2,490 research outputs found

    Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.

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    Mobile heritage apps have become one of the most popular means for audience engagement and curation of museum collections and heritage contexts. This raises practical and ethical questions for both researchers and practitioners, such as: what kind of audience engagement can be built using mobile apps? what are the current approaches? how can audience engagement with these experience be evaluated? how can those experiences be made more resilient, and in turn sustainable? In this thesis I explore experience design scholarships together with personal professional insights to analyse digital heritage practices with a view to accelerating thinking about and critique of mobile apps in particular. As a result, the chapters that follow here look at the evolution of digital heritage practices, examining the cultural, societal, and technological contexts in which mobile heritage apps are developed by the creative media industry, the academic institutions, and how these forces are shaping the user experience design methods. Drawing from studies in digital (critical) heritage, Human-Computer Interaction (HCI), and design thinking, this thesis provides a critical analysis of the development and use of mobile practices for the heritage. Furthermore, through an empirical and embedded approach to research, the thesis also presents auto-ethnographic case studies in order to show evidence that mobile experiences conceptualised by more organic design approaches, can result in more resilient and sustainable heritage practices. By doing so, this thesis encourages a renewed understanding of the pivotal role of these practices in the broader sociocultural, political and environmental changes.AHRC REAC

    Mapping Critical Practice In A Transdisciplinary Urban Studio

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    Architecture and Planning exist to make positive changes to our environment. Future practitioners in these disciplines will be responsible for how our cities develop and are managed - they will be required to exercise their professional judgement in complex and unpredictable contexts. There is increasing interest in transdisciplinary urbanism, but implementation in academic contexts has to date been relatively limited. This thesis aims to build on these examples, through a detailed account of one academic design studio which operates across architecture and urban planning; in doing so it aims to make the case for transdisciplinary, problem and place-based studio teaching. The study considers how a transdisciplinary studio environment supported students to develop a critical approach to practice through collaborative discourse. It looked at studio methods/practices; what it means to practice ‘critically’ in the context of design; and the role ‘going public’ by sharing ideas in public fora might play in developing critical positions. The study was undertaken in collaboration with nine students, a single cohort undertaking the final year of a hybrid master’s qualification in Architecture with Urban Planning. It adopts socio-material and spatial approaches to follow how the studio environment and the students’ emerging interdisciplinary identities shaped both their individual and their shared work. It mapped how their approach to their practice evolved through observations, interviews, and informal conversations, and through their drawings, models and journals. In carrying out these observations, and their analysis, I have returned to drawing methods common in architecture. This allowed me to explore and record aspects of studio practice which might otherwise be missed and revealed the importance of visual and spatial thinking to my own practice. Observations revealed how material spaces, tools and artefacts acted to structure social relations in the studio, and how these relations shaped individual approaches to critical practice

    Displacement and the Humanities: Manifestos from the Ancient to the Present

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    This is the final version. Available on open access from MDPI via the DOI in this recordThis is a reprint of articles from the Special Issue published online in the open access journal Humanities (ISSN 2076-0787) (available at: https://www.mdpi.com/journal/humanities/special_issues/Manifestos Ancient Present)This volume brings together the work of practitioners, communities, artists and other researchers from multiple disciplines. Seeking to provoke a discourse around displacement within and beyond the field of Humanities, it positions historical cases and debates, some reaching into the ancient past, within diverse geo-chronological contexts and current world urgencies. In adopting an innovative dialogic structure, between practitioners on the ground - from architects and urban planners to artists - and academics working across subject areas, the volume is a proposition to: remap priorities for current research agendas; open up disciplines, critically analysing their approaches; address the socio-political responsibilities that we have as scholars and practitioners; and provide an alternative site of discourse for contemporary concerns about displacement. Ultimately, this volume aims to provoke future work and collaborations - hence, manifestos - not only in the historical and literary fields, but wider research concerned with human mobility and the challenges confronting people who are out of place of rights, protection and belonging

