40,462 research outputs found

    AUGMENTED REALITY AND GAMIFICATION APPROACH WITHIN THE DIMMER PROJECT

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    Innovative learning methods as well as research projects dissemination can be achieved by digital technology. AR (Augmented Reality) can play a key role in the education field in order to transmit knowledge to young generations. AR is used to develop a playing cards game for children based on energy saving topics within the DIMMER (District Information Modelling and Management for Energy Reduction) European Project, where energy consumption awareness is one of its main aims. The DIMMER system enables the integration of BIM (Building Information Modelling), distribution network models, real-time data from sensors and user feedback through QR Codes and web portals. The energy performance of buildings is analysed from their actual utilization and especially from users’ feedback. Despite pervasive sensors implementation is a necessary tool to monitor buildings, the more effective way to reach real energy saving is to pursue user awareness and promote good practices in energy using. In fact, energy information sharing has been intended as the main focus in the DIMMER game, since children can adopt good habits that will be reflected on adults behaviour. The game conception has been reached by the collaboration between Politecnico di Torino and Primo Liceo Artistico Statale, as well as the staging of a theatrical show about these issues. In this way a connection between University and High School has been established about current research topics and the uses of new technologies for pedagogical purposes. AR is investigated in order to promote an interactive game for children in which the differences between good and bad practices in terms of sustainability and energy efficiency are discussed. It indeed turns out to be an effective means of communication with immediate impact on children learning. Cards are characterized by markers which are linked to 3D models through a specific software that enables their visualization on personal devices in AR. In the game, natural elements that are capable to generate energy (sun, fire, earth, water and wind) define the seed of every card. Attractive and colourful figures are used to represent renewable energy sources and their applications, while dark images represent the most polluting solutions. The DIMMER game purpose is not to pick up the higher number of cards, but saving energy through positive figures, avoiding those that involve pollution generation. This kind of approach establishes an interaction between children and the energy problem by encouraging active learning through the game and raising their awareness. Children are stimulated by AR multimedia elements that make learning more interesting and entertaining

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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