8 research outputs found

    Art. CHI 2015

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    The official catalog accompanying the Art.CHI 2015 workshop

    The Ledger and Times, July 2, 1966

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    The Ledger and Times, July 2, 1966

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    The Ledger and Times, July 2, 1966

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    A Guide to Evaluating the Experience of Media and Arts Technology

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    Evaluation is essential to understanding the value that digital creativity brings to people's experience, for example in terms of their enjoyment, creativity, and engagement. There is a substantial body of research on how to design and evaluate interactive arts and digital creativity applications. There is also extensive Human-Computer Interaction (HCI) literature on how to evaluate user interfaces and user experiences. However, it can be difficult for artists, practitioners, and researchers to navigate such a broad and disparate collection of materials when considering how to evaluate technology they create that is at the intersection of art and interaction. This chapter provides a guide to designing robust user studies of creative applications at the intersection of art, technology and interaction, which we refer to as Media and Arts Technology (MAT). We break MAT studies down into two main kinds: proof-of-concept and comparative studies. As MAT studies are exploratory in nature, their evaluation requires the collection and analysis of both qualitative data such as free text questionnaire responses, interviews, and observations, and also quantitative data such as questionnaires, number of interactions, and length of time spent interacting. This chapter draws on over 15 years of experience of designing and evaluating novel interactive systems to provide a concrete template on how to structure a study to evaluate MATs that is both rigorous and repeatable, and how to report study results that are publishable and accessible to a wide readership in art and science communities alike.Comment: Preprint. Chapter to appear in "Creating Digitally. Shifting Boundaries: Arts and Technologies - Contemporary Applications and Concepts", Anthony L. Brooks (Editor), Springer. https://link.springer.com/book/978303131359

    "Arte Factus" : estudo e co-design socialmente consciente de artefatos digitais socioenativos

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    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Atualmente, a tecnologia computacional tornou-se cada vez mais pervasiva por meio de computadores de diferentes tamanhos, formas e capacidades. Mas avanços tecnológicos, embora necessários, não são suficientes para tornar a interação com tecnologia computacional mais transparente, como preconizado pela computação ubíqua. Sistemas computacionais atuais ainda exigem um vocabulário técnico de entradas e saídas para serem utilizados. No campo da Interação Humano-Computador (IHC), a adoção da teoria da cognição enativa pode lançar luz sobre um novo paradigma de interação que preenche a lacuna entre ação e percepção. Sistemas computacionais enativos são um promissor tema de pesquisa, mas seu design e avaliação ainda são pouco explorados. Além disso, sistemas enativos, como já proposto na literatura, carecem de consideração do contexto social. O objetivo desta tese de doutorado é contribuir para o design de tecnologia computacional dentro de uma abordagem da cognição enativa, além de também sensível à aspectos sociais. Portanto, esta tese investiga os conceitos de sistemas enativos e socioenativos por meio do co-design de arte interativa e instalações. Para atingir esse objetivo, é proposto um arcabouço teórico-metodológico chamado "Arte Factus" para apoiar o estudo e o co-design socialmente consciente de artefatos digitais. O arcabouço "Arte Factus" foi utilizado em três estudos de design relatados nesta tese: InterArt, InstInt e InsTime. Esses estudos envolveram a participação de 105 estudantes de graduação e pós-graduação em Ciência da Computação e Engenharia de Computação no co-design de 19 instalações. O processo envolveu o uso de tecnologia pervasiva do tipo Faça-Você-Mesmo ("Do-It-Yourself, DIY"), e algumas dessas instalações foram estudadas em oficinas de prática situada que ocorreram em cenários educacionais (escola e museu exploratório de ciências). O arcabouço "Arte Factus", como a principal contribuição desta tese de doutorado, mostrou-se eficaz no apoio ao co-design socialmente consciente de instalações interativas que materializam o conceito de artefatos digitais socioenativos. Além disso, através do estudo dos artefatos criados no contexto desta investigação, esta tese também contribui para a construção teórica do conceito de sistemas socioenativosAbstract: Currently, computational technology has become more and more pervasive with computers of different sizes, shapes, and capacities. But technological advancements, although necessary, are not enough to make the interaction with computational technology more transparent, as preconized by the ubiquitous computing. Current computational systems still require a technical vocabulary of inputs and outputs to be interacted with. Within the field of Human-Computer Interaction (HCI), the adoption of the enactive cognition theory can shed light on a new interaction paradigm that bridges the gap between action and perception. Enactive computational systems are a promising subject of research, but their design and evaluation are still hardly explored. Furthermore, enactive systems as already proposed in the literature lack a social context consideration. The objective of this doctoral thesis is to contribute towards the design of computational technology within an enactive approach to cognition, while also being sensitive to social aspects. Therefore, this thesis investigates the concepts of enactive and socioenactive systems by enabling the co-design of interactive art installations. To achieve this objective, a theoretical-methodological framework named "Arte Factus" is proposed to support the study and socially aware co-design of digital artifacts. The "Arte Factus" framework was used in three design studies reported in this thesis: InterArt, InstInt, and InsTime. These studies involved the participation of 105 Computer Science and Computer Engineering undergraduate and graduate students in the co-design of 19 installations. The process involved the use of pervasive "Do-It-Yourself" (DIY) technology, and some of these installations were further studied in workshops of situated practice that took place in educational scenarios (school and exploratory science museum). The "Arte Factus" framework, as the main contribution of this doctoral thesis, has shown effective in supporting the socially aware co-design of interactive installations that materialize the concept of socioenactive digital artifacts. Moreover, through the study of the artifacts created in the context of this investigation, this thesis also contributes towards the theoretical construction of the concept of socioenactive systemsDoutoradoCiência da ComputaçãoDoutor em Ciência da Computação2017/06762-0FAPESPCAPE

    Grounded Visual Analytics: A New Approach to Discovering Phenomena in Data at Scale

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    We introduce Grounded Visual Analytics, a new method that integrates qualitative and quantitative approaches in order to help investigators discover patterns about human activity. Investigators who develop or study systems often use log data, which keeps track of interactions their participants perform. Discovering and characterizing patterns in this data is important because it can help guide interactive computing system design. This new approach integrates Visual Analytics, a field that investigates Information Visualization and interactive machine learning, and Grounded Theory, a rigorous qualitative research method for discovering nuanced understanding of qualitative data. This dissertation defines and motivates this new approach, reviews relevant existing tools, builds the Log Timelines system. We present and analyze six case studies that use Log Timelines, a probe that we created in order explore Grounded Visual Analytics. In a series of case studies, we collaborate with a participant-investigator on their own project and data. Their use of Grounded Visual Analytics generates ideas about how future research can bridge the gap between qualitative and quantitative methods

    Art.CHI II: Digital art in a post-digital world

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    © 2016 Authors. At CHI2015 our Art.CHI initiative led to a two-day workshop, an art catalog and presentations during Interactivity. The long-term plan is to turn this into a regular feature of CHI. For CHI2016 we will additionally use a gallery space within the Conference concourse. This workshop will invite digital artists to present their work, discuss its immediate impact with other digital artists and consider long-term issues and investigations in the interface between CHI and digital art. Towards this end our theme for Art.CHI II is Digital Art in a Post-Digital World
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