624 research outputs found
Exploring Compassion-Driven Interaction: Bridging Buddhist Theory and Contemplative Practice Through Arts-led Research-through-Design
Compassion cultivation focuses on developing a genuine concern for others and a willingness to alleviate their suffering. As understandings of the benefits of compassion cultivation on wellbeing have evolved, an increasing interest in designing technologies for this context have followed. However, while scientific research focuses on measuring and evaluating compassion, designerly understandings of compassion informing human-computer interaction have been less explored.
We are currently confronted with huge global challenges and our entanglement with technology brings paradoxes and existential tensions related to wellbeing and human flourishing. Viewing technologies as mediators of values and morality, human-computer interaction has a stake in shaping our possible futures. A shift in the field to welcoming a plurality of worldviews, invites opportunities to authentically integrate knowledge from ancient wisdom traditions into how and why we design. This research aims to advance understandings of compassion cultivation for designing technologies by developing novel approaches to research inspired by Buddhist philosophy and practice.
This thesis draws upon an arts-led research-through-design approach and spiritual practice. The findings and insights from the studies contribute primarily to the areas of soma design, first-person research and design for wellbeing. The main contributions to knowledge are design guidelines emerging from three case studies: Understanding Tonglen, Wish Happiness, and Inner Suchness comprising one autoethnography and two concept-driven design artefacts for public exhibition. While in the act of researching, the contemplative practitioner-researcher, a research persona, emerged to support authentic engagement and embodied understandings of the dynamic unfolding processes of the practice. A contemplative framework to train self-observation and the concept of designerly gaze were developed to help investigate the phenomenon
A Holistic Work System Approach to Creating Flow During Transactional Work
Psychological flow is a positive mental state where one is so fully concentrated in a challenging task that self-consciousness falls away, time seems to stand still, and the reward is the experience of meeting the challenge. Previous research on flow in the workplace has been performed on how to create conditions to promote its occurrence in workers, to describe its attendant individual and organizational benefits, and to measure it through self-reported means and physiologically. Such research has been focused on creative endeavors (such as the arts, sports, medicine, teaching), where individuals have high agency over the execution of activities needed to successfully complete the work. This research focuses on flow in back-office transactional work, which has been little studied to date. Transactional work are those tasks that are largely rote, repetitive, and prescribed by standardized procedures, leaving little room for agentic options. Examples of such work include data entry and bookkeeping A theory is next discussed that offers the notion of a holistic system of non-task variables working together with job tasks to create conditions conducive to increasing the likelihood of transactional workers experiencing flow. Flow will next be compared to similar constructs and their relatedness to flow will be discussed. Various flow measurement methods will be presented, along with their advantages and disadvantages. These discussions set the stage for the present set of qualitative and quantitative research efforts, whose objective is to offer support for the holistic work system approach to creating flow. First, a phenomenological study of flow in transactional workers is presented, where their lived experiences of flow are documented and the extent to which certain non-task work system variables support the occurrence of flow. Next, a proof-of-concept laboratory experiment is reviewed, where seat comfort (a non-task work system factor) is shown to be a first-order influencer of flow in the study\u27s participants. Finally, the results of a designed experiment incorporating multiple non-task work system factors are presented and the interaction of high seat comfort and low computer screen contrast are shown to directly impact the occurrence of flow in that study\u27s participants. Flow is also shown to predict productivity improvements in participants when combined with high seat comfort and low computer screen contrast. Additionally, certain physiological functions thought to correlate to flow are selected and measured in the participants. Lower heart rate variation partially correlates to flow. The results are applicable to the design of holistic work systems in organizations employing back-office transactional workers. Recommendations for future research are presented that will strengthen and build on the current results
Designing a New Tactile Display Technology and its Disability Interactions
