1,163 research outputs found

    The end of the art connoisseur? Experts and knowledge production in the visual arts in the digital age

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    In this digital age, declarations surface on the death of the expert and the democratization of information. Crowd wisdom is seen as the new guide in constructing and evaluating knowledge. In the context of the art world, this tension between the amateurs and the experts becomes particularly pronounced as popular meets high culture. Questions arise such as wh

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC

    Physical Interaction Concepts for Knowledge Work Practices

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    The majority of workplaces in developed countries concern knowledge work. Accordingly, the IT industry and research made great efforts for many years to support knowledge workers -- and indeed, computer-based information workplaces have come of age. Nevertheless, knowledge work in the physical world has still quite a number of unique advantages, and the integration of physical and digital knowledge work leaves a lot to be desired. The present thesis aims at reducing these deficiencies; thereby, it leverages late technology trends, in particular interactive tabletops and resizable hand-held displays. We start from the observation that knowledge workers develop highly efficient practices, skills, and dexterity of working with physical objects in the real world, whether content-unrelated (coffee mugs, stationery etc.) or content-related (books, notepads etc.). Among the latter, paper-based objects -- the notorious analog information bearers -- represent by far the most relevant (super-) category. We discern two kinds of practices: collective practices concern the arrangement of objects with respect to other objects and the desk, while specific practices operate on individual objects and usually alter them. The former are mainly employed for an effective management of the physical desktop workspace -- e.g., everyday objects are frequently moved on tables to optimize the desk as a workplace -- or an effective organization of paper-based documents on the desktop -- e.g., stacking, fanning out, sorting etc. The latter concern the specific manipulation of physical objects related to the task at hand, i.e. knowledge work. Widespread assimilated practices concern not only writing on, annotating, or spatially arranging paper documents but also sophisticated manipulations -- such as flipping, folding, bending, etc. Compared to the wealth of such well-established practices in the real world, those for digital knowledge work are bound by the indirection imposed by mouse and keyboard input, where the mouse provided such a great advancement that researchers were seduced to calling its use "direct manipulation". In this light, the goal of this thesis can be rephrased as exploring novel interaction concepts for knowledge workers that i) exploit the flexible and direct manipulation potential of physical objects (as present in the real world) for more intuitive and expressive interaction with digital content, and ii) improve the integration of the physical and digital knowledge workplace. Thereby, two directions of research are pursued. Firstly, the thesis investigates the collective practices executed on the desks of knowledge workers, thereby discerning content-related (more precisely, paper-based documents) and content-unrelated object -- this part is coined as table-centric approaches and leverages the technology of interactive tabletops. Secondly, the thesis looks at specific practices executed on paper, obviously concentrating on knowledge related tasks due to the specific role of paper -- this part is coined as paper-centric approaches and leverages the affordances of paper-like displays, more precisely of resizable i.e. rollable and foldable displays. The table-centric approach leads to the challenge of blending interactive tabletop technology with the established use of physical desktop workspaces. We first conduct an exploratory user study to investigate behavioral and usage patterns of interaction with both physical and digital documents on tabletop surfaces while performing tasks such as grouping and browsing. Based on results of the study, we contribute two sets of interaction and visualization concepts -- coined as PaperTop and ObjecTop -- that concern specific paper based practices and collective practices, respectively. Their efficiency and effectiveness are evaluated in a series of user studies. As mentioned, the paper-centric perspective leverages late ultra-thin resizable display technology. We contribute two sets of novel interaction concepts again -- coined as FoldMe and Xpaaand -- that respond to the design space of dual-sided foldable and of rollout displays, respectively. In their design, we leverage the physical act of resizing not "just" for adjusting the screen real estate but also for interactively performing operations. Initial user studies show a great potential for interaction with digital contents, i.e. for knowledge work

