6,108 research outputs found

    Dynamic mapping strategies for interactive art installations: an embodied combined HCI HRI HHI approach

    Get PDF
    This paper proposes a theoretical framework for dealing with the paradigm of interactivity in new media art, and how the broad use of the term in different research fields can lead to some misunderstandings. The paper addresses a conceptual view on how we can implement interaction in new media art from an embodied approach that unites views from HCI, HRI and HHI. The focus is on an intuitive mapping of a multitude of sensor data and to extend upon this using the paradigm of (1) finite state machines (FSM) to address dynamic mapping strategies, (2) mediality to address aisthesis and (3) embodiment to address valid mapping strategies originated from natural body movements. The theory put forward is illustrated by a case study

    Geospatial data integration with Semantic Web services: the eMerges approach

    Get PDF
    Geographic space still lacks the semantics allowing a unified view of spatial data. Indeed, as a unique but all encompassing domain, it presents specificities that geospatial applications are still unable to handle. Moreover, to be useful, new spatial applications need to match human cognitive abilities of spatial representation and reasoning. In this context, eMerges, an approach to geospatial data integration based on Semantic Web Services (SWS), allows the unified representation and manipulation of heterogeneous spatial data sources. eMerges provides this integration by mediating legacy spatial data sources to high-level spatial ontologies through SWS and by presenting for each object context dependent affordances. This generic approach is applied here in the context of an emergency management use case developed in collaboration with emergency planners of public agencies

    One cannot not interact

    Get PDF

    Designing for Design Activity

    Get PDF
    The area of graphic design has expanded since digital media was introduced, and it requires new creative thinking skills in the design process. This paper proposes a design process for a graphic design graduate class using activity theory as a theoretical background. This design process consists of three phases to solve the design problems within diverse design projects. Each phase was examined in terms of how the elements of activity theory could apply to the design process. As a research method, Engeström’s activity system model was adapted and explored in the design processes. A case study is presented to see how the proposed design process applied to a design project. Keywords: Graphic Design Project, Design Process, Activity Theory, Prototyping</p

    Making Space for Stories: Ambiguity in the Design of Personal Communication Systems

    Full text link
    Pervasive personal communication technologies offer the potential for important social benefits for individual users, but also the potential for significant social difficulties and costs. In research on face-to-face social interaction, ambiguity is often identified as an important resource for resolving social difficulties. In this paper, we discuss two design cases of personal communication systems, one based on fieldwork of a commercial system and another based on an unrealized design concept. The cases illustrate how user behavior concerning a particular social difficulty, unexplained unresponsiveness, can be influenced by technological issues that result in interactional ambiguity. The cases also highlight the need to balance the utility of ambiguity against the utility of usability and communicative clarity.Comment: 10 page

    Understanding mediated storytelling in social networking sites through articulation: actors, processes and practices

    Get PDF

    The Panopticon and the performance arena: HCI reaches within

    Get PDF
    The impact of new technologies is hard to predict. We suggest the value of theories of performativity in understanding dynamics around the convergence of biomedical and information technology. Drawing on the ideas of Butler and Foucault, we discuss a new, internal, context for HCI and raise potentially disturbing issues with monitoring health. We argue that by adopting explicitly social framings we can see beyond the idea of medical interventions to tools for wellbeing and recognize more of the implications of looking within
    corecore