    A Taxonomy of Freehand Grasping Patterns in Virtual Reality

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    Grasping is the most natural and primary interaction paradigm people perform every day, which allows us to pick up and manipulate objects around us such as drinking a cup of coffee or writing with a pen. Grasping has been highly explored in real environments, to understand and structure the way people grasp and interact with objects by presenting categories, models and theories for grasping approach. Due to the complexity of the human hand, classifying grasping knowledge to provide meaningful insights is a challenging task, which led to researchers developing grasp taxonomies to provide guidelines for emerging grasping work (such as in anthropology, robotics and hand surgery) in a systematic way. While this body of work exists for real grasping, the nuances of grasping transfer in virtual environments is unexplored. The emerging development of robust hand tracking sensors for virtual devices now allow the development of grasp models that enable VR to simulate real grasping interactions. However, present work has not yet explored the differences and nuances that are present in virtual grasping compared to real object grasping, which means that virtual systems that create grasping models based on real grasping knowledge, might make assumptions which are yet to be proven true or untrue around the way users intuitively grasp and interact with virtual objects. To address this, this thesis presents the first user elicitation studies to explore grasping patterns directly in VR. The first study presents main similarities and differences between real and virtual object grasping, the second study furthers this by exploring how virtual object shape influences grasping patterns, the third study focuses on visual thermal cues and how this influences grasp metrics, and the fourth study focuses on understanding other object characteristics such as stability and complexity and how they influence grasps in VR. To provide structured insights on grasping interactions in VR, the results are synthesized in the first VR Taxonomy of Grasp Types, developed following current methods for developing grasping and HCI taxonomies and re-iterated to present an updated and more complete taxonomy. Results show that users appear to mimic real grasping behaviour in VR, however they also illustrate that users present issues around object size estimation and generally a lower variability in grasp types is used. The taxonomy shows that only five grasps account for the majority of grasp data in VR, which can be used for computer systems aiming to achieve natural and intuitive interactions at lower computational cost. Further, findings show that virtual object characteristics such as shape, stability and complexity as well as visual cues for temperature influence grasp metrics such as aperture, category, type, location and dimension. These changes in grasping patterns together with virtual object categorisation methods can be used to inform design decisions when developing intuitive interactions and virtual objects and environments and therefore taking a step forward in achieving natural grasping interaction in VR

    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyōron Kūkan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics

    A Phenomenological Study of Early Childhood Teachers’ Lived Experiences and Perceptions of Their Training in Recognizing Dysgraphia in Young Children

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    The purpose of this phenomenological qualitative study was to examine the lived experiences of early childhood teachers who are seeking to recognize the warning signs of dysgraphia in young children. The learning disorder known as dysgraphia affects written expression and can affect a student’s academic development, achievements, and self-efficacy. The study was conducted via Zoom at two Oklahoma public schools and one Texas public school. The 12 participants were active early childhood teachers who individually expressed their knowledge and perceptions on the recognition of dysgraphia through a written letter, an interview, and a focus group. One central research question guided the study: What are the lived experiences and perceptions of early childhood teachers of their training in recognizing dysgraphia in young children? The research focused on students with dysgraphia, the knowledge of dysgraphia warning signs, and the students’ and teachers’ self-efficacy concerning the recognition process of dysgraphia in their natural setting. The theoretical framework that guided this research came from Bandura’s social learning theory and Vygotsky’s sociocultural theory. Hermeneutic, phenomenological data studied the lived experiences, revealed important themes within the phenomenon, and assessed the researched content by reflecting the parts and the whole for a holistic understanding of the data. Four major themes emerged from the data analysis: (a) dysgraphia definition, (b) warning signs, (c) accommodations and modifications, and (d) college preparation. The interpretation of the study’s findings, the limitations of the study, and future research recommendations were examined

    Drones, Signals, and the Techno-Colonisation of Landscape

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    This research project is a cross-disciplinary, creative practice-led investigation that interrogates increasing military interest in the electromagnetic spectrum (EMS). The project’s central argument is that painted visualisations of normally invisible aspects of contemporary EMS-enabled warfare can reveal useful, novel, and speculative but informed perspectives that contribute to debates about war and technology. It pays particular attention to how visualising normally invisible signals reveals an insidious techno-colonisation of our extended environment from Earth to orbiting satellites

    Developmental Bootstrapping of AIs

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    Although some current AIs surpass human abilities in closed artificial worlds such as board games, their abilities in the real world are limited. They make strange mistakes and do not notice them. They cannot be instructed easily, fail to use common sense, and lack curiosity. They do not make good collaborators. Mainstream approaches for creating AIs are the traditional manually-constructed symbolic AI approach and generative and deep learning AI approaches including large language models (LLMs). These systems are not well suited for creating robust and trustworthy AIs. Although it is outside of the mainstream, the developmental bootstrapping approach has more potential. In developmental bootstrapping, AIs develop competences like human children do. They start with innate competences. They interact with the environment and learn from their interactions. They incrementally extend their innate competences with self-developed competences. They interact and learn from people and establish perceptual, cognitive, and common grounding. They acquire the competences they need through bootstrapping. However, developmental robotics has not yet produced AIs with robust adult-level competences. Projects have typically stopped at the Toddler Barrier corresponding to human infant development at about two years of age, before their speech is fluent. They also do not bridge the Reading Barrier, to skillfully and skeptically draw on the socially developed information resources that power current LLMs. The next competences in human cognitive development involve intrinsic motivation, imitation learning, imagination, coordination, and communication. This position paper lays out the logic, prospects, gaps, and challenges for extending the practice of developmental bootstrapping to acquire further competences and create robust, resilient, and human-compatible AIs.Comment: 102 pages, 29 figure
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