4,069 research outputs found

    Designing an interactive forest through sensor-based installations

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    We describe the design approach of an interactive exhibition called "The Interactive Laurissilva". The exhibition is about Madeira Island's endemic forest, and is composed of 15 sensor-based interactive installations. We discuss the interaction styles that were adopted, reflecting upon the ethnographic observation of visitors and we summarize the lessons learned.info:eu-repo/semantics/publishedVersio

    Full Body Interaction beyond Fun: Engaging Museum Visitors in Human-Data Interaction

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    Engaging museum visitors in data exploration using full-body interaction is still a challenge. In this paper, we explore four strategies for providing entry-points to the interaction: instrumenting the floor; forcing collaboration; implementing multiple body movements to control the same effect; and, visualizing the visitors' silhouette beside the data visualization. We discuss preliminary results of an in-situ study with 56 museum visitors at Discovery Place, and provide design recommendations for crafting engaging Human-Data Interaction experiences

    ARTiVIS Arts, real-time video and interactivity for sustainability

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

    Promoting innovation in agile methods: two case studies in interactive installation's development

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    Software design and development has evolved significantly since the era of waterfall cycles. The agile movement gained momentum and is now one of the most popular ways of creating and delivery software. We argue that agile methods can be particularly effective when designing and developing interactive installations, as long as the agile methods are correctly tailored to this application domain. Based on significant experience, which was built upon ethnographic observation and participation in about a dozen industrial projects related to interactive installations’ design and development, we present agile strategies which proved effective when dealing with the industry’s typical tight production schedules, and we also provide the data from two case studies, discussions and conclusions. Using real world case studies such as these, researchers can obtain more insight into best practices that could be useful for promoting innovation during the agile process.info:eu-repo/semantics/publishedVersio

    New media and impressionism

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    This master’s thesis is framed in the areas of New Media Art (NMA) and Human Computer Interaction (HCI). In particular, it is focused in the study of New Media Art pieces that share a set of characteristics (the most important one being that they are composed by atomic elements), might be explicitly interactive, and are usually exhibited in public settings or have been designed to be consumed by a large simultaneous audience. The content of the thesis can be divided in four big items: 1- The review of a certain set of NMA pieces, their characteristics, and some similarities hold between them and the impressionist movement that emerged at the second half of the 19th century, along with some visual perception principles of Gestalt psychology. 2- A selection and an adaptation of pre-existing theoretical frameworks for modelling interaction in public settings. These theoretical frameworks comprise a set of tools for describing, analysing, and designing New Media Art pieces. 3- The presentation of a set of selected artworks authored or coauthored by the author of this thesis. A description of their characteristics and technology will be presented. 4- The introduction of two tools for artistic production, which were instrumental for the construction of some of the artworks here presented: Sendero (an LED lighting system), and N.IMP (a tool for real time visual content generation)

    Tangible Web: An Interactive Immersion Virtual RealityCreativity System that Travels Across Reality

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    With the advancement of virtual reality (VR) technology, virtual displays have become integral to how museums, galleries, and other tourist destinations present their collections to the public. However, the current lack of immersion in virtual reality displays limits the user's ability to experience and appreciate its aesthetics. This paper presents a case study of a creative approach taken by a tourist attraction venue in developing a physical network system that allows visitors to enhance VR's aesthetic aspects based on environmental parameters gathered by external sensors. Our system was collaboratively developed through interviews and sessions with twelve stakeholder groups interested in art and exhibitions. This paper demonstrates how our technological advancements in interaction, immersion, and visual attractiveness surpass those of earlier virtual display generations. Through multimodal interaction, we aim to encourage innovation on the Web and create more visually appealing and engaging virtual displays. It is hoped that the greater online art community will gain fresh insight into how people interact with virtual worlds as a result of this work.Comment: Accepted In Proceedings of the ACM Web Conference 2023, April 30-May 4, 2023, Austin, TX, USA. ACM, New York, NY, US

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

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