1,492 research outputs found

    Cocreation In Context: An Evaluation of Participatory Technology Design for Enhancing Community Engagement with Public Spaces

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    The integration of interactive public displays into urban regeneration is a dynamic research area, extending beyond traditional screens to offer accessible, alternative interactions in outdoor settings. These displays not only provide users with a wealth of information but also provide in depth emotionally charged interactions, evoking nostalgia and re-engaging people with a space.In the ever-evolving urban landscape, this thesis addresses the challenges posed by adapting spaces and the effect this can have on the way people engage with these spaces, highlighting a need for innovative interventions to help communities to remain engaged with their local spaces. This work centres on integrating interactive public displays into urban environments, with a primary focus on evoking nostalgia (an affectionate feeling for the past [54]) and topophilia (emotional connections to a space [271]). This thesis embarks on a journey, engaging a diverse range of users, including designers, children, regeneration experts, and community members. It commences with a nine-month deployment of a tangible embedded interface into a dynamic urban context, receiving over 10,000 session interactions. This real-world experience shows the importance of incorporating aspects of cultural heritage and immersive content into informative designs. Subsequently, the journey explores uncharted territories, navigating the landscape of cocreation methods and collaborative efforts, culminating in the development of a multisensory installation, that integrates olfactory, auditory, and visual elements. This exploration delves into the intricacies of community engagement, technology integration, nostalgia, and the dynamics of urban regeneration. As these chapters unfold, valuablelessons are drawn from field experiences, guiding a reflective journey through the design process with an aim to advance interactive public display creation by addressing gaps in design tools and methodologies. Resulting in feature requirements for an overarching master design suite, this contribution advances the field of HCI within urban regeneration. It brings together valuable lessons learned and recommendations for integrating novel multimodal installations of the future, while also addressing the need for adaptable tools to facilitate their design. This holistic approach underscores the transformative potential of technology in shaping urban environments and community engagement

    Writing the smart city: "relational space" and the concept of "belonging"

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    This paper explores McQuire’s concept of "relational space", a term he uses to describe the transformed horizon of social relationships within the smart city. Although there is no exact definition, the smart city is predicated on both the rise of digital technology and ubiquitous wireless connectivity. The city, of course, has always been intimately connected with technology. Yet it is clear that this most recent innovation constitutes a significant reconfiguration of the urban experience. Possibilities abound in terms of how citizens might interact with services, the environment and each other. Yet, this paper argues that these transformations are intimately linked to wider changes in thought and experience. As post-industrial cities become more complex, and their communities more dispersed, questions such as "where is home?" and "where and how do I belong?" become increasingly pertinent for a deeper, more sustained understanding of "relational space" and its impact on how we might experience our lives. This paper, drawing on the outcomes of a small project, argues that creative writing can play a fundamental role within the development of the smart city, empowering citizens to redefine "relational space" in terms of our deeper need for "home"

    Writing the smart city: "relational space" and the concept of "belonging"

    Get PDF
    This paper explores McQuire’s concept of "relational space", a term he uses to describe the transformed horizon of social relationships within the smart city. Although there is no exact definition, the smart city is predicated on both the rise of digital technology and ubiquitous wireless connectivity. The city, of course, has always been intimately connected with technology. Yet it is clear that this most recent innovation constitutes a significant reconfiguration of the urban experience. Possibilities abound in terms of how citizens might interact with services, the environment and each other. Yet, this paper argues that these transformations are intimately linked to wider changes in thought and experience. As post-industrial cities become more complex, and their communities more dispersed, questions such as "where is home?" and "where and how do I belong?" become increasingly pertinent for a deeper, more sustained understanding of "relational space" and its impact on how we might experience our lives. This paper, drawing on the outcomes of a small project, argues that creative writing can play a fundamental role within the development of the smart city, empowering citizens to redefine "relational space" in terms of our deeper need for "home"

    Conversational natural language interaction for place-related knowledge acquisition

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    We focus on the problems of using Natural Language inter- action to support pedestrians in their place-related knowledge acquisi- tion. Our case study for this discussion is a smartphone-based Natu- ral Language interface that allows users to acquire spatial and cultural knowledge of a city. The framework consists of a spoken dialogue-based information system and a smartphone client. The system is novel in com- bining geographic information system (GIS) modules such as a visibility engine with a question-answering (QA) system. Users can use the smart- phone client to engage in a variety of interleaved conversations such as navigating from A to B, using the QA functionality to learn more about points of interest (PoI) nearby, and searching for amenities and tourist attractions. This system explores a variety of research questions involving Natural Language interaction for acquisition of knowledge about space and place

    'Breaking the glass': preserving social history in virtual environments

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    New media technologies play an important role in the evolution of our society. Traditional museums and heritage sites have evolved from the ‘cabinets of curiosity’ that focused mainly on the authority of the voice organising content, to the places that offer interactivity as a means to experience historical and cultural events of the past. They attempt to break down the division between visitors and historical artefacts, employing modern technologies that allow the audience to perceive a range of perspectives of the historical event. In this paper, we discuss virtual reconstruction and interactive storytelling techniques as a research methodology and educational and presentation practices for cultural heritage sites. We present the Narrating the Past project as a case study, in order to illustrate recent changes in the preservation of social history and guided tourist trails that aim to make the visitor’s experience more than just an architectural walk through

