997 research outputs found
Applying a User-centred Approach to Interactive Visualization Design
Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches
Do you know what I know? Situational Awareness and Scientific Teamwork in Collaborative Environments
Gesture based persuasive interfaces for public ambient displays
Dissertação de Mestrado em Engenharia Informática 2º Semestre, 2011/2012This Master thesis studies how Public Ambient Displays (PAD) can be used as a tool
to achieve behaviour change, through persuasive technology.
In order to reach the goals of the thesis, an interactive public ambient display system
called Motion-based Ambient Interactive Display (MAID) was developed. MAID is driven
to motivate behaviour changes regarding domestic energy consumption, through a
persuasive game interface based on gesture recognition technology. The developed
prototype guides players through the different rooms of a house, where they have to find out what is wrong and practice the correct actions to save energy, using similar gestures to the ones they would use in real life to achieve the same goals. The system provides feedback regarding the consequences of each action, in order to make users aware of the consequences of their actions.
The implementation of MAID is based on a purpose built, highly configurable and
modular framework. It allows the administrator to fine tune and tweak the application to the necessities of the setup location constraints, by adjusting basic display properties, change image content or even modify the scripted gameplay itself. The scripted game system is flexible enough to allow the repurposing of the framework, beyond the previously defined theme, for future studies.
The MAID was subjected to user testing, in order to show that it is possible to create
a persuasive PAD interface, using seamless interaction methods, with the currently available technology, and use it to spread awareness of a cause, leading to behaviour change.Fundação para a Ciência e Tecnologia - project DEAP (PTDC/AAC-AMB/104834/2008); CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/201
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PowerPoint Demonstrations: Digital Technologies of Persuasion
When policy issues involve complex technical questions, demonstrations are more likely to marshal charts, graphs, models, and simulations than to mobilize popular movements in the streets. This paper analyzes PowerPoint demonstrations, the most ubiquitous form of digital demonstrations. The first set of demonstrations is the PowerPoint presentations made in December 2002 by the seven finalist architectural teams in the Innovative Design competition for rebuilding the World Trade Center. The second case occurred some blocks away, several months later: Colin Powell's PowerPoint demonstration at the United Nations. The authors argue that Edward Tufte's denunciation of PowerPoint does not capture the cognitive style made possible by the affordances of this pervasive new technology. On the basis of our case materials, they identify several features of the elementary grammar of a rhetoric that exploits the medium's potential to manipulate text, sound, and image. The analysis further demonstrates the distinctive morphology of PowerPoint. Its digital character provides affordances 1) that allow heterogeneous materials to be seamlessly re-presented in a single format that 2) can morph easily from live demonstration to circulating digital documents that 3) can be utilized in counter-demonstrations. A careful examination of this widely used technology is critical for understanding public discourse in a democratic society
Emerging technologies for learning (volume 1)
Collection of 5 articles on emerging technologies and trend
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PowerPoint Demonstrations: Digital Technologies of Persuasion
When policy issues involve complex technical questions, demonstrations are more likely to marshal charts, graphs, models, and simulations than to mobilize popular movements in the streets. This paper analyzes PowerPoint demonstrations, the most ubiquitous form of digital demonstrations. The first set of demonstrations is the PowerPoint presentations made in December 2002 by the seven finalist architectural teams in the Innovative Design competition for rebuilding the World Trade Center. The second case occurred some blocks away, several months later: Colin Powell's PowerPoint demonstration at the United Nations. The authors argue that Edward Tufte's denunciation of PowerPoint does not capture the cognitive style made possible by the affordances of this pervasive new technology. On the basis of our case materials, they identify several features of the elementary grammar of a rhetoric that exploits the medium's potential to manipulate text, sound, and image. The analysis further demonstrates the distinctive morphology of PowerPoint. Its digital character provides affordances 1) that allow heterogeneous materials to be seamlessly re-presented in a single format that 2) can morph easily from live demonstration to circulating digital documents that 3) can be utilized in counter-demonstrations. A careful examination of this widely used technology is critical for understanding public discourse in a democratic society
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants
The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric
vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry
researchers from Europe, the US, and Asia with a diverse background, including wearable and
ubiquitous computing, computer vision, developmental psychology, optics, and human-computer
interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to
reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions,
group work, general discussions, and socialising. The key results of this seminar are 1) the
identification of key research challenges and summaries of breakout groups on multimodal eyewear
computing, egocentric vision, security and privacy issues, skill augmentation and task guidance,
eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and
research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4)
an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d,
as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d
at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at
the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)
Seven HCI Grand Challenges
This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements
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