303 research outputs found

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 3: People

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 3 includes papers from People track of the conference

    Languages of games and play: A systematic mapping study

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    Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development

    An Assistive Tool for Authoring Visualization Thumbnails

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    Department of Computer Science and EngineeringVisualization of data is continuously stimulating for its potential to describe narratives inside data. It is a well-known medium in the digital era for expressing the insights of data. In recent times, storytelling in data-driven articles that comes under the category of data journalism is significantly adapting by news organizations. However, current data-driven visualization thumbnail tools either are lacking support for extracting the information from documents that contain unstructured text, tables, and graphical data and telling the story on it or require expressive technical expertise. Therefore, I introduce an integrated authoring tool, which is a combination of model and user interface. The objective of this study is to simplify the informative thumbnail creation process in the field of journalism. Generally, the current prevailing systems involve manually selecting and formatting entity from textual or tabular source, a process that leads to being tiresome and error-prone. Furthermore, there is no tool exist that extracts the insights from the document???s unstructured text, tables and graphics data simultaneously and provides graphical visuals for thumbnail or static visualization. With VTComp, data-driven news article contents are automatically extracted and converted into graphics and formatted textual layout, to enable journalists for further usage of results. We presented a user interface, which consists of all the essential components required for narrative visualization. Our system expresses the data insights with separate categories like summary text, graphical response view which contains chart visuals and document related visuals differentiated by label text and the final output of the system is interactive static visual graphics contributed by machine and user. By enabling storytelling without programming, the VTComp interface overcomes the interaction gap between user and system-generated results. We evaluated VTComp through multiple measurements such as benchmark comparison of automatically extraction of target entities against manual extraction, and system compatibility with different news organizations??? data-driven articles. Besides, an introductory evaluation of the user experience of thumbnail authoring using iPad and touch pencil by performing user study session and a follow-up quantitative and qualitative analysis. Finally, The results of the user study acknowledge that VTComp beneficial for journalists to create the data-rich and informative graphics, thumbnails from an unstructured text document with-in a short period, ithout any special expertise and efforts.clos

    Social Intelligence Design 2007. Proceedings Sixth Workshop on Social Intelligence Design

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    CT Scanning

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    Since its introduction in 1972, X-ray computed tomography (CT) has evolved into an essential diagnostic imaging tool for a continually increasing variety of clinical applications. The goal of this book was not simply to summarize currently available CT imaging techniques but also to provide clinical perspectives, advances in hybrid technologies, new applications other than medicine and an outlook on future developments. Major experts in this growing field contributed to this book, which is geared to radiologists, orthopedic surgeons, engineers, and clinical and basic researchers. We believe that CT scanning is an effective and essential tools in treatment planning, basic understanding of physiology, and and tackling the ever-increasing challenge of diagnosis in our society

    The ‘Meanings’ and ‘Enactments’ of Science and Technology: ANT-Mobilities’ Analysis of Two Cases

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    In this work I study two cases involving practices of science and technology in the backdrop of related and recent curricular reforms in both settings. The first case study is based on the 2005 South Asian earthquake in Muzaffarabad, Pakistan which led to massive losses including large scale injuries and disabilities. This led to reforms at many levels ranging from disaster management to action plans on disability, including educational reforms in rehabilitation sciences. Local efforts to deal with this disaster led to innovative approaches such as the formation of a Community Based Rehabilitation (CBR) model by a local NGO, which I study in detail. The second case study is based on the recent reform of science and technology curriculum in Ontario, which is related to the release of the 2007 Intergovernmental Panel for Climate Change (IPCC) reports. With climate change science driving this reform with curricular demands for students to learn ‘what scientists do’, my second case study details the formation of the Canadian CloudSat CALIPSO Validation Project (C3VP) and scientific practices which depict cutting edge science related to climate change. Towards contending with the complexity inherent in these cases, I have developed a hybrid framework which is based on Actor-Network Theory (ANT) and the mobilities paradigm while drawing on some aspects of the Annales school of historians. The resulting historical sociology or historiography depicts how these various networks were formed via mobilities of various actor-networks and vice versa. The practices involved in both cases evolved over time and required innovation in times of crises and challenges, and are far more than simple applications of method as required by biomedical and positivist representations of science inherent in both educational reforms. Non-human agency in the form of crisis and disaster also emerges as a key reason for the formation of these networks. Drawing from both cases, I introduce the concept of “transectionalities” as a metaphor which represent configurations of actor-networks in science and technology geared towards dealing with crisis and disaster scenarios. Based on these findings, I also extend the idea of “multiple ontologies” by Mol (2002) to “Epistemic-Ontologic-Techne-” configurations which is sensitive to considerations of time. Moreover, I also find that mathematics is a key mobilizing actor and material semiotic which mediates communication between humans and non-humans and term these dynamics as “mathematical mobilities.” Based on case study one, I also suggest the notion of “affective care” in clinical reasoning, which is based on enhancing the beneficial effect of human to human relationships in these engagements
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