13,503 research outputs found

    Comic Impossibilities

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    Argues for the controversial and initially counterintuitive thesis that theatrical magic (that is, the performance of conjuring tricks) is a form of standup comedy

    A case study of intended versus actual experience of adaptivity in a tangible storytelling system

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    This article presents a case study of an adaptive, tangible storytelling sys- temcalled “The ReadingGlove”. The research addresses a gap in the field of adaptivity for ubiquitous systems by taking a critical look at the notion of “adaptivity” and how users experience it. The Reading Glove is an interactive storytelling system featur- ing a wearable, glove-based interface and a set of narratively rich objects. A tabletop display provides adaptive recommendations which highlight objects to select next, functioning as an expert storytelling system. The recommendation engine can be run in three different configurations to examine the effects of different adaptive methods. The study of the design process as well as the user experience of the Reading Glove allows us to develop a deeper understanding of the experience of adaptivity that is use- ful for designers of intelligent systems, particularly those with ubiquitous and tangible forms of interaction

    Legacies of War: Reflections on Culture and Conflict in Contemporary South-East Asia

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    2013 essay contest winner Elizabeth Turner\u27s Legacies of War: Reflections on Culture and Conflict in Contemporary South-East Asi

    When kids act out: a comparison of embodied methods to improve children's memory for a story

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    Over the last decade, embodied cognition, the idea that sensorimotor processes facilitate higher cognitive processes, has proven useful for improving children's memory for a story. In order to compare the benefits of two embodiment techniques, active experiencing (AE) and indexing, for children's memory for a story, we compared the immediate recall of different types of idea units across three conditions. Participants were between the ages of 7 and 11 and were randomly allocated to experimental conditions. The experimental groups were matched on comprehension ability and age. In the indexing condition, children acted out a short story using a playset (i.e., a Playmobil® playset with figurines), in the AE condition, children read the story using enactment, and during the control condition, children simply read the story. We predicted that children in the indexing condition would recall more action-based idea units, whilst children in the AE condition would recall more descriptive and dialogic idea units. Children in the AE condition recalled more descriptive idea units than in the control condition, whilst in the indexing condition, only poorer comprehenders recalled more descriptive information. Our findings suggest that these two embodiment techniques effect different components of reading comprehension and that future research should investigate these differences more specifically

    C-GLOVES: An evaluation of the effectiveness of compression gloves in arthritis: a feasibility study : Hand assessment manual and glove treatment protocol 13.8.13v2

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    The C-Gloves compression glove feasibility study evaluated the effects of compression gloves on hand pain, stiffness, joint swelling, finger flexion, grip ability, grip strength and hand function. This manual includes the: inclusion/ exclusion criteria; glove treatment protocol; glove instruction sheet for patients; and protocols for conducting all assessments. These included: hand joint circumference (wrist, MCPs and PIP joints) using a Jobskin® tape measure; finger flexion measured using a 15cm ruler from the lateral nail fold to distal wrist crease (2nd=5th digits); and the Grip Ability Test (GAT). The latter was adapted for the right and left hands and the test procedure further standardised, including the use of the GAT MAT. The GAT MAT template is also located in the www.usir.salford.ac.uk depository and can be freely download

    The haptic iPod: passive learning of multi-limb rhythm skills

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    Recent experiments showed that the use of haptic vibrotactile devices can support the learning of multi-limb rhythms [Holland et al., 2010]. These experiments centred on a tool called the Haptic Drum Kit, which uses vibrotactiles attached to wrists and ankles, together with a computer system that controls them, and a midi drum kit. The system uses haptic signals in real time, relying on human entrainment mechanisms [Clayton, Sager and Will, 2004] rather than stimulus response, to support the user in playing multi-limbed rhythms. In the present paper, we give a preliminary report on a new experiment, that aims to examine whether passive learning of multi-limb rhythms can occur through the silent playback of rhythmic stimuli via haptics when the subject is focusing on other tasks. The prototype system used for this new experiment is referred to as the Haptic iPod.Paper presented at the Workshop: When Words Fail: What can Music Interaction tell us about HCI? at BCS HCI Conference 2011, Newcastle, U

    Design fictions

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    This studio provides participants with an opportunity to engage in a hands-on exploration of the use of "design fictions" as a strategy for producing physical artifacts. The idea of design fictions blurs the boundaries between traditional design practices and narrative explorations of potential futures. If the goal of design is to devise courses of action aimed at changing existing situations into preferred ones, then the goal of design fiction is to use speculations, metaphors, and explorations of desired futurities to explicate and inform material design practices. Participants will have a chance to discuss these ideas, as well as to design and build their own "diegetic prototypes" out of materials sourced from local antique shops, thrift stores, and other nearby sources of inspiration. Through this hands-on exploration of the constraints and affordances of fictional scenarios and scavenged materials, we hope to collectively explore a compelling new design space for tangibles
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