30,445 research outputs found
Is spatial intelligibility critical to the design of largescale virtual environments?
This paper discusses the concept of 'intelligibility', a concept usually attributed to the design of real-world environments and suggests how it might be applied to the construction of virtual environments. In order to illustrate this concept, a 3d, online, collaborative environment, AlphaWorld, is analyzed in a manner analogous to spatial analysis techniques applied to cities in the real world. The outcome of this form of spatial analysis is that AlphaWorld appears to be highly 'intelligible' at the small-scale, 'local neighborhood' level, and yet is completely 'unintelligible' at a global level. This paper concludes with a discussion of the relevance of this finding to virtual environment design plus future research applications
Property and the Construction of the Information Economy: A Neo-Polanyian Ontology
This chapter considers the changing roles and forms of information property within the political economy of informational capitalism. I begin with an overview of the principal methods used in law and in media and communications studies, respectively, to study information property, considering both what each disciplinary cluster traditionally has emphasized and newer, hybrid directions. Next, I develop a three-part framework for analyzing information property as a set of emergent institutional formations that both work to produce and are themselves produced by other evolving political-economic arrangements. The framework considers patterns of change in existing legal institutions for intellectual property, the ongoing dematerialization and datafication of both traditional and new inputs to economic production, and the emerging logics of economic organization within which information resources (and property rights) are mobilized. Finally, I consider the implications of that framing for two very different contemporary information property projects, one relating to data flows within platform-based business models and the other to information commons
Creative idea exploration within the structure of a guiding framework : the card brainstorming game
I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game
Ubiquitous Emotion Analytics and How We Feel Today
Emotions are complicated. Humans feel deeply, and it can be hard to bring clarity to those depths, to communicate about feelings, or to understand others’ emotional states. Indeed, this emotional confusion is one of the biggest challenges of deciphering our humanity. However, a kind of hope might be on the horizon, in the form of emotion analytics: computerized tools for recognizing and responding to emotion. This analysis explores how emotion analytics may reflect the current status of humans’ regard for emotion. Emotion need no longer be a human sense of vague, indefinable feelings; instead, emotion is in the process of becoming a legible, standardized commodity that can be sold, managed, and altered to suit the needs of those in power. Emotional autonomy and authority can be surrendered to those technologies in exchange for perceived self-determination. Emotion analytics promises a new orderliness to the messiness of human emotions, suggesting that our current state of emotional uncertainty is inadequate and intolerable
Differences of Human Perceptions of a Robot Moving using Linear or Slow in, Slow out Velocity Profiles When Performing a Cleaning Task
We investigated how a robot moving with different velocity profiles affects a person's perception of it when working together on a task. The two profiles are the standard linear profile and a profile based on the animation principles of slow in, slow out. The investigation was accomplished by running an experiment in a home context where people and the robot cooperated on a clean-up task. We used the Godspeed series of questionnaires to gather people's perception of the robot. Average scores for each series appear not to be different enough to reject the null hypotheses, but looking at the component items provides paths to future areas of research. We also discuss the scenario for the experiment and how it may be used for future research into using animation techniques for moving robots and improving the legibility of a robot's locomotion
Typothesis: A Study of Warde\u27s Crystal Goblet, Leeuwen\u27s Typographic Meaning and How it Relates to the Bible
The way readers interpret the written word is changing. We look for information almost as much in between the lines as we do in the words themselves. The internet and its tools offer ways for readers to engage the text like never before — can the printed word keep up? This thesis will look at the history of print through the eyes of typography and decide if multimodal methods of arranging type are appropriate or even possible in the modern book. Specifically, it will look at the Christian Bible and it’s already present use of multimodalism. This study will bring awareness to the possibility for a new method of meaning in Biblical typography
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