87,612 research outputs found

    Collaborative creativity: The Music Room

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    In this paper, we reflect on our experience of designing, developing and evaluating interactive spaces for collaborative creativity. In particular, we are interested in designing spaces which allow everybody to compose and play original music. The Music Room is an interactive installation where couples can compose original music by moving in the space. Following the metaphor of love, the music is automatically generated and modulated in terms of pleasantness and intensity, according to the proxemics cues extracted from the visual tracking algorithm. The Music Room was exhibited during the EU Researchers' Night in Trento, Italy

    Multi-touch interaction principles for collaborative real-time music activities: towards a pattern language

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    In this paper we give an analysis of the literature on a set of problems that can arise when undertaking the interaction design of multi-touch applications for collaborative real-time music activities, which are designed for multitouch technologies (e.g. smartphones, tablets, interactive tabletops, among others). Each problem is described, and a candidate design pattern (CDP) is suggested in the form of a short sentence and a diagram—an approach inspired by Christopher Alexander’s A Pattern Language. These solutions relate to the fundamental collaborative principles of democratic relationships, identities and collective interplay. We believe that this approach might disseminate forms of best design practice for collaborative music applications, in order to produce real-time musical systems which are collaborative and expressive

    Collaborative Practices that Support Creativity in Design

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    Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study

    Trends in LN-embedding practices at Waikato Institute of Technology (Wintec) in 2019

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    In this report, we describe the trends in literacy-embedding practices of level-2 and level-3 tutors who worked in vocational contexts at Waikato Institute of Technology (Wintec), and who completed the New Zealand Certificate in Adult Literacy and Numeracy Education (NZCALNE[Voc]) in 2019. We analysed 19 observations, following constructivist grounded theory methodology (Charmaz, 2014), to produce 1302 descriptive labels that highlight literacy and numeracy practices integrated into tutors’ teaching intentionally pursued in a collaborative and mentored training process. Of the initial 12 categories, we conflated the mapping of LN course demands and identifying learners’ LN needs to arrive at a final 11. We then used these categories in an axial analysis (Saldaňa, 2013), categorising the 1302 labels as binaries (i.e. if the label was related to the category, 1 was coded; if not 0 [zero]). The matrix of 14322 ratings of 1s and 0s was then analysed. We calculated the frequency of 1s by category. We argued that the axial analysis allowed us to develop a more holistic perspective which showed how the 1302 labels were configured in relation to the 11 categories of analysis. We concluded that the 11 categories represented key aspects of vocational teaching and training emphasising that LN-embedding practices have to be seamlessly integrated into general pedagogical approaches. A key construct for new tutors is to shape their understanding of seamlessly integrated versus bolted-on LN practices. Our recommendations remain within the whole-of-organisation perspective proposed in the 2017-2018 report (Greyling, 2019)

    Setting the stage – embodied and spatial dimensions in emerging programming practices.

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    In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed

    Place-centred interaction design: situated participation and co-creation in places of heritage

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    This paper argues that the design of interactive installations for museums and other heritage sites should be concerned with understanding, supporting and augmenting visitors 19 lived experiences in context, thus their ability to actively participate in an exhibition. We use the concept of 18place 19 to refer to the physical environment as it is invested by the qualities of human experience, and to placemaking as the active process of connecting and relating to locations that become meaningful in our lives. We will discuss some of the limitations of existing heritage technologies in considering aspects of active place experience, and will argue how a place-sensitive approach can lead to successful interaction design whereby people establish meaningful and active connections at personal, cultural, social and physical levels to the places of heritage they experience

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    Moving Target: Academic Library Design and Services in Response to Evolving Technologies and Student Expectations

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    This article provides a brief overview of several current trends in academic library design, a description of several paradigms for library services, and a discussion of the impact on library design of evolving technologies and changing student expectations for library resources and services. The article explores opportunities and challenges that new technologies provide and the impact of the digital environment on academic libraries and the learning experience of students. Observations from a focus group and site visits to six academic libraries constructed, renovated or planned within the past five years provide examples of factors influencing library design and address both positive and negative outcomes of various designs

    Generating collaborative systems for digital libraries: A model-driven approach

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    This is an open access article shared under a Creative Commons Attribution 3.0 Licence (http://creativecommons.org/licenses/by/3.0/). Copyright @ 2010 The Authors.The design and development of a digital library involves different stakeholders, such as: information architects, librarians, and domain experts, who need to agree on a common language to describe, discuss, and negotiate the services the library has to offer. To this end, high-level, language-neutral models have to be devised. Metamodeling techniques favor the definition of domainspecific visual languages through which stakeholders can share their views and directly manipulate representations of the domain entities. This paper describes CRADLE (Cooperative-Relational Approach to Digital Library Environments), a metamodel-based framework and visual language for the definition of notions and services related to the development of digital libraries. A collection of tools allows the automatic generation of several services, defined with the CRADLE visual language, and of the graphical user interfaces providing access to them for the final user. The effectiveness of the approach is illustrated by presenting digital libraries generated with CRADLE, while the CRADLE environment has been evaluated by using the cognitive dimensions framework
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