928 research outputs found
Towards the Next Generation of Extended Reality Wearables
Extended reality (XR) systems are among the most prominent interactive environments of todayâs entertainment. These systems are often complemented by supportive wearables such as haptic gloves or fullâbody suits. However, applications are usually limited to tactile feedback and gestural controls while other strong parts of wearables such as the performative, social and interactive features are neglected. To investigate the ways of designing wearables for playful XR environments by drawing upon these strong parts, we conducted five participatory design workshops with 25 participants. Our study resulted in 14 design concepts that were synthesized into three design themes that include 9 sub-themes, namely Virtual Costumes, Modification of Bodily Perception and Social Bioadaptivity. The knowledge created extends the design space of XR wearables and opens new paths for designers and researchers to explore.acceptedVersionPeer reviewe
Conversations on a probable future: interview with Beatrice Fazi
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A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game
Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are âplay parties,â temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for âsemi-spectatorshipâ, which blurs the boundaries between player and spectator thus widening the gameâs magic circle
Digital Business Models in Sport
Digital technologies are having a profound impact on sport business, opening up new opportunities to generate income and value. This book explores the phenomenon of digitization in sport management, with a particular focus on business models and how they are being transformed in this new digital era. The book explains how business models describe and underpin contemporary sport business, and how flexibility is the key to unlocking value in an era of rapid technological change. It presents case studies of the impact of digitization on sport organizations, in both amateur and professional contexts, including cutting-edge topics such as the business of football, sponsorship communication, athlete engagement, micropayments and wearable devices. The final chapter summarizes current knowledge on digital business models and looks ahead at possible future directions for sport business in the digital era. This is fascinating reading for any advanced student, researcher or practitioner working in sport management who wants to better understand the challenges and opportunities presented by digital technology for the sport industry
Time to go wild: How to conceptualize and measure process dynamics in real teams with high-resolution
Team processes are interdependent activities among team members that transform inputs into outputs, vary over time, and are critical for team effectiveness. Understanding the temporal dynamics of team processes and related team phenomena with a high-resolution lens (i.e., methods with high sampling rates) is particularly challenging when going âinto the wildâ (i.e., studying teams operating in their full situated context). We review quantitative field studies using high-resolution methods (e.g., video, chat/text data, archival, wearables) and map out the various temporal lenses for studying team dynamics. We synthesize these different lenses and present an integrated temporal framework that is of help in theorizing about team dynamics. We also provide readers with a âhow toâ guide that summarizes four essential steps along with analytical methods (e.g., sequential and pattern analyses, mixed-methods research, abductive reasoning) that are applicable to the broad scope of high-resolution methods
Emerging Materials & Technologies
The book focuses on four exemplified EM&Ts areas as results of the methods, gaps and issues related to their teaching methods. The four areas are: Experimental Wood-Based EM&Ts, Interactive Connected Smart (ICS) Materials Wearable-based, Carbon-based & Nanotech EM&Ts and Advanced Growing. It provides the setting up of a common/ novel method to teaching EM&Ts: to create new professional in young students, and to develop new guidelines and approach
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Computationally-Mediated Interactions with Traditional Textile Crafts
Crafting is a fundamental part of humanity; it gives us purpose and satisfaction, and it produces items that are beautiful and functional. At the same time, our relationship to traditional physical crafts has seen a massive upheaval due to technological advancements. The freedom and support to create textile crafts for pleasure and passion rather than necessity has never been more widespread. Interdisciplinary explorations of computer science and textile crafts have been increasing due to more people being intrinsically motivated to craft, more forms of supportive technology constantly being built, and more interconnected communities growing via the internet. The work in this dissertation begins to coalesce these user-focused and craft-based experiences by presenting crafting as a series of interconnected and nested processes covering the design, manufacture, and experience of textile craft products. Within these processes, I examine how crafters experience physical and digital forms of agency, both high and low, as well as ludic engagement or the lack thereof, as a means of evaluating user perception of technology related to textiles. As exemplar artifacts, I present my own, as well as collaborative, research on design support software, a manufacturing machine appropriated as a game console, and a pair of electronic textile-based fidget toys. This research illustrates how many varied design choices affected audiences' agency and ludic engagement by examining crafters' perceptions and skill levels, as well as the craft domain interpretations by accompanying software and hardware. The interdisciplinary work presented in this dissertation crosses the boundaries of creativity support software, computational creativity, game studies, human-computer interaction, and crafting communities outside the realm of academia. More importantly, this research begins to explicitly join predominantly feminine craft and masculine technological communities across all ages for the enrichment of all those involved
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