16,438 research outputs found
Privacy and Curiosity in Mobile Interactions with Public Displays.
Personal multimedia devices like mobile phones create new needs for larger displays distributed at specific points in the environment to look up information about the current place, playing games or exchanging multimedia data. The technical prerequisites are covered; however, using public displays always exposing information. In this paper we look at these issues from the privacy as well as from the curiosity perspective with several studies showing and confirming usersâ reservations against public interactions. Interactive advertisements can exploit this best using specific types of interaction techniques
Pervasive Displays Research: What's Next?
Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany
A practical approach to product design for future worlds using scenario-development
The focus of consumer product design is shifting from primarily offering functionality, towards\ud
experience and emotion driven product characteristics [1]. At the same time the functioning of\ud
products is more and more defined in its social context. Product designers can play a major role in\ud
developing our future social context, as long as they are aware of the responsibility towards users,\ud
society and environment. In the master âDesign & Stylingâ of the Industrial Design Engineering\ud
program of the University of Twente, we created a course âCreate the Futureâ, addressing both these\ud
future- and society oriented aspects of design. In this paper we describe the course structure and the\ud
associated teaching methods, give examples of student results and discuss the points of interest and\ud
application possibilities. In the 2008 edition the students explored the future of food. First the students\ud
created a future context by investigating, building and visualizing multiple scenarios. Subsequently\ud
they designed a future product concept within these scenario contexts. It showed that the structure of\ud
this course was particularly suitable for designing products for the not so near future, i.e. 15-20 years\ud
ahead. Especially scenario development proved to be a good instrument for the students to be able to\ud
create a tangible context for designing future products and services
New medium of advertising in the future use of interactive installation
Interactive installation is good at communicating as an advertising medium because in the age of information overload, the traditional advertising medium is far from communicating with consumers efficiently, eye catching is no longer enough, advertising calls for effective experience communicating. Bringing experience to consumers, involving them in the process of delivering information will be effective ways of communicating and a preferred way of getting information by today\u27s information consumers. In my thesis I will study the use of interactive installation as an advertising medium, farther more, and how we can use interactive installation to communicate with consumers better than traditional advertising medium to build a relationship between consumer and product
Gesture elicitation study on how to opt-in & Opt-out from interactions with public displays
Public interactive displays with gesture-recognizing cameras enable new forms of interactions. However, often such systems do not yet allow passers-by a choice to engage voluntarily or disengage from an interaction. To address this issue, this paper explores how people could use different kinds of gestures or voice commands to explicitly opt-in or opt-out of interactions with public installations. We report the results of a gesture elicitation study with 16 participants, generating gestures within five gesture-types for both a commercial and entertainment scenario. We present a categorization and themes of the 430 proposed gestures, and agreement scores showing higher consensus for torso gestures and for opting-out with face/head. Furthermore, patterns indicate that participants often chose non-verbal representations of opposing pairs such as âclose and openâ when proposing gestures. Quantitative results showed overall preference for hand and arm gestures, and generally a higher acceptance for gestural interaction in the entertainment setting
Real-time Gesture Recognition Using RFID Technology
This paper presents a real-time gesture recognition technique based on
RFID technology. Inexpensive and unintrusive passive RFID tags can be easily attached
to or interweaved into user clothes. The tag readings in an RFID-enabled
environment can then be used to recognize the user gestures in order to enable
intuitive human-computer interaction. People can interact with large public displays
without the need to carry a dedicated device, which can improve interactive
advertisement in public places. In this paper, multiple hypotheses tracking is used
to track the motion patterns of passive RFID tags. Despite the reading uncertainties
inherent in passive RFID technology, the experiments show that the presented
online gesture recognition technique has an accuracy of up to 96%
Situating Media Infrastructure: Understand the Role of Public Space Characteristics in Influencing Public Interaction with Media Infrastructure
Media Architecture scholars have outlined the importance of considering the urban design perspective in informing the deployment of digital media in public space. In this paper, we build on their work and provide a detailed account based on the knowledge from urban design theories coupled with literature from Human-computer Interaction research. Specifically, we address the role of location- its physical and spatial characteristics and situated human activities- in influencing public interaction with media infrastructure. We aim to provide a framework for understanding the complex relationship between media infrastructure and urban public spaces, and explore the impact of locations on how people interact with media infrastructure by: 1) developing an initial framework of public space characteristics based on urban design knowledge, 2) conducting a case study of InLinkUK network with detailed field study and analysis on 3 selected sites in London. We discuss the initial outcome of the case study analysis and report on the next stages of this research. This paper addresses the question: how media architecture can contribute to a sense of place and provide a detailed account based on a case study in London. It attempts to broaden and extend existing calls by media architecture scholars to consider urban design knowledge in informing the deployment of digital media infrastructure in public spaces
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Emotional Biosensing: Exploring Critical Alternatives
Emotional biosensing is rising in daily life: Data and categories claim to know how people feel and suggest what they should do about it, while CSCW explores new biosensing possibilities. Prevalent approaches to emotional biosensing are too limited, focusing on the individual, optimization, and normative categorization. Conceptual shifts can help explore alternatives: toward materiality, from representation toward performativity, inter-action to intra-action, shifting biopolitics, and shifting affect/desire. We contribute (1) synthesizing wide-ranging conceptual lenses, providing analysis connecting them to emotional biosensing design, (2) analyzing selected design exemplars to apply these lenses to design research, and (3) offering our own recommendations for designers and design researchers. In particular we suggest humility in knowledge claims with emotional biosensing, prioritizing care and affirmation over self- improvement, and exploring alternative desires. We call for critically questioning and generatively re- imagining the role of data in configuring sensing, feeling, âthe good life,â and everyday experience
The shifting in the media labor market and its impact on the visual communication designers' characteristics
This paper deals with the latest developments in the media labor market for visual communication design and its transformation into an interactive labor market. The shift cleared the urgent need for new generations of digital communication designers, who would have unique characteristics that enable them to meet the new challenges of the labor market. The creation of new methods for interactive advertisements and virtual and augmented reality technologies in conveying news and various topics represents a qualitative leap towards the near future in media design. Which requires developing the capabilities of designers in these areas to comply with future needs in the new interactive labor market. The research used interviews and discussions with groups interested in developing the profession of visual communication design. The study reached to identify the features of the interactive digital labor market, the characteristics that must be available in new visual communication designers, and the interactive relationship between them to draw a framework governing the educational process in visual communication and media design
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