the relationship between ‘tokens’ and ‘symbols’ is
addressed. The issue of designation is discussed in some detail. The distinction between simple and complex symbols is clarified
and an apparently necessary condition for a system to be potentially symbol, or token bearing, is introduced. 相似文献
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Zippora Arzi-Gonczarowski 《Annals of Mathematics and Artificial Intelligence》1999,26(1-4):215-252
This paper formalizes and analyzes cognitive transitions between artificial perceptions that consist of an analogical or metaphorical
transference of perception. The formalization is performed within a mathematical framework that has been used before to formalize
other aspects of artificial perception and cognition. The mathematical infrastructure consists of a basic category of ‘artificial
perceptions’. Each ‘perception’ consists of a set of ‘world elements’, a set of ‘connotations’, and a three valued (true,
false, undefined) predicative connection between the two sets. ‘Perception morphisms’ describe structure preserving paths
between perceptions. Quite a few artificial cognitive processes can be viewed and formalized as perception morphisms or as
other categorical constructs. We show here how analogical transitions can be formalized in a similar way. A factorization
of every analogical transition is shown to formalize metaphorical perceptions that are inspired by the analogy. It is further
shown how structural aspects of ‘better’ analogies and metaphors can be captured and evaluated by the same categorical setting,
as well as generalizations that emerge from analogies. The results of this study are then embedded in the existing mathematical
formalization of other artificial cognitive processes within the same premises. A fallout of the rigorous unified mathematical
theory is that structured analogies and metaphors share common formal aspects with other perceptually acute cognitive processes.
This revised version was published online in June 2006 with corrections to the Cover Date. 相似文献
17.
DSM as a knowledge capture tool in CODE environment 总被引:1,自引:0,他引:1
A design structure matrix (DSM) provides a simple, compact, and visual representation of a complex system/ process. This paper
shows how DSM, a system engineering tool, is applied as a knowledge capture (acquisition) tool in a generic NPD process. The
acquired knowledge (identified in the DSM) is provided in the form of Questionnaires, which are organized into five performance
indicators of the organization namely ‘Marketing’, ‘Technical’, ‘Financial’, ‘Resource Management’, and ‘Project Management’.
Industrial application is carried out for knowledge validation. It is found form the application that the acquired knowledge
helps NPD teams, managers and stakeholders to benchmark their NPD endeavor and select areas to focus their improvement efforts
(up to 80% valid). 相似文献
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19.
Sara Bury Johnathan Ishmael Nicholas J. P. Race Paul Smith 《Personal and Ubiquitous Computing》2010,14(3):227-236
This paper documents some of the socio-technical issues involved in developing security measures for wireless mesh networks
(WMNs) that are deployed as part of a community network. We are interested in discovering whether (and exactly how) everyday
social interaction over the network is affected by security issues, and any consequent design implications. We adopt an interdisciplinary
methodological approach to requirements, treating a community as an ‘organization’ and implementing an approach, OCTAVE, originally
designed to uncover security elements for organizations. Using a focus group technique we chart some of the assets and security
concerns of the community, concerns that need to be addressed in order for WMNs, or indeed any network, to become a truly
‘mundane technology’. 相似文献
20.
Orkan Telhan 《Personal and Ubiquitous Computing》2011,15(2):151-160
This paper discusses the design of materials that utilize embedded computational techniques to demonstrate the capacity to
learn, adapt and develop responsive behaviors that are shaped over time. The focus is on materials that develop time-based
relationships based on a level of ‘experience’ they accumulate from long-term interaction with their users and environment.
Materials with ‘computational experience’ are demonstrated with two designs: an interactive rocking chair that utilizes its
material properties and computational abilities to manage its own energy production and consumption while providing physical
and mental exercises to its user; and an LED-based, reconfigurable display that adjusts its content based on its interaction
with its user while monitoring its internal conditions, environmental factors and usage. These examples are used to discuss
the design of computational ‘styles’ for materials that would not only allow them to express signature characteristics embedded
in their physical properties and computational behavior but also function as features that would evolve in response to interaction
patterns and accumulated experiences. Throughout the paper, behavior-driven material practices are presented and their potential
to influence the look, feel and functionalities of products and spaces are discussed. 相似文献