1,816 research outputs found

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    Design Science in Human-Computer Interaction: A Model and Three Examples

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    Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world. Indeed, the world itself changing, becoming ever more artificial. It is a designed world that we have created for ourselves. Human-computer interaction (HCI) scholars are concerned with the interactions that occur between people and technology in this new world: how do IT artifacts impact the human experience, and how can knowledge of the human experience impact the design of new computer-based systems? At the same time, HCI is design-oriented, a community where scholars seek to shape the design of new IT artifacts, and make real improvements to the world we live in. It remains an unresolved challenge to bring these scholarly and design perspectives together. Various models and approaches have been proposed, but current thinking on a design science for HCI is in flux. This multi-paper dissertation draws upon existing literature from HCI, various design communities, and information systems (IS) to develop a new model of design science: the theory, design, and evaluation (TDE) model. The TDE model, informed by an included research paper, envisions that scholarly activities and design activities can occur in parallel across the three stages of theory, design, and evaluation. The TDE model is demonstrated using an additional three included papers, each one taken from a separate TDE design science project. These ongoing projects occur in widely varied contexts - gaming for citizen science, online nuisances, and military history education - but each has the TDE model as its central organizing structure. The papers are examples of TDE knowledge outcomes, but also address design outcomes from each project. The three projects are analyzed and connected directly to various elements of the TDE model itself. In addition, the final chapter describes future directions for the three projects and the TDE model, as well as thinking on the importance of design science in HCI scholarship

    Novel Multimodal Interaction for Industrial Design

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    Understanding The Use and Impact of Social Media Features on The Educational Experiences of Higher-Education Students in Blended and Distance-Learning Environments

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    Students are increasingly expecting social media to be a component of their educational experiences both outside and inside of the classroom. The phenomenon of interest in this dissertation is understanding how the educational experiences of students are affected when social media are incorporated into online and blended course activities. Qualitative case studies are undertaken toward this end from a Human-Computer Interaction perspective by proposing 4 research questions: (1) How does the use of social media in blended-learning courses impact students\u27 educational experience? (2) How does the use of social media in online courses impact students\u27 educational experience? (3) How do specific features of social media impact student experiences inside the physical classroom? (4) How do specific features of social media impact student experiences outside of the physical classroom? This work is rooted in the theoretical foundations of the Community of Inquiry (CoI) framework to conceptualize educational experience as defined by the intersection of social, cognitive, and teaching presences. Adaptive Structuration Theory (AST) is also integrated here to conceptualize social media features as technical objects defined through the relationship of functional affordances and symbolic expressions between students and social media. The findings are based on a total of 9 case studies (5 within a blended context and 4 within an online context) bound by students in Masters-level library science classes at Syracuse University. The results suggest that social presence is clearly the most salient type of presence in social media within blended course contexts, while cognitive and social presences are relatively salient in social media within online course contexts. Two main categories of affordances, timeliness and information curation, emerged as pertinent to students\u27 educational experiences in blended courses; while both of these, plus multimedia engagement, were identified as relevant to online courses. Technical objects (general features of social media) were identified which facilitate these affordances, and implications based on these are provided in respect to practice (for educators and information technology designers) and theory

    UNIMAS Today : Exploring the Web of Recognition, Vol.4 No.1 1998

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    New Media Art/ New Funding Models

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    Investigates the current state of funding for new media artists, with an emphasis on the support structures for innovative creative work that utilizes advanced technologies as the main vehicle for artistic practice

    Using Auto-Ordering to Improve Object Transfer between Mobile Devices

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    People frequently form small groups in many social and professional situations: from conference attendees meeting at a coffee break, to siblings gathering at a family barbecue. These ad-hoc gatherings typically form into predictable geometries based on circles or circular arcs (called F-Formations). Because our lives are increasingly stored and represented by data on handheld devices, the desire to be able to share digital objects while in these groupings has increased. Using the relative position in these groups to facilitate file sharing could facilitate intuitive interfaces such as passing or flicking. However, there is no reliable, lightweight, ad-hoc technology for detecting and representing relative locations around a circle. In this thesis, we present three systems that can auto-order locations about a circle based on sensors standard on commodity smartphones. We tested two of these systems using an object passing task in a laboratory environment against unordered and proximity-based systems, and show that our techniques are faster, more accurate, and preferred by users
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