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The telematic dress: Evolving garments and distributed proprioception in streaming media and fashion performance
Centered around several short films from streaming performances created in 2005, this paper
explores new ideas for movement technologies and garment design in an arts and digital research
context. The "telematic dress" project, developed at the DAP Lab in Nottingham, involves
transdisciplinary intersections between fashion and live performance, interactive system architecture,
electronic textiles, wearable technologies, choreography, and anthropology.
The concept on an evolving garment design that is materialized (moved) in live performance
originates from DAP Lab's experimentation with telematics and distributed media (http://art.ntu.ac.
uk/performance_research/birringer/dap.htm] addressing "connective tissues" through a study of
perception/proprioception in the wearer (tactile sensory processing) and the dancer/designer/viewer
relationship. This study is conducted as cross-cultural communication with online performance
partners in Europe, the US, Brazil and Japan. The inter-active space is predicated on transcultural
questions: how does the movement with an evolving design and wearable interactive sensors travel,
how does movement - and capturing of movement - allow the design to emerge toward a garment
statement, and how are bodies-in-relation-to sensory fabrics affected by the multidimensional
kinesthetics of a media-rich, responsive environment
An Introduction to 3D User Interface Design
3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article
Narrating the past: virtual environments and narrative
This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill
Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences
Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities
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