2,603 research outputs found

    Data-driven Storytelling in Hybrid Immersive Display Environments

    Full text link
    Data-driven stories seek to inform and persuade audiences through the use of data visualisations and engaging narratives. These stories have now been highly optimised to be viewed on desktop and mobile computers. In contrast, while immersive virtual and augmented reality (VR/AR) technologies have been shown to be more persuasive, no clear standard has yet emerged for such immersive stories. With this in mind, we propose that a hybrid data-driven storytelling approach can leverage the familiarity of 2D display devices with the immersiveness and presence afforded by VR/AR headsets. In this position paper, we characterise hybrid data-driven stories by describing its design opportunities, considerations, and challenges. In particular, we describe how both 2D and 3D display environments can play either complementary or symbiotic roles with each other for the purposes of storytelling. We hope that this work inspires researchers to investigate how hybrid user interfaces may be used for storytelling

    Animating Truth

    Get PDF
    Animating Truth examines the rise of animated documentary in the 21st century, and addresses how non-photorealistic animation is increasingly used to depict and shape reality

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

    Get PDF
    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Narrative visualization with augmented reality

    Get PDF
    The following study addresses, from a design perspective, narrative visualization using augmented reality (AR) in real physical spaces, and specifically in spaces with no semantic relation with the represented data. We intend to identify the aspects augmented reality adds, as narrative possibilities, to data visualization. Particularly, we seek to identify the aspects augmented reality introduces regarding the three dimensions of narrative visualization—view, focus and sequence. For this purpose, we adopted a comparative analysis of a set of fifty case studies, specifically, narrative visualizations using augmented reality from a journalistic scope, where narrative is a key feature. Despite the strong explanatory character that characterizes the set of analyzed cases, which sometimes limits the user’s agency, there is a strong interactive factor. It was found that augmented reality can expand the narrative possibilities in the three dimensions mentioned—view, focus and sequence—but especially regarding visual strategies where simulation plays an essential role. As a visual strategy, simulation can provide the context for communication or be the object of communication itself, as a replica.publishe

    Regimes of Temporality: China, Tibet and the Politics of Time in the Post-2008 Era

    Get PDF
    While the politics of time are an important dimension of Chinese state discourse about Tibet, it remains insufficiently explored in theoretical and practical terms. This article examines the written and visual discourses of Tibetan temporality across Chinese state media in the post-2008 era. It analyses how these media discourses attempt to construct a ‘regime of temporality’ in order to manage public opinion about Tibet and consolidate Chinese rule over the region. While the expansion of online technologies has allowed the state to consolidate its discourses about Tibet’s place within the People’s Republic of China (PRC), they have also provided Tibetans a limited but valuable space to challenge these official representations through counter readings of Tibet’s past, present and future. In doing so, this article contributes new insights on the production of state power over Tibet, online media practices in China, and the disruptive potential of social media as sites of Tibetan counter discourses

    Misdirect movies

    Get PDF
    Misdirect Movies is a curated touring exhibition exploring new possibilities of collage, employing material gleaned from cinema. With access to digital formats, artists are now able to appropriate films to create different and innovative approaches to collage. This builds upon research disseminated in artworks such as The Jump and Frames and the curated exhibition, Unspooling: Artists & Cinema The selected artists explore these ideas in diverse ways to work with narrative through different media. The exhibition will be supplemented by a catalogue, new artwork commissions, a series of artist/curator talks, film screenings, workshops and a website. The idea of the exhibition is to make us look anew at the familiarity of artist's use of collage, moving image and the cinema space. The exhibition includes work by the curators, alongside five artists from the UK, Germany and USA- Elizabeth McAlpine, Dave Griffiths, Cathy Lomax, Rosa Barba and David Reed. The selected artists work across different mediums and have a sustained engagement with the subject of the exhibition. There will be three new commissions launching at touring venues from the selected artists. The exhibition tours from Royal Standard, Liverpool (16-31 March 2013) and tours to Standpoint Gallery, London (5 July- 17 August 2013), Greyfriars, Lincoln (4-26 October 2013) and Meter Room, Coventry (8 November - 1 December 2013). The catalogue is published by Cornerhouse Publications and feature essays by Andrew Bracey, Dr. John Rimmer, Dr. Jaimie Baron, Dr. Maria Walsh and an interview between Dr. Sam George and Sir Christopher Frayling. The catalogue essays reflect the interdisciplinary nature of the exhibition's curatorial focus and feature contributions from visual arts, English literature and film studies backgrounds. The research is further disseminated by talks, critical essays on the website and introduced screenings of artist's films

    Digital creativity - an investigation into architectural design in the electronic age

    Get PDF
    A dissertation submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Master of Philosophy.This study explores approaches to architectural creativity and collaborative design in the contemporary digital design context. The thesis identifies key trends and developments in the historical and present-day evolution of the creative use of computers by architects in education and practice. It examines the current manifestations of digitally supported architectural design, and investigates the ways in which computers and electronic communication technologies are being utilised in the design process. In the context of, and informed by, this investigative survey the author evolves three key models or analogues for the application of computer based techniques in the creative design process. Each design analogue has been tested with the collaboration of undergraduate architecture students and their academic teaching staff through experimental pedagogic design projects, which have been used to evaluate their validity and effectiveness. The working principles developed through these projects have also been applied in a realworld context, through a live professional case study architectural project undertaken by the author in commercial architectural practice. The concluding section examines the current state of play in the relationship between theoretical ideas and the practice of architectural design using digital techniques, to assess the methodological validity of the design analogues in the educational and practice spheres, and to make recommendations for future areas of research

    Analysing the influence of visualisations in global environmental governance

    Get PDF
    Visualisations can highly contribute to the importance and authority of new ideas, concepts, and knowledge claims. Among the many visualisations, few become well-known and influential in environmental governance. Whilst these have been objects of specific research, this study questions what constitutes and underpins their influence. For this, the paper codifies influential visualisations and defines criteria for studying their visual characteristics. The criteria are applied to two case studies, the “traffic light” and the “planetary-boundaries” diagrams. To increase the validity of the findings, the study also introduces two “failure cases” as plausibility check
    • 

    corecore