1,092 research outputs found

    Institute of Making 7th Year Report

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    A report on the research activities of the Institute of Making covering the period from March 2019 to March 202

    "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

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Towards a Model of ICT Reflexive Practice: Investigating Teachers’ User-Generated Contexts and Agency in a K-12 Chilean School

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    In this study, I investigate six teacher participants’ engagement in a reflexive practice programme as part of their continuous professional development (CPD) in a K-12 institution. I specifically focus my study of Reflexive Practice (Dewey, 1910; Dewey, 1922; Freire, 2005; Freire, 2011; Freire, 2014) on the participants’ Information Communication Technology (ICT) practices within their subject domain. Exploration of ICT reflexive practices within a CPD programme is an underdeveloped area of research. Data include observations and interviews gathered from teacher participants and their respective Heads of Department. Data demonstrates the significance of teachers’ agency and dialogue to enhance ICT practices and collaborations in three dimensions: professional, departmental and institutional. Key findings inform the development of an ICT Reflexive Practice (IRP) Framework that I outline as part of my research contribution. Drawing from the notion of User-Generated Contexts (UGCs; Dourish, 2004, Dourish, 2017; Luckin, 2010; Luckin et al., 2011, Luckin, 2018), the IRP Framework adds ‘reflexion about ICT’ to the schools’ existing RPM. It assesses the underpinnings supporting teachers’ ICT practices (e.g., pedagogical theories, curricular basis, policies, among others). This issue has arguably become a recurrent concern for different traditions involved in educational technology under the argument that teachers’ real innovative and transformational ICT uses in teaching remain underdeveloped (Albion & Tondeur, 2018; Crook et al., 2010; Hinostroza et al., 2016). The IRP Framework combines RP and ICT holistically by moving beyond a single classroom experience to consider the entire school ecosystem. Especially in the COVID-19 pandemic context, where ICT has increased its role in education, policymakers must provide teachers with adequate CPD reflexive opportunities suitable to their specific needs. The IRP Framework, which emerged from a systematic comparison of the data against the theory of RP and the concept of UGCs, offers the CPD model teachers need to assess their ICT practices and keep refining them over time

    Diversity in Computer Science

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    This is an open access book that covers the complete set of experiences and results of the FemTech.dk research which we have had conducted between 2016-2021 – from initiate idea to societal communication. Diversity in Computer Science: Design Artefacts for Equity and Inclusion presents and documents the principles, results, and learnings behind the research initiative FemTech.dk, which was created in 2016 and continues today as an important part of the Department of Computer Science at the University of Copenhagen’s strategic development for years to come. FemTech.dk was created in 2016 to engage with research within gender and diversity and to explore the role of gender equity as part of digital technology design and development. FemTech.dk considers how and why computer science as a field and profession in Denmark has such a distinct unbalanced gender representation in the 21st century. This book is also the story of how we (the authors) as computer science researchers embarked on a journey to engage with a new research field – equity and gender in computing – about which we had only sporadic knowledge when we began. We refer here to equity and gender in computing as a research field – but in reality, this research field is a multiplicity of entangled paths, concepts, and directions that forms important and critical insights about society, gender, politics, and infrastructures which are published in different venues and often have very different sets of criteria, values, and assumptions. Thus, part of our journey is also to learn and engage with all these different streams of research, concepts, and theoretical approaches and, through these engagements, to identify and develop our own theoretical platform, which has a foundation in our research backgrounds in Human–Computer Interaction broadly – and Interaction Design & Computer Supported Cooperative Work specifically

    Art and Medicine: A Collaborative Project Between Virginia Commonwealth University in Qatar and Weill Cornell Medicine in Qatar

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    Four faculty researchers, two from Virginia Commonwealth University in Qatar, and two from Weill Cornell Medicine in Qatar developed a one semester workshop-based course in Qatar exploring the connections between art and medicine in a contemporary context. Students (6 art / 6 medicine) were enrolled in the course. The course included presentations by clinicians, medical engineers, artists, computing engineers, an art historian, a graphic designer, a painter, and other experts from the fields of art, design, and medicine. To measure the student experience of interdisciplinarity, the faculty researchers employed a mixed methods approach involving psychometric tests and observational ethnography. Data instruments included pre- and post-course semi-structured audio interviews, pre-test / post-test psychometric instruments (Budner Scale and Torrance Tests of Creativity), observational field notes, self-reflective blogging, and videography. This book describes the course and the experience of the students. It also contains images of the interdisciplinary work they created for a culminating class exhibition. Finally, the book provides insight on how different fields in a Middle Eastern context can share critical /analytical thinking tools to refine their own professional practices

    E-textiles for Self-Expression: Participatory Making with Blind and Visually Impaired People

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    This research explores how blind and visually impaired (VI) people can engage with e-textiles in creative and tactile ways, by making interactive e-textile art pieces to tell their own stories. Touch, gestures used to interact with textiles and e-textiles, and association of meaning with objects are central concerns of the work, in the context of how different materials can evoke and be used in self-expression. The research focuses on how VI participants can design and make their own e-textile objects, bringing in ideas of empowerment and agency, and drawing attention to what characterises an effective ‘participatory making’ environment. Three studies are reported. The first study observed practices at two schools for blind and VI children/young people to establish how ‘objects of reference’ are used within the classroom environment, and what other sensory stimulation is important. The second study involved two series of hands-on e- textile making workshops, at a charity for VI people, and at a contemporary art gallery, to explore how visually impaired participants can design and make personal e-textile objects. The third, a laboratory study, investigated what associations and gestures visually impaired participants used with e-textile sensors that had different textures and functioned in different ways. The research explored the potential of participatory making of e-textiles in terms of touch, personal association, accessibility, and creativity. The research identifies some effective practices for participatory making of e-textiles with visually impaired people, including a modular approach to circuit-making. It highlights the importance of ownership of the process for the participants. It demonstrates that, although there is ‘no common language of gesture’ for touch-based interaction with e-textiles, conventions can be established through example or consistent use. It outlines the ‘lessons learned’ in working with blind and visually impaired people, which can inform other researchers, designers, or artists interested in participatory making

    More playful user interfaces:interfaces that invite social and physical interaction

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    Makers at School, Educational Robotics and Innovative Learning Environments

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    This open access book contains observations, outlines, and analyses of educational robotics methodologies and activities, and developments in the field of educational robotics emerging from the findings presented at FabLearn Italy 2019, the international conference that brought together researchers, teachers, educators and practitioners to discuss the principles of Making and educational robotics in formal, non-formal and informal education. The editors’ analysis of these extended versions of papers presented at FabLearn Italy 2019 highlight the latest findings on learning models based on Making and educational robotics. The authors investigate how innovative educational tools and methodologies can support a novel, more effective and more inclusive learner-centered approach to education. The following key topics are the focus of discussion: Makerspaces and Fab Labs in schools, a maker approach to teaching and learning; laboratory teaching and the maker approach, models, methods and instruments; curricular and non-curricular robotics in formal, non-formal and informal education; social and assistive robotics in education; the effect of innovative spaces and learning environments on the innovation of teaching, good practices and pilot projects
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