10,839 research outputs found

    Future craft:research exposition

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    Affective Interaction in Smart Environments

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    AbstractWe present a concept where the smart environments of the future will be able to provide ubiquitous affective communication. All the surfaces will become interactive and the furniture will display emotions. In particular, we present a first prototype that allows people to share their emotional states in a natural way. The input will be given through facial expressions and the output will be displayed in a context-aware multimodal way. Two novel output modalities are presented: a robotic painting that applies the concept of affective communication to the informative art and an RGB lamp that represents the emotions remaining in the user's peripheral attention. An observation study has been conducted during an interactive event and we report our preliminary findings in this paper

    Developing a Framework for Heterotopias as Discursive Playgrounds: A Comparative Analysis of Non-Immersive and Immersive Technologies

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    The discursive space represents the reordering of knowledge gained through accumulation. In the digital age, multimedia has become the language of information, and the space for archival practices is provided by non-immersive technologies, resulting in the disappearance of several layers from discursive activities. Heterotopias are unique, multilayered epistemic contexts that connect other systems through the exchange of information. This paper describes a process to create a framework for Virtual Reality, Mixed Reality, and personal computer environments based on heterotopias to provide absent layers. This study provides virtual museum space as an informational terrain that contains a "world within worlds" and presents place production as a layer of heterotopia and the subject of discourse. Automation for the individual multimedia content is provided via various sorting and grouping algorithms, and procedural content generation algorithms such as Binary Space Partitioning, Cellular Automata, Growth Algorithm, and Procedural Room Generation. Versions of the framework were comparatively evaluated through a user study involving 30 participants, considering factors such as usability, technology acceptance, and presence. The results of the study show that the framework can serve diverse contexts to construct multilayered digital habitats and is flexible for integration into professional and daily life practices

    Knowledge-based systems and geological survey

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    This personal and pragmatic review of the philosophy underpinning methods of geological surveying suggests that important influences of information technology have yet to make their impact. Early approaches took existing systems as metaphors, retaining the separation of maps, map explanations and information archives, organised around map sheets of fixed boundaries, scale and content. But system design should look ahead: a computer-based knowledge system for the same purpose can be built around hierarchies of spatial objects and their relationships, with maps as one means of visualisation, and information types linked as hypermedia and integrated in mark-up languages. The system framework and ontology, derived from the general geoscience model, could support consistent representation of the underlying concepts and maintain reference information on object classes and their behaviour. Models of processes and historical configurations could clarify the reasoning at any level of object detail and introduce new concepts such as complex systems. The up-to-date interpretation might centre on spatial models, constructed with explicit geological reasoning and evaluation of uncertainties. Assuming (at a future time) full computer support, the field survey results could be collected in real time as a multimedia stream, hyperlinked to and interacting with the other parts of the system as appropriate. Throughout, the knowledge is seen as human knowledge, with interactive computer support for recording and storing the information and processing it by such means as interpolating, correlating, browsing, selecting, retrieving, manipulating, calculating, analysing, generalising, filtering, visualising and delivering the results. Responsibilities may have to be reconsidered for various aspects of the system, such as: field surveying; spatial models and interpretation; geological processes, past configurations and reasoning; standard setting, system framework and ontology maintenance; training; storage, preservation, and dissemination of digital records

    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

    Space time pixels

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    This paper reports the design of a networked system, the aim of which is to provide an intermediate virtual space that will establish a connection and support interaction between multiple participants in two distant physical spaces. The intention of the project is to explore the potential of the digital space to generate original social relationships between people that their current (spatial or social) position can difficultly allow the establishment of innovative connections. Furthermore, to explore if digital space can sustain, in time, low-level connections like these, by balancing between the two contradicting needs of communication and anonymity. The generated intermediate digital space is a dynamic reactive environment where time and space information of two physical places is superimposed to create a complex common ground where interaction can take place. It is a system that provides awareness of activity in a distant space through an abstract mutable virtual environment, which can be perceived in several different ways – varying from a simple dynamic background image to a common public space in the junction of two private spaces or to a fully opened window to the other space – according to the participants will. The thesis is that the creation of an intermediary environment that operates as an activity abstraction filter between several users, and selectively communicates information, could give significance to the ambient data that people unconsciously transmit to others when co-existing. It can therefore generate a new layer of connections and original interactivity patterns; in contrary to a straight-forward direct real video and sound system, that although it is functionally more feasible, it preserves the existing social constraints that limit interaction into predefined patterns
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