59 research outputs found

    Responsible Innovation of Touchless Haptics: A Prospective Design Exploration in Social Interaction

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    The rapid development of touchless systems has introduced many innovations in social interaction scenarios in recent years. People now can interact with touchless systems in social applications that are aimed to be used in everyday situations in the future. This accelerated development makes us ask, what will the next generation of touchless systems be like? How can we responsibly develop new touchless technologies in the future? To answer the first question, we brought together 20 experts to ideate, speculate, and evaluate possible touchless applications for social interactions. A total of 48 ideas were generated from two consecutive workshops. Then, to answer the second question, we critically analyzed those ideas through a thematic analysis using a responsible innovation (RI) framework, and identified key ethical considerations to guide developers, practitioners when designing future touchless systems. We argue that the social scenarios described, and the RI framework proposed in this paper are a useful starting point for responsibly designing the next generation of touchless systems

    Shopping Using Gesture-Driven Interaction

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    KREATIF ARSITEKTUR : TIMELESSNESS Studi Wadah Kreatif Usaha Kecil Menengah

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    Industri Kecil dan Menengah menjadi program yang saat ini sedang gencar digalakan oleh Pemerintah Indonesia karena manfaatnya yang mampu mendukung pemerataan ekonomi melalui ketersediaan lapangan pekerjaan yang dapat dikelola secara mandiri, bebas dan mudah. Kota –kota besar di Indonesia terus melakukan percepatan dan pengembangan usaha kecil menengah, namun banyaknya keterbatasan memperlambat percepatan tersebut dilihat dari minimnya kemampuan masyarakat dalam pengetahuan teknologi sehingga sistem kerja yang kolaboratif dan saling terintegrasi menjadi terhambat. Wadah inkubasi usaha yang mengandalkan sebagian besar faktor kreativitas dalam setiap hasil karyanya memacu karya desain yang sejalan dengan aktivitas penggunanya, yakni berkreativitas dalam melahirkan inovasi. Melalui metode studi literatur, penulisan ini akan menguraikan secara deskriptif kriteria yang dapat mendukung proses inkubasi usaha kreatif kecil menengah yang berpedoman pada teori perancangan dasar arsitektur sehingga menemukan kerangka konseptual berupa wadah kreativitas yang hadir dalam kesatuan konsep timelessness

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    A Body-and-Mind-Centric Approach to Wearable Personal Assistants

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    Supermaterials. Inspiring sustainable materials for the concept elevator car of the 2020.

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    This thesis is a research of sustainable materials that could be used in elevator car design in near future. Thesis objective is to provide visionary concept, which functions as an inspiring tool for KONE. The theory part of the thesis is divided into three parts. First part presents forecasts of current megatrends and visions made by different organizations how to create sustainable world. In the second part of the thesis is mapped how construction and building industries and cities are already working on sustainable development. Third part of the thesis concentrates on materials, how they are classified and strategies to choose sustainable materials. Based on the findings in these three parts, is formed a sustainable future scenario from elevator car perspective. How does future look like in aspects of power & decision-making, cities, buildings, ownership and most importantly how are natural resources used? The scenario sets requirements for near future elevator car concept – how it should be to become a forerunner of its time in 2020? Material research is focusing on finding suitable materials that have potential to be used in the future concept elevator car. Materials were searched from literature, online material libraries, websites and blogs. Material samples were collected to a sustainable materials library. Findings were evaluated based on a strategy from Ashby’s (2009) book on Materials and the Environment. Most potential materials found can be divided into two groups: those that are applicable right away and those that need development. Since this thesis is about a future concept, two of the most promising of the latter group were chosen for closer collaboration and material testing. In the end, wall paneling reflecting the ambience of the future elevator car was designed. Deliverables of the project were materials sample library, material samples from collaboration, a scale model presenting the ambience and a written document. Material samples were developed in collaboration between KONE and Zelfo Technology GmbH. Some small tests were also made with Ecovative Design

    Skyscraping Frontiers

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    As a space of extremes, the skyscraper has been continually constructed as an urban frontier in American cultural productions. Like its counterpart of the American wilderness, this vertical frontier serves as a privileged site for both subversion and excessive control. Beyond common metaphoric readings, this study models the skyscraper not only as a Foucauldian heterotopia, but also as a complex network of human and nonhuman actors while retracing its development from its initial assemblage during the 19th century to its steady evolution into a smart structure from the mid-20th century onward. It takes a close look at US-American literary and filmic fictions and the ways in which they sought to make sense of this extraordinary structure throughout the 20th and early 21st centuries. More traditional poststructuralist spatial theories are connected with concepts and methods of Actor-Network Theory in a compelling account of the skyscraper’s evolution as reflected in fictional media from early 20th-century short stories via a range of action, disaster and horror films to selected city novels of the 1990s and 2000s

    Robotic Assisted Fracture Surgery

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