4,069 research outputs found
Designing an interactive forest through sensor-based installations
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
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
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
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
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
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
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