2,601 research outputs found

    Lifeworld Inc. : and what to do about it

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    Can we detect changes in the way that the world turns up as they turn up? This paper makes such an attempt. The first part of the paper argues that a wide-ranging change is occurring in the ontological preconditions of Euro-American cultures, based in reworking what and how an event is produced. Driven by the security – entertainment complex, the aim is to mass produce phenomenological encounter: Lifeworld Inc as I call it. Swimming in a sea of data, such an aim requires the construction of just enough authenticity over and over again. In the second part of the paper, I go on to argue that this new world requires a different kind of social science, one that is experimental in its orientation—just as Lifeworld Inc is—but with a mission to provoke awareness in untoward ways in order to produce new means of association. Only thus, or so I argue, can social science add to the world we are now beginning to live in

    VRpursuits: Interaction in Virtual Reality Using Smooth Pursuit Eye Movements

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    Gaze-based interaction using smooth pursuit eye movements (Pursuits) is attractive given that it is intuitive and overcomes the Midas touch problem. At the same time, eye tracking is becoming increasingly popular for VR applications. While Pursuits was shown to be effective in several interaction contexts, it was never explored in-depth for VR before. In a user study (N=26), we investigated how parameters that are specific to VR settings influence the performance of Pursuits. For example, we found that Pursuits is robust against different sizes of virtual 3D targets. However performance improves when the trajectory size (e.g., radius) is larger, particularly if the user is walking while interacting. While walking, selecting moving targets via Pursuits is generally feasible albeit less accurate than when stationary. Finally, we discuss the implications of these findings and the potential of smooth pursuits for interaction in VR by demonstrating two sample use cases: 1) gaze-based authentication in VR, and 2) a space meteors shooting game

    Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design

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    Digitalization is penetrating every aspect of everyday life including a human's heart beating, which can easily be sensed by wearable sensors and displayed for others to see, feel, and potentially "bodily resonate" with. Previous work in studying human interactions and interaction designs with physiological data, such as a heart's pulse rate, have argued that feeding it back to the users may, for example support users' mindfulness and self-awareness during various everyday activities and ultimately support their wellbeing. Inspired by Somaesthetics as a discipline, which focuses on an appreciation of the living body's role in all our experiences, we designed and explored mobile tangible heart beat displays, which enable rich forms of bodily experiencing oneself and others in social proximity. In this paper, we first report on the design process of tangible heart displays and then present results of a field study with 30 pairs of participants. Participants were asked to use the tangible heart displays during watching movies together and report their experience in three different heart display conditions (i.e., displaying their own heart beat, their partner's heart beat, and watching a movie without a heart display). We found, for example that participants reported significant effects in experiencing sensory immersion when they felt their own heart beats compared to the condition without any heart beat display, and that feeling their partner's heart beats resulted in significant effects on social experience. We refer to resonance theory to discuss the results, highlighting the potential of how ubiquitous technology could utilize physiological data to provide resonance in a modern society facing social acceleration.Comment: 18 page

    Finding a Future Beyond the Field: Exploring ICT-Mediated Practices of Student Athletes

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    Our preliminary research design explores the life of college student athletes and their use of information and communication technologies (ICTs) as they plan their transition beyond graduation. While ICTs such as social media, smartphones, and the internet are becoming more ubiquitous in college campuses, student athletes contend with finding ways to seek information in determining the optimal time to transition into professional play. To expand the literature on ICT use among student athletes, our exploratory study seeks to uncover factors that affect ICT use in both their athletic and academic environments. In collecting qualitative data through semi-structured interviews, our work aims to inform future design implications for ICTs used by student athletes

    Life remade: critical animation in the digital age

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    Introduction to Special Issue of animation: an interdisciplinary journal. Animation and contemporary life are enmeshed like never before. A growing number of the media images we consume are in animated form (from fully animated features to CGI laden blockbusters and advertisements); recourse to common animation software and aesthetic approaches significantly blur the lines between previously distinct artistic and design practices (from video games, to special effects, to architecture and contemporary art); and through techniques of computational modelling and visualization, animation is increasingly fundamental to processes of knowledge production and the creation of various modes or elements of life. This appears therefore to be a particularly 'critical' moment to ponder animation's expanded cultural and political role. This special issue also provides an opportunity to consider animation's own powers of critique – the ways in which the digital animated image is increasingly being deployed explicitly as a means of intervening in social and political arenas ranging from human rights advocacy to ecological activism. And finally, we hope this collection of essays serves to further the already rich examination of the politics of more traditional forms of animation in the current digital age. This special issue thus builds upon recent scholarship that has already begun to contend with animation's expanded presence and its inherent political and critical significance..

    Situated Technologies

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    Architecture's privileged position as the technology of space-making is challenged by the current proliferation of a wide range of mobile, embedded, networked and distributed media, communication and information systems. Our interactions with (and through) these location-based, context-aware and otherwise ”situated” technologies are beginning to alter the way we perceive, navigate and socialize within the built environment. Prompting a reconfiguration of material boundaries, organizational adjacencies, and public/private relations, these technologies (and the ways in which we engage them) have significant implications for how we conceive, design and experience space. In this paper, we identify three vectors for architectural research that explore the spatial opportunities presented by what we call Situated Technologies. Working across the overlapping boundaries of media, architecture and computing, this research attempts to articulate how architects might play a critical role in shaping evolving techno-social spaces increasingly governed by both material and immaterial processes. As exploratory research, it aims less to propose solutions to known problems than to arrive at precise questions that help us better identify and structure new problems for architecture presented by recent developments in ubiquitous/ pervasive computing
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