    A dialogue based mobile virtual assistant for tourists: The SpaceBook Project

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    Ubiquitous mobile computing offers innovative approaches in the delivery of information that can facilitate free roaming of the city, informing and guiding the tourist as the city unfolds before them. However making frequent visual reference to mobile devices can be distracting, the user having to interact via a small screen thus disrupting the explorative experience. This research reports on an EU funded project, SpaceBook, that explored the utility of a hands-free, eyes-free virtual tour guide, that could answer questions through a spoken dialogue user interface and notify the user of interesting features in view while guiding the tourist to various destinations. Visibility modelling was carried out in real-time based on a LiDAR sourced digital surface model, fused with a variety of map and crowd sourced datasets (e.g. Ordnance Survey, OpenStreetMap, Flickr, Foursquare) to establish the most interesting landmarks visible from the user's location at any given moment. A number of variations of the SpaceBook system were trialled in Edinburgh (Scotland). The research highlighted the pleasure derived from this novel form of interaction and revealed the complexity of prioritising route guidance instruction alongside identification, description and embellishment of landmark information – there being a delicate balance between the level of information ‘pushed’ to the user, and the user's requests for further information. Among a number of challenges, were issues regarding the fidelity of spatial data and positioning information required for pedestrian based systems – the pedestrian having much greater freedom of movement than vehicles

    Multimodal Content Delivery for Geo-services

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    This thesis describes a body of work carried out over several research projects in the area of multimodal interaction for location-based services. Research in this area has progressed from using simulated mobile environments to demonstrate the visual modality, to the ubiquitous delivery of rich media using multimodal interfaces (geo- services). To effectively deliver these services, research focused on innovative solutions to real-world problems in a number of disciplines including geo-location, mobile spatial interaction, location-based services, rich media interfaces and auditory user interfaces. My original contributions to knowledge are made in the areas of multimodal interaction underpinned by advances in geo-location technology and supported by the proliferation of mobile device technology into modern life. Accurate positioning is a known problem for location-based services, contributions in the area of mobile positioning demonstrate a hybrid positioning technology for mobile devices that uses terrestrial beacons to trilaterate position. Information overload is an active concern for location-based applications that struggle to manage large amounts of data, contributions in the area of egocentric visibility that filter data based on field-of-view demonstrate novel forms of multimodal input. One of the more pertinent characteristics of these applications is the delivery or output modality employed (auditory, visual or tactile). Further contributions in the area of multimodal content delivery are made, where multiple modalities are used to deliver information using graphical user interfaces, tactile interfaces and more notably auditory user interfaces. It is demonstrated how a combination of these interfaces can be used to synergistically deliver context sensitive rich media to users - in a responsive way - based on usage scenarios that consider the affordance of the device, the geographical position and bearing of the device and also the location of the device

    Mobile capture of remote points of interest using line of sight modelling

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    Recording points of interest using GPS whilst working in the field is an established technique in geographical fieldwork, where the user’s current position is used as the spatial reference to be captured; this is known as geo-tagging. We outline the development and evaluation of a smartphone application called Zapp that enables geo-tagging of any distant point on the visible landscape. The ability of users to log or retrieve information relating to what they can see, rather than where they are standing, allows them to record observations of points in the broader landscape scene, or to access descriptions of landscape features from any viewpoint. The application uses the compass orientation and tilt of the phone to provide data for a line of sight algorithm that intersects with a Digital Surface Model stored on the mobile device. We describe the development process and design decisions for Zapp present the results of a controlled study of the accuracy of the application, and report on the use of Zapp for a student field exercise. The studies indicate the feasibility of the approach, but also how the appropriate use of such techniques will be constrained by current levels of precision in mobile sensor technology. The broader implications for interactive query of the distant landscape and for remote data logging are discussed

    Examining the role of smart TVs and VR HMDs in synchronous at-a-distance media consumption

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    This article examines synchronous at-a-distance media consumption from two perspectives: How it can be facilitated using existing consumer displays (through TVs combined with smartphones), and imminently available consumer displays (through virtual reality (VR) HMDs combined with RGBD sensing). First, we discuss results from an initial evaluation of a synchronous shared at-a-distance smart TV system, CastAway. Through week-long in-home deployments with five couples, we gain formative insights into the adoption and usage of at-a-distance media consumption and how couples communicated during said consumption. We then examine how the imminent availability and potential adoption of consumer VR HMDs could affect preferences toward how synchronous at-a-distance media consumption is conducted, in a laboratory study of 12 pairs, by enhancing media immersion and supporting embodied telepresence for communication. Finally, we discuss the implications these studies have for the near-future of consumer synchronous at-a-distance media consumption. When combined, these studies begin to explore a design space regarding the varying ways in which at-a-distance media consumption can be supported and experienced (through music, TV content, augmenting existing TV content for immersion, and immersive VR content), what factors might influence usage and adoption and the implications for supporting communication and telepresence during media consumption
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