176 research outputs found

    Conversational Environments Revisited

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    Designers do not require the use of the most advanced electrical, mechanical & computational engineering to build highly sophisticated interactive devices, art & architecture. Instead what is crucial is that the conceptual framework within which they are conceived has a thorough understanding of interaction. A common current misconception fostered by so called 'human computer interaction' design is that by giving functional devices, or aesthetic works of art & architecture, the ability to 'React' in some way to the stimuli of a 'User', qualifies this artefact as 'Interactive'. Such an over simplification trivialises the powerful & productive quality of interaction. This paper insists on Interactivity as a more productive & advanced form of Reactivity, & explains the process of interaction as a conversational activity between participants. The conversational model is examined through this authors recent art installation & reflects on the powerful precedent Gordon Pask provides for understanding interaction through the experimental machines that he built to embody his Conversation Theories

    Rurality and Tourism in Transition: How Digitalization Transforms the Character and Landscape of the Tourist Economy in Rural Morocco

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    The character of rural Morocco is changing due to increasing tourism and social media usage. This paper outlines the different consequences of ICT usage among people working in the tourism sector as part of the transitional economy in a remote area. In this region, tourism has grown into one major income sources for a few valley inhabitants – mostly men with a school education, digital and language skills, and who are financially stable. As this transitional economy evolves alongside digitalization and ICT usage and therefore a change of the region’s rural character, it leads to challenges and concerns for the local population. This ethnographic study analyzes the interdependence of increasing tourism through digitalization and the notion of rurality as a resource from a sociotechnical perspective

    My Facebook Profile : Copy, Resemblance, or Simulacrum?

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    Maine Campus July 09 1971

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    Impact of Dance and Dance Movement Therapy Interventions for Student Mental Health

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    This literature review collects advantages and disadvantages of dance and dance movement therapy interventions for school-aged children. As interest in mental health availability grows, the lack of time and resources for the services already in place requires creative solutions. Connections are made between the two modalities via the history of healing practices, Laban Movement Analysis, and mirroring. Data collected via fMRI scans, salivary samples, and selfreports from small samples sizes are present in some combinations or solo. The author concludes that a combination of the therapy provided by DMT and the physicality and creativity of dance interventions would potentially fill the mental health gap in schools

    An experimental study to develop an engaging multimedia design model for children

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    Multimedia has enormous potential but there is still much to learn about what works and what does not work for children. The aim of this research was to develop a model for multimedia design that gives user engagement for children . . " A preliminary scoping study showed that children did realise the potential of multimedia but did not like the design of the applications given to them. A search was made for a multimedia application that fitted the 'wish lists' of the children in the scoping study in order to identify a vehicle for. these investigations. The Sims, a popular game about Life Management, where players play a major role in the management of everyday family life (providing a place to stay, managing finance, basic needs, moods and desires), fitted this description and was selected for this purpose. Five experiments were conducted with children (9 to 14 years old) varying the use of The Sims to test what really engaged them. An Engagement Scale was created as a rating scale to measure engagement at five-minute intervals. Other data to establish the degree of engagement was gathered through video recordings and interviews. The experiments obtained high levels of engagement for some conditions, for example, simulation and construct conditions. From this the factors contributing to engagement were identified. As a result a 6-component theory of engagement was formulated as 'An Engaging Multimedia Design Model for Children'. The model proposes that children need to be able to interact with the multimedia at several levels to be engaged to it. The lowest level of interaction needs to give immediate feedback as a result of the child's actions to support physical or motor skills. The higher levels of inte,r action, however, need to support mental model skills and goal achievement. In some cases goals set by the designer are effective. In others the children need to set their own goals and levels of aspirations. If the design features in the multimedia conform to these principles the multimedia application will be engaging for children

    Navigating the space of your music

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.Includes bibliographical references (p. 121-124).Navigating increasingly large personal music libraries is commonplace. Yet most music browsers do not enable their users to explore their collections in a guided and manipulable fashion, often requiring them to have a specific target in mind. MusicBox is a new music browser that provides this interactive control by mapping a music collection into a two-dimensional space, applying principal components analysis (PCA) to a combination of contextual and content-based features of each of the musical tracks. The resulting map shows similar songs close together and dissimilar songs farther apart. MusicBox is fully interactive and highly flexible: users can add and remove features from the included feature list, with PCA recomputed on the fly to remap the data. MusicBox is also extensible; we invite other music researchers to contribute features to its PCA engine. A small user study has shown that MusicBox helps users to find music in their libraries, to discover new music, and to challenge their assumptions about relationships between types of music.by Anita Shen Lillie.S.M

    The Translocal Event and the Polyrhythmic Diagram

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    This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal
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