60 research outputs found

    Interactive 3D Viewer Interfaces for Virtual Museum Artefacts

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    This paper accompanies an Interactions Gallery exhibit of interfaces to 3D artefacts at the 2022 BCS Human-Computer Interaction (HCI) Conference. The exhibit introduces cuneiform, humankind's earliest writing, showing visitors how the cuneiform script evolved over millennia and how web-based 3D viewer interfaces for cuneiform artefacts have evolved much more recently from a progenitor originally demonstrated five years ago at the 2017 BCS HCI Conference Interactions Gallery. Visitors to the exhibit will also see how the 3D viewer interface has been adapted for different purposes and how it continues to evolve in functionality

    The haptic iPod: passive learning of multi-limb rhythm skills

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    Recent experiments showed that the use of haptic vibrotactile devices can support the learning of multi-limb rhythms [Holland et al., 2010]. These experiments centred on a tool called the Haptic Drum Kit, which uses vibrotactiles attached to wrists and ankles, together with a computer system that controls them, and a midi drum kit. The system uses haptic signals in real time, relying on human entrainment mechanisms [Clayton, Sager and Will, 2004] rather than stimulus response, to support the user in playing multi-limbed rhythms. In the present paper, we give a preliminary report on a new experiment, that aims to examine whether passive learning of multi-limb rhythms can occur through the silent playback of rhythmic stimuli via haptics when the subject is focusing on other tasks. The prototype system used for this new experiment is referred to as the Haptic iPod.Paper presented at the Workshop: When Words Fail: What can Music Interaction tell us about HCI? at BCS HCI Conference 2011, Newcastle, U

    Investigating affordances of virtual worlds for real world B2C e-commerce

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    Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users interact through avatars. The literature suggests that virtual worlds can facilitate real world business-to-consumer (B2C) e-commerce. However, few real world businesses have adopted virtual worlds for B2C e-commerce. In this paper, we present results from interviews with consumers in a virtual world to investigate how virtual worlds can support B2C e-commerce. A thematic analysis of the data was conducted to uncover affordances and constraints of virtual worlds for B2C e-commerce. Two affordances (habitability and appearance of realness) and one constraint (demand for specialised skill) were uncovered. The implications of this research for designers are (1) to provide options to consumers that enable them to manage their online reputation, (2) to focus on managing consumers’ expectations and (3) to facilitate learning between consumers

    A frame signature matrix for analysing and comparing interaction design behaviour

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    Protocol studies are an established method to investigate design behaviour. In the context of a project to investigate novice interaction design (ID) behaviour across protocols and cultures, we found that existing design behaviour analysis frameworks did not provide reliable results. This paper describes the development of a new approach to analyse and compare ID behaviour using verbal protocols. We augment Schön’s basic design and reflection cycle with construction of a frame signature matrix and analogical categorisation coding. We demonstrate this approach by comparing two protocols of novice interaction designers in Botswana. The initial findings indicate that this approach increases consistency and accuracy of coding, and that there are different degrees of reframing for the design problem and solutions

    Acting Out the Future: A Process for Envisionment

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    It is difficult to design innovative information and communication technologies to meet needs that will emerge from future interactions between users, technologies and their situations of use. We have been using scenarios that are acted out as a way of envisioning the future. This paper describes some of the core dilemmas of innovative design. It draws on our existing work as well as ideas from a range of disciplines to present a ‘light’ but useful envisionment process that may be applied to commercial design problems
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