16,476 research outputs found

    Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design

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    Digitalization is penetrating every aspect of everyday life including a human's heart beating, which can easily be sensed by wearable sensors and displayed for others to see, feel, and potentially "bodily resonate" with. Previous work in studying human interactions and interaction designs with physiological data, such as a heart's pulse rate, have argued that feeding it back to the users may, for example support users' mindfulness and self-awareness during various everyday activities and ultimately support their wellbeing. Inspired by Somaesthetics as a discipline, which focuses on an appreciation of the living body's role in all our experiences, we designed and explored mobile tangible heart beat displays, which enable rich forms of bodily experiencing oneself and others in social proximity. In this paper, we first report on the design process of tangible heart displays and then present results of a field study with 30 pairs of participants. Participants were asked to use the tangible heart displays during watching movies together and report their experience in three different heart display conditions (i.e., displaying their own heart beat, their partner's heart beat, and watching a movie without a heart display). We found, for example that participants reported significant effects in experiencing sensory immersion when they felt their own heart beats compared to the condition without any heart beat display, and that feeling their partner's heart beats resulted in significant effects on social experience. We refer to resonance theory to discuss the results, highlighting the potential of how ubiquitous technology could utilize physiological data to provide resonance in a modern society facing social acceleration.Comment: 18 page

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    Emerging technologies for learning (volume 2)

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    Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts

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    Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources. However, the importance of visitors’ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research. This thesis, presents the study and design for an interactive storytelling installation for a maritime museum. The installation is designed to integrate different museum artefacts into the storytelling system to enrich the visitors experience through tangible storytelling. The project was conducted in collaboration with another PhD student, Luca Ciotoli. His contribution was mainly focused on the narrative and storytelling features of the research, while my contribution was focused on the interaction- and technology-related features, including the design and implementation of the prototype. The research is deployed using a four-phase iterative approach. The first phase of the research, Study, deals with literature review and different studies to identify the requirements. The second phase, Design, determines the broad outlines of the project i.e., an interactive storytelling installation. The design phase includes interaction and museum experience design. We investigated different design approaches, e.g., interaction and museum experience design, to develop a conceptual design. The third phase, prototype, allows us to determine how to fulfill the tasks and meet the requirements that are established for the research. Prototyping involves content creation, storyboarding, integrating augmented artefacts into the storytelling system. Th final phase, test, refers to the evaluations that are conducted during the aforementioned phases e.g., formative and the final usability testing with users. The outcome of the research confirms previous results in the literature about how digital narratives can be enriched with the tangible dimension, moreover it shows how this dimension can enable to communicate stories and knowledge of the past that are complex, such as the art of navigating in the past, by integrating tangible objects that play different roles in the storytelling process

    A bluetooth educational content distribution system modelled on a service-oriented architecture

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    In this research, we design and prototype an educational content distribution system modeled on a Service-Oriented Architecture (SOA) paradigm and implemented using Web services, XML and Bluetooth technology. In the prototype, we use an Open Source Learning Management System (LMS) Sakai implemented in Java and branded Vula for the University of Cape Town (UCT). Web services and its specification of SOAP, XML and Bluetooth technology are used to integrate the disparate technologies that form the service architecture. The disparate technologies include among others Bluetooth enabled mobile phones and PDAs, services (modules) which may be running on different operating systems, and deployed over Local Area Networks (LANs) or Internet. The service is meant to leverage the existing infrastructure to provide a new, cheap channel for education content distribution to mobile devices in learning institutions especially Universities in the developing world and Africa in particular. We design, implement and evaluate the prototype for performance and scalability. During the designing and implementation of the architecture, we incorporate SOA principles of service/module re-use, service composition, loose-coupling, standard data exchange within the system or services, and extensibility of the services among others. The aim of the service is to distribute education content uploaded in Learning Management Systems (LMSs) to Bluetooth enabled mobile devices that are increasingly held by students in developing world Universities. The service is intended to supplement existing Web-based and lecture room content distribution channels by opening up the mobile device space. For the prototype, we focus on repackaging structured text content and distributing it to Bluetooth enabled phones and PDAs using Bluetooth technology. We evaluate our prototype for performance using experimental studies
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