11,187 research outputs found

    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

    Get PDF

    ARTiVIS Arts, real-time video and interactivity for sustainability

    Get PDF
    Dissertação para obtenção do Grau de Doutor em Media DigitaisPortuguese Foundation for Science and Technology (SFRH/BD/42555/2007

    Harbored: Like Museums, Videogames Aren\u27t Neutral

    Get PDF
    The following is comprised of: (1) an analysis of scholarship and contemporary works regarding videogames and museums that demonstrate the theory and method behind this project, (2) research regarding an historic maritime event that will serve as the subject matter for the proposed videogame, and (3) a conclusion that summarizes the game design. The historical research at the heart of this project surrounds the SS Quanza, a steamship that in September of 1940 carried Jewish refugees from Portugal to the US and Mexico only to be faced with the possibility of a return trip to Nazi Europe. Elevating the voices of the Quanza’s refugees and their advocates exposes a lack of a maritime perspective in Holocaust studies broadly, as well as, demonstrates a popular and empathetic regard for those fleeing Nazi Europe. Comparing videogames and museum exhibitions provides invaluable insights that are new to both game studies and museum studies. This endeavor suggests that game space and exhibit space have many similarities and that museum visitors and gamers are not dissimilar. We can consider videogames to be cultural and social artifacts in the likeness of museum collections. Gamers and museum visitors are likely to be the same audience, hence the efforts of the museum world to incorporate new technologies and game-based programming. But what if videogames can offer meaningful experiences for the gamer-visitor audience outside of the museum? Ultimately this project incorporates academic research into meaningful videogame design and considers the social epistemological dimensions of videogames

    NEUVis: Comparing Affective and Effective Visualisation

    Get PDF
    Data visualisations are useful for providing insight from complex scientific data. However, even with visualisation, scientific research is difficult for non-scientists to comprehend. When developed by designers in collaboration with scientists, data visualisation can be used to articulate scientific data in a way that non-experts can understand. Creating human-centred visualisations is a unique challenge, and there are no frameworks to support their design. In response, this thesis presents a practice-led study investigating design methods that can be used to develop Non-Expert User Visualisations (NEUVis), data visualisations for a general public, and the response that people have to different kinds of NEUVis. For this research, two groups of ten users participated in quantitative studies, informed by Yvonna Lincoln and Egon Guba’s method of Naturalistic Inquiry, which asked non-scientists to express their cognitive and emotional response to NEUVis using different media. The three different types of visualisations were infographics, 3D animations and an interactive installation. The installation used in the study, entitled 18S rDNA, was developed and evaluated as part of this research using John Zimmerman’s Research Through Design methodology. 18S rDNA embodies the knowledge and design methods that were developed for this research, and provided an opportunity for explication of the entire NEUVis design process. The research findings indicate that developing visualisations for the non-expert audience requires a new process, different to the way scientists visualise data. The result of this research describes how creative practitioners collaborate with primary researchers and presents a new human-centred design thinking model for NEUVis. This model includes two design tools. The first tool helps designers merge user needs with data they wish to visualise. The second tool helps designers take that merged information and begin an iterative, user-centred design process

    Beyond Green: The Arts as a Catalyst for Sustainability

    Get PDF
    The creative sector has played a significant role in efforts to raise awareness of the impacts of climate change and encourage sustainable social, economic, and environmental practices worldwide. Many artists and cultural organizations have embarked on remarkable projects that make us reflect on our behaviors, our carbon footprints, and the claims of infinite growth based on finite resources. Sometimes treading a fine line between arts and advocacy, they have sparked extraordinary collaborations that reveal new ways of living together on a shared planet. The 'art of the possible' will become even more relevant as 2016 dawns - bringing the challenge of how to implement the Sustainable Development Goals and the Climate Change Agreement adopted at the end of 2015. Yet with negotiations overshadowed by scientific controversy, political polemic and geographic polarization, individuals can easily lose faith in their own ability to shape change beyond the hyperlocal level. Against this challenging backdrop, could the arts and creative practice become a particle accelerator - to shift mindsets, embrace new ways of sharing space and resources, and catalyze more creative leadership in the public and private spheres? The goal of this Salzburg Global Seminar session was to build on path-breaking cultural initiatives to advance international and cross-sectoral links between existing arts and sustainability activities around the world, encourage bolder awareness-raising efforts, and recommend strategic approaches for making innovative grassroots to scale for greater, longer-term impact
    • …
    corecore