9,671 research outputs found

    Quando: enabling museum and art gallery practitioners to develop interactive digital exhibits

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    Museums and Art Galleries are challenged to inspire, engage and involve visitors by presenting their collections within physical exhibitions. Curators and exhibition professionals are increasingly telling stories using digital interactivity. This work introduces Quando, a visual programming based toolset that domain experts can use to create interactive exhibits. A small case study demonstrates the language in use at during an archaeological excavation

    A Study of Interaction, Visual Canvas, and Immersion in AR Design: A DSR Approach

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    Augmented reality (AR) as an innovative technology has changed the way people use technology for interaction and communication. While researchers have studied the application of AR, research on AR as a communication medium remains scant. In this study, we investigate the effect of AR factors (namely, interaction, visual canvas/cues, and immersion) on AR-mediated communication. We apply design science research (DSR) guidelines to design, develop, and evaluate an AR artifact. We derive the design elements based on interactivity, media naturalness, and immersion theories and develop the AR artifact as a mobile app in an iterative manner. We evaluate the design product through the informed arguments and scenarios method, and the design process by assessing its conformance to DSR principles. We show that AR factors\u27 design elements—interaction (user controls, contextual tasks, and ergonomics), visual canvas/cues (realistic 3D models, visual and audio cues, and aesthetics), and immersion (diverse components)—play a critical role in AR-mediated communication. Furthermore, high-quality product visuals and interactive user controls give users a good AR experience. From a practice perspective, AR app designers may incorporate the design process we used in our study and generate AR experiences that fully exploit AR media’s communication affordance. We contribute to knowledge by using DSR guidelines for designing and developing AR as a communication medium

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Discrete event simulation and virtual reality use in industry: new opportunities and future trends

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    This paper reviews the area of combined discrete event simulation (DES) and virtual reality (VR) use within industry. While establishing a state of the art for progress in this area, this paper makes the case for VR DES as the vehicle of choice for complex data analysis through interactive simulation models, highlighting both its advantages and current limitations. This paper reviews active research topics such as VR and DES real-time integration, communication protocols, system design considerations, model validation, and applications of VR and DES. While summarizing future research directions for this technology combination, the case is made for smart factory adoption of VR DES as a new platform for scenario testing and decision making. It is put that in order for VR DES to fully meet the visualization requirements of both Industry 4.0 and Industrial Internet visions of digital manufacturing, further research is required in the areas of lower latency image processing, DES delivery as a service, gesture recognition for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets

    A Load of Cobbler’s Children: Beyond the Model Designing Processor

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    HCI has developed rich understandings of people at work and at play with technology: most people that is, except designers, who remain locked in the information processing paradigm of first wave HCI. Design methods are validated as if they were computer programs, expected to produce the same results on a range of architectures and hardware. Unfortunately, designers are people, and thus interfere substantially (generally to good effects) with the ‘code’ of design methods. We need to rethink the evaluation and design of design and evaluation methods in HCI. A logocentric proposal based on resource function vocabularies is presented

    IS-EUD 2017 6th international symposium on end-user development:extended abstracts

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    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Emerging technologies for learning report (volume 3)

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    Customising virtual globe tours to enhance community awareness of local landscape benefits

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    Our wellbeing depends upon the services provided by ecosystems and their components. Despite recent advances in academic understanding of ecosystem services, and consideration in UK national environmental policy, a greater awareness is needed at community and individual levels. Dynamic features of virtual globe applications have considerable potential for helping convey the multi-dimensional context of ecosystem services and promoting general awareness. In a case study targeting residents in a small urban fringe river catchment in Norfolk, UK, representatives from local authorities and responsible agencies collaborated with scientists to produce extensive customisation of virtual globes in this context. By implementing a virtual flight over the catchment, different views and scales are traversed to set the context for landscape features and ecosystem services. Characteristic sites, e.g. supplying cultural services, are displayed and relationships with the natural environment are explained using linked on-screen text. Implementation is cost-effective and described for practitioners in ecosystem and landscape management, who may be inexperienced in landscape visualisation. Supplied as three pre-packaged virtual tours, products are made available for download and are publicised at a variety of engagement events, including teaching events with schoolchildren. The tours have attracted public interest and generated positive feedback about improving knowledge of local natural assets. Schoolchildren show confidence with the interface, but supplementary problem-based activities can improve learning opportunities. The capacity of virtual globes to support more participatory involvement of the public in local ecosystem management may increase in the future, but such visualisations can already help promote community awareness of local landscape benefits
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