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1.
ABSTRACT

Urban media interfaces can assume many forms, offering rich possibilities for interactions and social encounters. We focus on a particular type of urban interfaces, namely urban media installations, which are situated, fixed (i.e. non-mobile) and outdoor interactive interfaces enhanced by digital technologies. Drawing on research on play in the context of the smart city, we aim to clarify how the digital and the physical worlds of urban media installations can coalesce into enjoyable and socially thriving playscapes. Two case studies of urban media installations are presented: the Appearing Rooms, a seasonal art installation in London, and the Mirror Pool, a permanent, large-scale urban installation in Bradford, UK. Each of these interfaces incorporates a design paradigm that differs from the other in terms of context, duration of implementation, and scale. Following a longitudinal approach based on non-participant observations and time-lapse photography, we analyse emergent interactions and focus in particular on playful encounters at different levels and scales: from the micro scale of the bodily engagement to the macro scale of the spatial and social configurations. Our case studies highlight that the urban spatial layout is a key element in defining the emerging interactions and encounters around the urban situated interfaces.  相似文献   

2.
The authors develop a framework for the design of tools to mediate collaboration intended to lead to learning. We identify two categories of media that are common in computer-supported collaborative learning and software in general: communication media and information media. These two types of media are then mapped onto two types of social activities in which learning is grounded: dialogue and monologue. Drawing on literature in learning theory, we suggest the need for interfaces that help students to transition from dialogue to monologue and back again. We examine in detail two cases of students participating in a computer-mediated science learning activity that involved technologies designed to support this transition, and suggest ways that the “middle space” can be supported with software and activities that transcend some of the traditional tradeoffs associated with information and communication interfaces.  相似文献   

3.
With current digital technologies, people have large archives of digital media, such as images and audio files, but there are only limited means to include these media in creative practices of crafting and making. Nevertheless, studies have shown that crafting with digital media often makes these media more cherished and that people enjoy being creative with their digital media. This paper aims to open up the way for novel means for crafting, which include digital media in integrations with physical construction, here called ‘hybrid crafting’. Notions of hybrid crafting were explored to inform the design of products or systems that may support these new crafting practices. We designed ‘Materialise’—a building set that allows for the inclusion of digital images and audio files in physical constructions by using tangible building blocks that can display images or play audio files, alongside a variety of other physical components—and used this set in four hands-on creative workshops to gain insight into how people go about doing hybrid crafting; whether hybrid crafting is desirable; what the characteristics of hybrid crafting are; and how we may design to support these practices. By reflecting on the findings from these workshops, we provide concrete guidelines for the design of novel hybrid crafting products or systems that address craft context, process and result. We aim to open up the design space to designing for hybrid crafting because these new practices provide interesting new challenges and opportunities for future crafting that can lead to novel forms of creative expression.  相似文献   

4.
There is an asymmetry in many tangible interfaces: while physical objects can be used to manipulate digital information, the reverse is often not possible—the digital world cannot push back. We introduce a new push-back tangible technology, a pin-board that physically ejects paper documents. This is realized by extending the Pin&Play technology to support ‘pouts’, addressable pin-like devices that can remove themselves from a board using muscle wire actuators. We describe how this technology has been developed through two iterations of prototyping, application and formative study. An initial study revealed how potential mismatches between the physical and digital characteristics of pouts caused difficulties with users predicting pop-out events and reasoning about the state of pouts. This led us to extend pouts to reveal more of their internal state, an approach verified through a second study. It also raises more general issues for the design of pushback tangible technologies and ubiquitous interfaces.  相似文献   

5.
In the last 30 years, the evolution of digital data processing in terms of processing power, storage capacity, and algorithmic efficiency in the simulation of physical phenomena has allowed the emergence of the discipline known as computational fluid dynamics or CFD. More recently, virtual reality (VR) systems have proven an interesting alternative to conventional user interfaces, in particular, when exploring complex and massive datasets, such as those encountered in scientific visualization applications. Unfortunately, all too often, VR technologies have proven unsatisfactory in providing a true added value compared to standard interfaces, mostly because insufficient attention was given to the activity and needs of the intended user audience. The present work focuses on the design of a multimodal VR environment dedicated to the analysis of non-stationary flows in CFD. Specifically, we report on the identification of relevant strategies of CFD exploration coupled to adapted VR data representation and interaction techniques. Three different contributions will be highlighted. First, we show how placing the CFD expert user at the heart of the system is accomplished through a formalized analysis of work activity and through system evaluation. Second, auditory outputs providing analysis of time-varying phenomena in a spatialized virtual environment are introduced and evaluated. Finally, specific haptic feedbacks are designed and evaluated to enhance classical visual data exploration of CFD simulations.  相似文献   

6.
Community informatics is emerging as the framework for systematically approaching information systems from a “community” perspective. We discuss how a particular form of information technology, digital signage, was used to solve some of the problems faced by a city and a non-profit association in a distressed community. An analysis of this implementation shows that a community informatics perspective is essential to designing and implementing information and communication technologies systems for communities.  相似文献   

