435 research outputs found
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games
Digital games are a multi-billion-dollar industry whose production and consumption extend globally. Representation in games is an increasingly important topic. As those who create and consume the medium grow ever more diverse, it is essential that player or user-experience research, usability, and any consideration of how people interface with their technology is exercised through inclusive and intersectional lenses. Previous research has identified how character configuration interfaces preface white-male defaults [39, 40, 67]. This study relies on 1-on-1 play-interviews where diverse participants attempt to create âthemselvesâ in a series of games and on group design activities to explore how participants may envision more inclusive character configuration interface design. Our interview findings describe specific points of tension in the process of creating characters in existing interfaces and the sketches participant-collaborators produced challenge the homogeneity of current interface designs. This project amplifies the perspective of diverse participant-collaborators to provide constructive implications and a series of principles for designing more inclusive character configuration interfaces, which support more diverse stories and gameworlds by reconfiguring the constraints that shape those stories and gameworlds
Informational Urbanism. A Conceptual Framework of Smart Cities
Contemporary and future cities are often labeled as âsmart cities,â âdigital citiesâ or âubiquitous cities,â âknowledge cities,â and âcreative cities.â Informational urbanism includes all aspects of information and (tacit as well as explicit) knowledge with regard to urban regions. âInformational cityâ (or âsmart cityâ in a broader sense) is an umbrella term uniting the divergent trends of information-related city research. Informational urbanism is an interdisciplinary endeavor incorporating on the one side computer science and information science as well as on the other side urban studies, city planning, architecture, city economics, and city sociology. In this article, we present both, a conceptual framework for research on smart cities as well as results from our empirical studies on smart cities all over the world. The framework consists of seven building blocks, namely information and knowledge related infrastructures, economy, politics (e-governance) and administration (e-government), spaces (spaces of flows and spaces of places), location factors, the peopleâs information behavior, and problem areas. \
Proceedings of the GIS Research UK 18th Annual Conference GISRUK 2010
This volume holds the papers from the 18th annual GIS Research UK (GISRUK). This year the conference, hosted at University College London (UCL), from Wednesday 14 to Friday 16 April 2010. The conference covered the areas of core geographic information science research as well as applications domains such as crime and health and technological developments in LBS and the geoweb.
UCLâs research mission as a global university is based around a series of Grand Challenges that affect us all, and these were accommodated in GISRUK 2010.
The overarching theme this year was âGlobal Challengesâ, with specific focus on the following themes:
* Crime and Place
* Environmental Change
* Intelligent Transport
* Public Health and Epidemiology
* Simulation and Modelling
* London as a global city
* The geoweb and neo-geography
* Open GIS and Volunteered Geographic Information
* Human-Computer Interaction and GIS
Traditionally, GISRUK has provided a platform for early career researchers as well as those with a significant track record of achievement in the area. As such, the conference provides a welcome blend of innovative thinking and mature reflection. GISRUK is the premier academic GIS conference in the UK and we are keen to maintain its outstanding record of achievement in developing GIS in the UK and beyond
Piecing together performance: collaborative, participatory research-through-design for better diversity in games.
Digital games are a multi-billion-dollar industry whose production and consumption extend globally. Representation in games is an increasingly important topic. As those who create and consume the medium grow ever more diverse, it is essential that player or user-experience research, usability, and any consideration of how people interface with their technology is exercised through inclusive and intersectional lenses. Previous research has identified how character configuration interfaces preface white-male defaults. This study relies on 1-on-1 play-interviews where diverse participants attempt to create "themselves" in a series of games and on group design activities to explore how participants may envision more inclusive character configuration interface design. Our interview findings describe specific points of tension in the process of creating characters in existing interfaces and the sketches participant-collaborators produced challenge the homogeneity of current interface designs. This project amplifies the perspective of diverse participant-collaborators to provide constructive implications and a series of principles for designing more inclusive character configuration interfaces, which support more diverse stories and gameworlds by reconfiguring the constraints that shape those stories and gameworlds
Aesthetic potential of human-computer interaction in performing arts
Human-computer interaction (HCI) is a multidisciplinary area that studies the communication between users and computers. In this thesis, we want to examine if and how HCI when incorporated into staged performances can
generate new possibilities for artistic expression on stage.
We define and study four areas of technology-enhanced performance that were strongly influenced by HCI techniques: multimedia expression, body representation, body augmentation and interactive environments. We trace relevant artistic practices that contributed to the exploration of these topics and then present new forms of creative expression that emerged after the incorporation of HCI techniques. We present and discuss novel practices like: performer and the media as one responsive entity, real-time control of virtual characters, on-body projections, body augmentation through humanmachine systems and interactive stage design.
The thesis concludes by showing some concrete examples of these novel practices implemented in performance pieces. We present and discuss technologyaugmented dance pieces developed during this masterâs degree. We also present a software tool for aesthetic visualisation of movement data and discuss its application in video creation, staged performances and interactive installations
Data-Driven Accountability: Examining and Reorienting the Mythologies of Data
Indiana University-Purdue University Indianapolis (IUPUI)In this work, I examine and design sociotechnical interventions for addressing
limitations around data-driven accountability, particularly focusing on politically
contentious and systemic social issues (i.e., police accountability). While organizations
across sectors of society are scrambling to adopt data-driven technologies and practices,
there are epistemological and ethical concerns around how data use influences decisionmaking
and actionability. My work explores how stakeholders adopt and handle the
challenges around being data-driven, advocating for ways HCI can mitigate such
challenges.
In this dissertation, I highlight three case studies that focus on data-driven,
human-services organizations, which work with at-risk and marginalized populations.
First, I examine the tools and practices of nonprofit workers and how they experience the
mythologies associated with data use in their work. Second, I investigate how police
officers are adopting data-driven technologies and practices, which highlights the
challenges police contend with in addressing social criticisms around police
accountability and marginalization. Finally, I conducted a case study with multiple
stakeholders around police accountability to understand how systemic biases and
politically charged spaces perceive and utilize data, as well as to develop the design space
around how alternative futures of being data-driven could support more robust and
inclusive accountability. I examine how participants situate the concepts of power, bias,
and truth in the data-driven practices and technologies used by and around the police. With this empirical work, I present insights that inform the HCI community at the
intersection of data design, practice, and policies in addressing systemic social issues
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