2,011 research outputs found

    The patterning of finance/security : a designerly walkthrough of challenger banking apps

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    Culture is being ‘appified’. Diverse, pre-existing everyday activities are being redesigned so they happen with and through apps. While apps are often encountered as equivalent icons in apps stores or digital devices, the processes of appification – that is, the actions required to turn something into an app – vary significantly. In this article, we offer a comparative analysis of a number of ‘challenger’ banking apps in the United Kingdom. As a retail service, banking is highly regulated and banks must take steps to identify and verify their customers before entering a retail relationship. Once established, this ‘secured’ financial identity underpins a lot of everyday economic activity. Adopting the method of the walkthrough analysis, we study the specific ways these processes of identifying and verifying the identity of the customer (now the user) occur through user onboarding. We argue that banking apps provide a unique way of binding the user to an identity, one that combines the affordances of smart phones with the techniques, knowledge and patterns of user experience design. With the appification of banking, we see new processes of security folded into the everyday experience of apps. Our analysis shows how these binding identities are achieved through what we refer to as the patterning of finance/security. This patterning is significant, moreover, given its availability for wider circulation beyond the context of retail banking apps

    Categorisation of visualisation methods to support the design of Human-Computer Interaction systems

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    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation

    A study of user perceptions of the relationship between bump-mapped and non-bump-mapped materials, and lighting intensity in a real-time virtual environment

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    The video and computer games industry has taken full advantage of the human sense of vision by producing games that utilize complex high-resolution textures and materials, and lighting technique. This results to the creation of an almost life-like real-time 3D virtual environment that can immerse the end-users. One of the visual techniques used is real-time display of bump-mapped materials. However, this sense of visual phenomenon has yet to be fully utilized for 3D design visualization in the architecture and construction domain. Virtual environments developed in the architecture and construction domain are often basic and use low-resolution images, which under represent the real physical environment. Such virtual environment is seen as being non-realistic to the user resulting in a misconception of the actual potential of it as a tool for 3D design visualization. A study was conducted to evaluate whether subjects can see the difference between bump-mapped and nonbump-mapped materials in different lighting conditions. The study utilized a real-time 3D virtual environment that was created using a custom-developed software application tool called BuildITC4. BuildITC4 was developed based upon the C4Engine which is classified as a next-generation 3D Game Engine. A total of thirty-five subjects were exposed to the virtual environment and were asked to compare the various types of material in different lighting conditions. The number of lights activated, the lighting intensity, and the materials used in the virtual environment were all interactive and changeable in real-time. The goal is to study how subjects perceived bump-mapped and non-bump mapped materials, and how different lighting conditions affect realistic representation. Results from this study indicate that subjects could tell the difference between the bump-mapped and non-bump mapped materials, and how different material reacts to different lighting condition

    The Investigation on Using Unity3D Game Engine in Urban Design Study

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    Developing a virtual 3D environment by using game engine is a strategy to incorporate various multimedia data into one platform. The characteristic of game engine that is preinstalled with interactive and navigation tools allows users to explore and engage with the game objects. However, most CAD and GIS applications are not equipped with 3D tools and navigation systems intended to the user experience. In particular, 3D game engines provide standard 3D navigation tools as well as any programmable view to create engaging navigation thorough the virtual environment. By using a game engine, it is possible to create other interaction such as object manipulation, non playing character (NPC) interaction with player and/or environment. We conducted analysis on previous game engines and experiment on urban design project with Unity3D game engine for visualization and interactivity. At the end, we present the advantages and limitations using game technology as visual representation tool for architecture and urban design studies

    ASSISTED NAVIGATION AND NATURAL INTERACTION FOR VIRTUAL ARCHAEOLOGICAL HERITAGE. IMPLEMENTATION OF AN ATTRACTOR-BASED APPROACH USING A GAME ENGINE

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    In this paper, the authors propose a new way to navigate inside virtual architectural environments such as those used in the field of Virtual Archaeology. This approach is based on the study of human movement inside real buildings. Authors describe the design of a computer aided navigation system that could facilitate visitors of virtual reconstructions in taking their journey inside digital 3D environments in a more human-like manner. This research considers aspects related to human attention and non-linear narratives in order to develop a new computer aided navigation paradigm using excellent capabilities of real-time visualisation, interaction and human-computer interfacing provided by a game engine. This system obtains information from the virtual environment, which is perceptually enriched by the presence of metainformation associated to the importance in terms of interest of every part, space or element present in the scene. Using this tool, the designer of the experience can influence the user walkthrough in the virtual archaeological environment to meet the expectations of the visit, follow thematic paths or adapt to different user profiles

    Virtual reality as an educational tool in interior architecture

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    Ankara : The Department of Interior Architecture and Environmental Design and the Institute of Fine Arts of Bilkent Univ., 1997.Thesis (Master's) -- Bilkent University, 1997.Includes bibliographical references.This thesis discusses the use of virtual reality technology as an educational tool in interior architectural design. As a result of this discussion, it is proposed that virtual reality can be of use in aiding three-dimensional design and visualization, and may speed up the design process. It may also be of help in getting the designers/students more involved in their design projects. Virtual reality can enhance the capacity of designers to design in three dimensions. The virtual reality environment used in designing should be capable of aiding both the design and the presentation process. The tradeoffs of the technology, newly emerging trends and future directions in virtual reality are discussed.AktaÅŸ, OrkunM.S

    Design of Immersive Online Hotel Walkthrough System Using Image-Based (Concentric Mosaics) Rendering

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    Conventional hotel booking websites only represents their services in 2D photos to show their facilities. 2D photos are just static photos that cannot be move and rotate. Imagebased virtual walkthrough for the hospitality industry is a potential technology to attract more customers. In this project, a research will be carried out to create an Image-based rendering (IBR) virtual walkthrough and panoramic-based walkthrough by using only Macromedia Flash Professional 8, Photovista Panorama 3.0 and Reality Studio for the interaction of the images. The web-based of the image-based are using the Macromedia Dreamweaver Professional 8. The images will be displayed in Adobe Flash Player 8 or higher. In making image-based walkthrough, a concentric mosaic technique is used while image mosaicing technique is applied in panoramic-based walkthrough. A comparison of the both walkthrough is compared. The study is also focus on the comparison between number of pictures and smoothness of the walkthrough. There are advantages of using different techniques such as image-based walkthrough is a real time walkthrough since the user can walk around right, left, forward and backward whereas the panoramic-based cannot experience real time walkthrough because the user can only view 360 degrees from a fixed spot
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