People with visual impairments have a strong desire for a refreshable tactile interface that can provide immediate access to full page of Braille and tactile graphics. Regrettably, existing devices come at a considerable expense and remain out of reach for many. The exorbitant costs associated with current tactile displays stem from their intricate design and the multitude of components needed for their construction. This underscores the pressing need for technological innovation that can enhance tactile displays, making them more accessible and available to individuals with visual impairments. This research thesis delves into the development of a novel tactile display technology known as Tacilia. This technology's necessity and prerequisites are informed by in-depth qualitative engagements with students who have visual impairments, alongside a systematic analysis of the prevailing architectures underpinning existing tactile display technologies. The evolution of Tacilia unfolds through iterative processes encompassing conceptualisation, prototyping, and evaluation. With Tacilia, three distinct products and interactive experiences are explored, empowering individuals to manually draw tactile graphics, generate digitally designed media through printing, and display these creations on a dynamic pin array display. This innovation underscores Tacilia's capability to streamline the creation of refreshable tactile displays, rendering them more fitting, usable, and economically viable for people with visual impairments
Measuring the Effects of Multi-Sensory Stimuli in the Mixed Reality Environment for Tourism Value Creation
This thesis explores the impact of technology-enhanced multisensory stimuli on visitors'
value judgments and behavioural intentions at tourist attractions. The study is based on
the Tourism Value Framework (Smith and Colgate, 2007), which examines the influence
of tourism environment and experience cues on tourist behaviour. To achieve the
objective, four key areas were critically reviewed: 1) value creation in attraction-based
tourism, 2) multisensory experience literature including experiencescape research, 3)
immersion, and 4) mixed-reality technology (Objective 1).
Primary data collection involved two research phases. The first phase included ten semistructured
focus group interviews with visitors at two multisensory mixed-reality tourism
locations in Finland (Objective 2). These interviews provided insights into visitors'
perspectives on value formation, immersive experiences, and mixed-reality technologies.
Thematic analysis of the data revealed five themes and seventeen subthemes, including
context-specific subthemes, which contributed to understanding the multisensory tourism
experience and technology-enhanced experience.
Based on ten hypotheses, a qualitative S-I-V-A value creation framework was developed
for technology-enhanced multisensory mixed reality tourism environments. The second
phase aimed to examine and validate the proposed model by collecting survey responses
from 317 visitors to a multisensory mixed reality tourist environment. Covariance-based
Structural Equation Modelling (CB-SEM) was used for data analysis (Objective 3). The
research's significant achievement is the creation of the S-I-V-A value creation framework
for technology-enhanced multisensory mixed reality tourist environments, derived from
the study's discoveries (Objective 4).
The thesis concludes by summarizing the theoretical contributions of this research and
offering recommendations to developers and designers in the tourism and mixed-reality
sectors. It acknowledges the study's limitations and suggests potential directions for
future research
東北大学電気通信研究所研究活動報告 第29号(2022年度)
紀要類(bulletin)departmental bulletin pape
An extended AI-experience : Industry 5.0 in creative product innovation
Creativity plays a significant role in competitive product ideation. With the increasing emergence of Virtual Reality (VR) and Artificial Intelligence (AI) technologies, the link between such technologies and product ideation is explored in this research to assist and augment creative scenarios in the engineering field. A bibliographic analysis is performed to review relevant fields and their relationships. This is followed by a review of current challenges in group ideation and state-of-the-art technologies with the aim of addressing them in this study. This knowledge is applied to the transformation of current ideation scenarios into a virtual environment using AI. The aim is to augment designers’ creative experiences, a core value of Industry 5.0 that focuses on human-centricity, social and ecological benefits. For the first time, this research reclaims brainstorming as a challenging and inspiring activity where participants are fully engaged through a combination of AI and VR technologies. This activity is enhanced through three key areas: facilitation, stimulation, and immersion. These areas are integrated through intelligent team moderation, enhanced communication techniques, and access to multi-sensory stimuli during the collaborative creative process, therefore providing a platform for future research into Industry 5.0 and smart product development
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