    Auto ID-Bridging the physical and the digital on construction projects

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    This book looks at how auto-ID has evolved and how it can be used in the construction industry and across projects from the perspective of all the stakeholders, from owners to design consultants, contractors and the supply chain. It could help to improve efficiency, reduce costs, ensure quality, protect the environment, and enhance safety

    Territoriality and Behaviour On and Around Large Vertical Publicly-Shared Displays

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    Large displays and information kiosks are becoming increasingly common installations in public venues to provide an efficient self-serve means for patrons to access information and/or services. They have evolved over a relatively short period of time from non-digital, non-interactive static displays to more elaborate media-rich digital interactive systems. While the content and purposes of kiosks have changed, they are still largely based on the traditional single-user-driven design paradigm despite the fact that people often venture to these venues in small social groups, i.e., with family and/or friends. This often limits how groups collaborate and forces transactions to be serialized. This thesis explores design constraints for interaction by multiple social groups in parallel on shared large vertical displays. To better understand design requirements for these systems, this research is separated into two parts: a preliminary observational field study and a follow-up controlled study. Using an observational field study, fundamental patterns of how people use existing public displays are studied: their orientation, positioning, group identification, and behaviour within and between social groups just-before, during, and just-after usage. These results are then used to motivate a controlled experiment where two individuals or two pairs of individuals complete tasks concurrently on a low-fidelity large vertical display. Results from the studies demonstrate that vertical surface territories are similar to those found in horizontal tabletops in function, but their definitions and social conventions are different. In addition, the nature of use-while-standing systems results in more complex and dynamic physical territories around the display. We show that the anthropological notion of personal space must be slightly refined for application to vertical displays

    Learning, technologies, and time in the age of global neoliberal capitalism

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    Though diverse in nature, the articles in this collection discuss both socio-cultural and temporal transformations linked to technology and learning and can be classified into three broad themes. The first theme is interested in temporal experiences within time and learning; the second theme is about practical implementations of these concerns, and the third theme inquires into relationships between our understanding of time and human nature. In many articles, the boundaries between these themes are blurred and fluid. Yet, this general classification does indicate the present state of the art in studies of time, technology and education

    Unwrapping DIY enquiry: The study of 'enquiry' in DIY practice at individual, community & place levels

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    Do-It-Yourself (DIY) enquiry represents ownership over learning and action: figuring things out by oneself, experimenting, and questioning the state of things to find potential solutions to local concerns. It is an identifiable collective behaviour of self-reliance exhibited throughout our history but in the digital age and in societies with increasing levels of education, the way DIY practice unfolds is little understood. Traditional studies on public engagement in science and technology and perspectives on production of knowledge and technology have focused primarily on institutionally mediated methods of public participation and the validity of public contributions to established fields. This thesis research makes empirical, theoretical, and methodological contributions: using a multi-method approach and grounded theory for qualitative data analysis to explore DIY enquiry in practice, community, and place. The three in-depth case studies explore the nature of the production of knowledge, the role of technologies, and the barriers and opportunities to public engagement in DIY enquiry. Participant observation of a community of DIY practice reveals its inner processes, interactions, and framings of science and technology and how DIY practice is performed through DIY tool use and development. The design and facilitation of a DIY workshop series demonstrates the initial stages of engagement in DIY enquiry and reveals that barriers and opportunities to engagement are mediated by frame of mind, setting, facilitation, and interactions. The observation of place-based citizen initiatives of DIY enquiry reveals its range of interconnected actions: development of techniques and strategies for tool development, data interpretation, and leveraging of knowledge and stance for advocacy. Together the cases reveal the transformative power of DIY enquiry, how it builds knowledge, culture, and identity and that engagement requires curiosity, courage, commitment, and foundational competencies. They also reveal an inherent tension between DIY enquiry framed as a means (seeking collective/organised actionable goals) and as an end (enabling personal empowerment). This research facilitates a better understanding of the democratic potential of public engagement in science in our time but it also promotes the leveraging of knowledge production between professional/institutional science and civil society
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