656,820 research outputs found

    The Forum Selection Defense

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    The central goal of this thesis is creating and testing technology toproduce embodied interaction experiences. Embodied interaction is thesense that we inhabit a digital space with our minds operating on it asif it were our physical bodies, without conscious thought, but as naturalas reaching out with your ngers and touching the object in front of you.Traditional interaction techniques such as keyboard and mouse get in theway of achieving embodiment. In this thesis, we have created an embodiedperspective of virtual three-dimensional objects oating in front of a user.Users can see the object from a rst-person perspective without a headsupdisplay and can change the perspective of the object by shifting theirpoint of view. The technology and aordances to make this possible in aunobtrusive, practical and ecient way is the subject of this thesis.Using a depth sensor, Microsoft's Kinect [7], we track the user's positionin front of a screen in real-time, thus making it possible to changethe perspectives seen by each of the user's eyes to t their real point ofview, in order to achieve a 3D embodied interaction outside the screen.We combined the rst-person perspective into an embodied sculptingproject that includes a wireless haptic glove to allow the user to feel whentouching the model and a small one-hand remote controller used to rotatethe object around as the user desires when pressing its single button.We have achieved what we call Embodied Perspective, which involves anoutside-screen stereoscopic visualization, which reacts to body interactionas if the visualization was really where the user perceives it, thanks to thedata from the depth sensor. This method does not block the user's viewof their own body, but ts and matches their brain's perception.When applied to virtual sculpting (embodied sculpting), it gives theuser the ability to feel and understand much better their actions; wherethey are touching/sculpting and how they should move to reach wherethey want, since the movements are the same one would perform withtheir body in a real-world sculpting situation.A further study of the viability of this method, not only on singleperson interaction but on group visualization of a single user perspective,is discussed and proposed

    Chapter 15 Empathizing with Robots

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    Typically, social robots are supposed to empathize with humans, understand human emotions, and anticipate human needs. With this chapter, the authors turn the table: What can humans learn through empathizing with technology? How might the design of robots change if developers adopted the perspective of a robot, walking in its shoes to perceive and understand the world from its point of view through sensors and actuators? Is the technomorphization of human bodies a mind-expanding complement to the anthropomorphization of technology? The authors present a range of innovative methods, all of which are based on empathy, for use by robot designers. For example, Thing Ethnography works by attaching cameras to access the perspective of an object. Object Personas is about imagining the personality of an object. When applying Enacting Utopia, designers perform like an object in a positive future. Through with Techno-Mimesis, they are able to perceive a use scenario as an object does. The authors clarify that such kinds of empathy do not happen out of naĂŻvetĂ© (Old Animism). When applied consciously, they generate knowledge about—and reflexive distance from—technological objects such as robots

    Computer memories: the history of computer form

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    This paper looks at the computer as a truly global form. The similar beige boxes found in offices across the world are analysed from the perspective of design history rather than that of the history of science and technology. Through the exploration of an archive of computer manufacturer's catalogues and concurrent design texts, this paper examines the changes that have occurred in the production and consumption of the computer in the context of the workplace, from its inception as a room-sized mainframe operated through a console of flashing lights, to the personal computer as a 'universal' form, reproduced by many manufacturers. It shows how the computer in the past has been as diverse as any other product, and asks how and why it now appears as a standardised, sanitised object. In doing so our relationship with the office computer, past and present is explored, revealing a complex history of vicissitude.</p

    Chapter 15 Empathizing with Robots

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    Typically, social robots are supposed to empathize with humans, understand human emotions, and anticipate human needs. With this chapter, the authors turn the table: What can humans learn through empathizing with technology? How might the design of robots change if developers adopted the perspective of a robot, walking in its shoes to perceive and understand the world from its point of view through sensors and actuators? Is the technomorphization of human bodies a mind-expanding complement to the anthropomorphization of technology? The authors present a range of innovative methods, all of which are based on empathy, for use by robot designers. For example, Thing Ethnography works by attaching cameras to access the perspective of an object. Object Personas is about imagining the personality of an object. When applying Enacting Utopia, designers perform like an object in a positive future. Through with Techno-Mimesis, they are able to perceive a use scenario as an object does. The authors clarify that such kinds of empathy do not happen out of naĂŻvetĂ© (Old Animism). When applied consciously, they generate knowledge about—and reflexive distance from—technological objects such as robots

    The Effect of Math-E-Motion on Children’s Mental Rotation Abilities and Spatial Perspective Taking Abilities

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    The demand for Science, Technology, Engineering, and Mathematics (STEM)-related jobs is increasing, while the number of educated and skilled people in this field is decreasing. Uttal, Meadow et al. (2012) emphasized that the development of a person’s spatial skills contributes to an individual’s success in STEM-related fields. In addition, Uttal, Meadow et al. recommended the investigation of the impact of spatial training on younger students. The purpose of this research was to determine the effect of a dynamic, fully-embodied learning activity on the development of elementary school students’ spatial skills; in particular, their mental rotation and spatial perspective taking abilities. Based on the difference between the students’ pre-test and post-test scores in the Object Rotation Test and the Perspective Taking Test, it was concluded that a dynamic, fully-embodied learning activity improves the students’ object rotation abilities and spatial perspective taking abilities

    GTA: Groupware task analysis Modeling complexity

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    The task analysis methods discussed in this presentation stem from Human-Computer Interaction (HCI) and Ethnography (as applied for the design of Computer Supported Cooperative Work CSCW), different disciplines that often are considered conflicting approaches when applied to the same design problems. Both approaches have their strength and weakness, and an integration of them does add value to the early stages of design of cooperation technology. In order to develop an integrated method for groupware task analysis (GTA) a conceptual framework is presented that allows a systematic perspective on complex work phenomena. The framework features a triple focus, considering (a) people, (b) work, and (c) the situation. Integrating various task-modeling approaches requires vehicles for making design information explicit, for which an object oriented formalism will be suggested. GTA consists of a method and framework that have been developed during practical design exercises. Examples from some of these cases will illustrate our approach

    The metamorphosis of analytical chemistry

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    Defining analytical chemistry as the measurement of isolated compositional features in a selected study object ignores the unique perspective that analytical chemists bring to twenty-first century science and society. In this feature article, we will discuss some of the existing preconceptions and misinterpretations of analytical chemistry that occur at present and will tackle them from the more up-to-date perspective of science in the Big Data Era. This will place their influence in context while simultaneously enlarging the scope of the discipline analytical chemistry to its well-deserved prevalent position in present-day science and technology
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