7.
The design of natural interaction   总被引:1,自引:0,他引:1  
This paper addresses the problem of the relationship between humans and technology-enhanced spaces and physical objects (later defined as artifacts). The class of cases here analyzed includes interactive digital signage, information kiosks, home media centers and interactive spaces whose purpose is the communication of a meaning. In this domain, complex interfaces are not needed, as common people interaction with information, content and media is in most cases extremely simple. The topic of specialized interfaces for expert users is not addressed here; the focus is on interfaces for the general public, whose main purpose is the basic fruition of digital information, although such information can be large and complex in its organization. This paper is centered on the need of conceiving computer sensing and information presentation as different aspects of the same interaction design problem, instead of separate research entities.
Alessandro ValliEmail:
  相似文献   

8.
针对目前数字标牌网络系统的安装、运行、维修成本较高的情况,提出将云计算技术应用到数字标牌领域的设计思想.研究一种基于云计算智能数字标牌系统.它使信息推送更加精准化、个性化、低碳化。通过研究云计算体系结构和云服务层次的特点,实现了基于云计算智能数字标牌系统的设计。该设计解决了安装和运行数字标牌网络的低成本.实现多租户不同的个性化需求,为信息的时速性、多样化、特殊性带来极大的提升,正好满足了当前网络化数字标牌的市场需求.  相似文献   

9.
Displays are the most visible part of most computer applications. Novel display technologies strongly influence and inspire new forms of computer use and interaction. We are particularly interested in the interplay of novel displays and interaction for ubiquitous computing or ambient media environments, as emerging display technologies may become game-changers in how we define and use computers, possibly changing the context of computing fundamentally. We present some of our experiments and lessons learnt with a new category of displays, the “immaterial” FogScreen. It can be described as a novel media platform, exhibiting some fundamental differences to and advantages over other displays. It also enables novel kinds of user interfaces and experiences. In this paper we give insights about the special properties and strengths of the FogScreen by looking at a set of successfully demonstrated interfaces and applications. We also discuss its future potential for user interface design.
Ismo RakkolainenEmail:
  相似文献   

10.
Among the many new opportunities that digital technologies are enabling are an increased capacity for viewers to interact not only with the program content, but with an increasingly wide array of other digital applications. Within this context this project has developed a new interaction device (incorporating gestural platform technology) and user interfaces to facilitate interactive access to digital media in a lounge room setting. This paper provides an overview of an interdisciplinary design process applied by Australasian CRC for Interaction Design (ACID) researchers—in order to develop the device and present in detail its unique features.  相似文献   

11.
This article describes the development and use of broken probes: prompted processes of degradation that produce unique identifiers with which to associate and retrieve digitally recorded histories. We offer our design and deployment of Broken Probes as a methodology for eliciting insights into how broken objects and acts of breakage may be given new life through their integration with ubiquitous computing technologies. Based on these developments, we introduce the genre of worn media—a variety of computational material with which to frame and critically examine the manifestation of wear among digital things. We end by discussing how the genre of worn media sensitizes designers and Ubicomp researchers to issues of incompleteness, impermanence, and imperfection to help account for the ethical, material, and historical terms of endurance in a digital age.  相似文献   

12.
One of the challenges facing us when we try to bring commercial materials such as video games into the classroom to be used as educational tools is to identify appropriate strategies of collaboration with teachers, families, and even industries. This paper explores how multimedia contexts can be created in which children become active participants in a digital universe where multiple technologies are present (so that video games are just one of several digital tools). We present several examples derived from specific projects carried out in formal and informal educational contexts, in action research and from ethnographical perspectives. As participant observers in and outside the classroom, we designed workshops as innovative educational contexts; all the sessions were video and audio recorded. Our analysis adopted a socio-cultural perspective. Several preliminary results clearly appeared: (a) Children playing commercial games inside and outside classrooms produce different writing texts depending of the context in which they are generated; (b) using video games combined with other digital technologies seems to be an effective way of introducing children to the content and structure of games considered as dynamic systems; (c) using and reflecting on video games in and outside the school, via discussions in digital media such as blogs or pictures, can contribute to the development of digital literacies as a way of using multimodal discourses. Our main goal at this moment is to design digital materials capable of supporting teachers’ and families’ use of games and in particular, to reveal the rules that organize their structure, codes and symbolic universe.  相似文献   

13.
14.
Connecting people across the “digital divide” is as much a social effort as a technological one. We are developing a community-centred approach to learn how interaction techniques can compensate for poor communication across the digital divide. We have incorporated the lessons learned regarding social intelligence design in an abstraction and in a device called the SoftBridge. The SoftBridge allows communication to flow from endpoints through adapters, getting converted if necessary, and out to destination endpoints. Field trials are underway with two communities in South Africa: disadvantaged Deaf users and an isolated rural community. Initial lessons learned show that we have to design user interfaces that allow users to understand and cope with delay. We also learned that social concerns are often more important than the technical issues in designing such systems.  相似文献   

15.
公共信息标识系统,是由近代新兴"信息设计专业"设计师运用视觉图形语言符号在公共空间上进行有特殊意义的信息传达设计。在信息传递的世界,我们迫切的需要和找寻着一种通用语言,"实现没有文字的世界通用语言-RudolfMoldey"是信息设计的一个极为重要的理想原则。  相似文献   

