4,942 research outputs found

    Going digital : the experience of the transition to digital projection in UK cinemas

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    This article addresses the digital transformation in UK cinemas between 2000 and 2014, as viewed by cinema projectionists. During this period digital projectors replaced mechanical 35mm film projectors throughout UK cinemas. This resulted in many redundancies and a fundamental change in the way films are shown. This article draws on interview material with a number of current and former cinema projectionists (including a number who were made redundant and some members of the trade union BECTU) to provide an account of this period of change as it was experienced by those most affected by it. The ways in which the speed of the change was perceived are examined in detail. The article also considers how narratives of personal and professional change and redundancy are mediated through the attachment to technology and the experience of technological change. The respondents' descriptions of the arrival of the digital projectors and the focus on ‘the final show’ are common themes around which such narratives are constructed

    Ming Shan Digital Experience

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    The Ming Shan Digital Experience is an immersive installation designed to support meditation in the context of a new Taoist center. Its creation confronted current academic literature on digital technology for meditation with the practical and cultural requirements of Taoist practice. Quantitative and qualitative learnings show the effectiveness of multimodal biofeedback on individual and collective meditative experience. Now instated in the Taoist center, the installation opens new perspectives for combining digital technology with ancient practice

    CCT Benchmarking Exercise: National Digital Experience INDEX Survey

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    The National Digital Experience (Index Survey) was conducted in 2019 by the National Form for the Enhancement of Teaching and Learning. Students and staff in higher education institutions in Ireland responded to the survey, and the results were published in 2020. This report benchmarks CCT\u27s survey results to build on successes and identify areas with potential for improvement

    Early-age Digital Experience Helps Form IT Identity and Its Impact on Workplace Performance

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    One of the most anticipated questions in the digital age is how the generation who grew up with digital technologies will behave in the workplace. We investigate the role of early-age digital experience on performance drawing on IT identity theory. Specifically, we hypothesized that early-age digital experience indirectly relates to job performance and work innovation sequentially via IT identity and digital creativity. Additionally, perceived managerial support amplifies IT identity’s influences on digital creativity as well as the indirect effects of early-age digital experience on work results. Data collected via a multiple-source and multiple-wave survey from 281 employees in a large Internet company support the research model. This research enriches the understanding of what drives individuals’ digital creativity and demonstrates that employees with early-age digital experience are critical resources for organizational competitive advantage in a digital economy. Practical implications for employees’ early-age digital use and workplace management are discussed

    The Experience of a Lifetime: Interactive Digital Experience Beyond the Screen

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    Screen-based digital experience design is blooming among the local businesses in Metro Vancouver along with the increased pervasiveness of information technologies, new digital products in contemporary society. However, there are significantly fewer cases and related businesses around tangible interactive digital experience in which tangible objects and physical spaces replace the screen as the site of interaction. This thesis project aims to explore the specialties of the tangible interactive experience compared to the digital experience on the screen or in the virtual space. Additionally, the author investigates how to leverage user experience design methodologies in the process of designing an experimental interactive experience. In this practice-based exploration, the author prototyped four interactive digital experiences using different interactive technologies and tools tailored to different use case scenarios: 1. an interactive offline retail experience, 2. a “magical” and playful painting, 3. a room-scale interactive installation, and 4. an immersive meditation activity. These projects illustrate and explore the implementation of tangible interactions into digital experience design. During the development process, the author applied several user experience design methodologies in the projects – including field research, interviews, questionnaires, and design probes – to develop a workable framework designing tangible interactive experiences throughout the research project. The author aims to outline key implications of applying principles of user experience design to the field of tangible interactive environments. In the process, the author argues that tangible interactive design is indispensable in a successful and engaging digital experience, and thus worth investing in and exploring further in Vancouver’s marketplace

    Designing for Motivation, Engagement and Wellbeing in Digital Experience.

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    Research in psychology has shown that both motivation and wellbeing are contingent on the satisfaction of certain psychological needs. Yet, despite a long-standing pursuit in human-computer interaction (HCI) for design strategies that foster sustained engagement, behavior change and wellbeing, the basic psychological needs shown to mediate these outcomes are rarely taken into account. This is possibly due to the lack of a clear model to explain these needs in the context of HCI. Herein we introduce such a model: Motivation, Engagement and Thriving in User Experience (METUX). The model provides a framework grounded in psychological research that can allow HCI researchers and practitioners to form actionable insights with respect to how technology designs support or undermine basic psychological needs, thereby increasing motivation and engagement, and ultimately, improving user wellbeing. We propose that in order to address wellbeing, psychological needs must be considered within five different spheres of analysis including: at the point of technology adoption, during interaction with the interface, as a result of engagement with technology-specific tasks, as part of the technology-supported behavior, and as part of an individual's life overall. These five spheres of experience sit within a sixth, society, which encompasses both direct and collateral effects of technology use as well as non-user experiences. We build this model based on existing evidence for basic psychological need satisfaction, including evidence within the context of the workplace, computer games, and health. We extend and hone these ideas to provide practical advice for designers along with real world examples of how to apply the model to design practice

    Digital experience of the work of vitruvius and leonardo

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    none4noOn the celebrations for the 500th year since Leonardo da Vinci’s death, the city of Fano (I) organized an exhibition on the works of Leonardo to put in evidence the influence of the previous studies of Vitruvius, who left in Fano remarkable signs of his talent. Among the original drawings that were shown, some sheets showed the design of three machines originally described by Vitruvius and then re-interpreted by Leonardo: the water clockwork, the ballista and the odometer. The Authors realized a digital reconstruction of such works, with the aim to let the visitors of the exhibition understand the operation of the machines but also to study the differences in the concepts, to explore their feasibility and to assess their possible performance.openBrillarelli S.; Callegari M.; Carbonari L.; Clini P.Brillarelli, S.; Callegari, M.; Carbonari, L.; Clini, P

    Impact of web and digital experience on the stickiness of third party hotel website / Nina Farisha Isa...[et al]

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    The rapid development and use of mobile technologies has changed the way of our everyday lives, especially individual that feel a sense of experience as a tool for enhancing task performance. In addition, mobile technologies also have changed the way marketers and consumers communicate. However, digital experience is still a largely unexplored concept in both hospitality research and practice. Drawing from the literature on human computer interaction in information system and flow theory in consumer behavior research, this study theoretically identifies and empirically explores the concept of flow through experience and its antecedents (i.e., web experience and digital experience on the outcome, and web stickiness) in the hotel context. Using eCommerce website and mobile technologies as the target, an offline and online survey will be conducted. This study contributes theoretically and empirically to the body of IS use research and has managerial implications, suggesting that web experience and digital experience is a necessary condition for stick to the websites. As a result, by improving user’s experience through digital applications is critical to build strong relationships with the consumers
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