6,616 research outputs found

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Gesture, Rhetoric, and Digital Storytelling

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    This proposal seeks to develop new theory and technology for digital interactive narratives based on cross-cultural storytelling traditions that utilize non-verbal communication to convey meaning. Digital interactive narratives are of increasing cultural relevance including: new genres of electronic literature, virtual museums and memorials, educational computer games, and computer-assisted generation of scholarly documents. We propose a new form of storytelling that changes emotional tone, theme, perspective, other subjective elements based upon gestural input via touch-screen and motion-sensitive devices. This proposal builds upon the Principal Investigator's significant body of work in developing humanistically grounded interactive narrative and artificial intelligence. The Principal Investigator has found that literary, cultural, and performance studies theories of orature (oral literature) and accounts of non-verbal communication from animation studies provide models that can be adapted to interactive narratives

    Design for Sharing Emotional Touches during Phone Calls: A Quantitative Evaluation of Four Tactile Representations

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    Background As the importance of mobile phones as an emotional communication medium is growing, non-verbal behaviors such as facial expressions, touching behaviors and gestures ought to be considered to enhance phone conversations. Among various non-verbal signals, we focus on sharing specific touches that could be used for exchanging contextual and emotional cues. Along with this, to make the new phone conversation involving touching more natural, we consider maintaining natural audio conversation with phones by keeping the receiver on the ear and the transmitter on the mouth while holding the phone to the cheek. Methods In this paper, we focus on investigating ways to deliver four touches: pat, slap, tickle and kiss with sound and tactile feedback while holding the phone to the cheek as in typical phone calls. The interaction technique is called CheekTouch, and it is based on enabling users to share touches by representing finger gestures on one phone screen to the other party???s cheek using a vibrotactile display and sound stimulations. We asked the 30 students who participated to put the device on their cheek and wear earphones, and we provided them with 24 different stimulations. Results An evaluation was conducted to propose the most appropriate type of stimulation to deliver a pat, slap, tickle and kiss using CheekTouch. We showed that the best way to deliver a pat was to use a vibrotactile display combined with sound; however, a tickle was best delivered with only the vibrotactile display. A kiss and slap, on the other hand, were best delivered when there was only sound. Conclusions Considering the trends in sharing delicate emotions during phone-mediated communications, it is significant to investigate ways to convey touches during phone conversations beyond sharing visual emoticons. Here, we focused on findings ways to pat, slap, tickle and kiss by using existing phone technologies (vibrotactile motors and sound). Through the quantitative evaluation of those four touches, we discovered which stimulation type is best for delivering each of the touches. The results do not show whether those touches can deliver emotions, however, we believe CheekTouch and the findings from the evaluation can be used for sharing different types of non-verbal signals during audio-based phone conversations and enable further studies in the field of remote tactile interaction.clos

    Design and semantics of form and movement : DeSForM 2006

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    Design and semantics of form and movement : DeSForM 2006

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    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Human-computer interaction in ubiquitous computing environments

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    Purpose &ndash; The purpose of this paper is to explore characteristics of human-computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings. Design/methodology/approach &ndash; The paper quantifies the performance of human movement based on Fitt\u27s Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium. Findings &ndash; The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm. Practical implications &ndash; In pervasive computing environments the challenge is to create intuitive and user-friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user\u27s body-based interaction styles. Originality/value &ndash; The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings. <br /
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