16.
The paper is an exploration for a conceptual framework for cross-cultural interfacing. The roots of this exploration lie in my personal, functional, social and cultural experiences, and cross-cultural encounters. These encounters in many ways reflect the networking journey of AI & Society, promoting and stimulating the human-centred debate in cross-cultural settings. As a ‘cross-cultural holon’, AI & Society has been questioning the given orthodoxy of the ‘one best way’ and the culture of the ‘exact language’ since its inception 21 years ago. My observation is that even though we now live in a world of multimodal interactive media technologies, some how the interface design has not moved much beyond the functional (observed reality) worldview of our interactions. Even at the functional level, the design perspective remains bounded by the observed reality. It is thus no surprise that when it comes to designing interaction technologies for social and cultural domains such as health care, work, employment, life long learning, the design mainly hovers around the functional skill training, mechanical feedback and objectified evaluation. When we move beyond the functional worldview, and explore our interactions within social and cultural domains, we encounter both the reality (objectified world) and actuality (experienced world) of interactions. At this level, the challenge of the interface is not just coping with the interaction spaces of reality and actuality but also with the ‘in-between’ space of actuality–reality gaps. We explore how the concept of symbiosis enables the interaction in the gaps between actuality and reality, how the concept of the ‘culture of the artificial enables the sharing and pooling experiences, how the concept of valorisation’ enables to find a coherence (commonality) between interactions, and how the concept of cultural holon is used to conceptualise the network architecture of cross-cultural interactions. It is proposed that the way forward to designing cross-cultural interfaces is to first seek a conceptual framework for cross-cultural interaction spaces, and then use this framework to design interfacing systems and tools.  相似文献   

17.
Co-located collaboration can be extremely valuable during complex visual analytics tasks. We present an exploratory study of a system designed to support collaborative visual analysis tasks on a digital tabletop display. Fifteen participant pairs employed Cambiera, a visual analytics system, to solve a problem involving 240 digital documents. Our analysis, supported by observations, system logs, questionnaires, and interview data, explores how pairs approached the problem around the table. We contribute a unique, rich understanding of how users worked together around the table and identify eight types of collaboration styles that can be used to identify how closely people work together while problem solving. We show how the closeness of teams’ collaboration and communication influenced how they performed on the task overall. We further discuss the role of the tabletop for visual analytics tasks and derive design implications for future co-located collaborative tabletop problem solving systems.  相似文献   

18.
We present the results of an investigation into the role of curated representations of self, which we term Digital Selfs, in augmented multi-party face-to-face interactions. Advancements in wearable technologies (such as Head-Mounted Displays) have renewed interest in augmenting face-to-face interaction with digital content. However, existing work focuses on algorithmic matching between users, based on data-mining shared interests from individuals’ social media accounts, which can cause information that might be inappropriate or irrelevant to be disclosed to others. An alternative approach is to allow users to manually curate the digital augmentation they wish to present to others, allowing users to present those aspects of self that are most important to them and avoid undesired disclosure. Through interviews, video analysis, questionnaires and device logging, of 23 participants in 6 multi-party gatherings where individuals were allowed to freely mix, we identified how users created Digital Selfs from media largely outside existing social media accounts, and how Digital Selfs presented through HMDs were employed in multi-party interactions, playing key roles in facilitating strangers to interact with each other. We present guidance for the design of future multi-party digital augmentations in collaborative scenarios.  相似文献   

19.
The proper placement of signage greatly influences pathfinding and information provision in public spaces. Clear visibility, easy comprehension, and efficient placement are all important for successful signage. We propose a signage visibility analysis and optimization system, utilizing an updated Building Information Model (BIM) and a game engine software application to simulate the movement of pedestrians. BIM can provide an up-to-date digital representation of a building and its assets, while computer simulation environments have the potential to simulate the movement of pedestrians. Combining these two technologies provides an opportunity to create a tool that analyzes the efficiency of installed signage and visualizes them in VR environments. The proposed tool contains algorithms, functions and predefined scenarios to calculate the coverage and the visibility of a building’s signage system. This system assists building managers to analyze (visually or by using statistics) the visibility of signboards, to assess their proper placement, and to optimize their placement. The applicability of the method has been validated in case studies performed in subway stations in Japan.  相似文献   

20.
Interface design for the Web has received less attention in composition and rhetoric than other areas of computer-based communication. In this paper, we introduce the term dynamic interfaces to refer to developments in single screen environments. We see that kinetic interface design involves movement in the interface, through content and via media types. We relate this to a case the BallectroWeb that we developed to report on an educational research project with choreography students. We annotate and discuss this interface and its design, composition and communicability. We suggest that developments in dynamic interfaces may be read as part of an ongoing shift from Hypertext Markup Language (HTML) generated web ‘pages’ to emergent and shifting screen spaces in which movement is significant. We refer to the software Macromedia Flash and close by suggesting some of the main features of dynamic interfaces.  相似文献   

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