3,576 research outputs found

    The Troubling Cups:Making Trouble at Work about Inequalities in Pay

    Get PDF

    WristOrigami: Exploring foldable design for multi-display smartwatch

    Get PDF
    We present WristOrigami, an origami-inspired design concept and system extending the interaction with smartwatches through a foldable structure with multiple on-wrist displays. The current design provides extra affordances via folding, flipping, and elastic pulling actions on a multidisplay smartwatch. To motivate the design of WristOrigami, we developed a taxonomy that could be useful for analyzing and characterizing the origami-inspired multi-display smartwatch interaction. Through a participatory-design study with a set of prototypes with different levels of fidelity, we investigated users\u27 perception of WristOrigami in a wide range of applications with the presented features, and summarized a list of common shape configurations. We summarized our findings into seven design recommendations, to inform the future design of foldable smartwatch interactions. We further developed a set of application demonstrations as proofs-of-concept

    From Capture to Display: A Survey on Volumetric Video

    Full text link
    Volumetric video, which offers immersive viewing experiences, is gaining increasing prominence. With its six degrees of freedom, it provides viewers with greater immersion and interactivity compared to traditional videos. Despite their potential, volumetric video services poses significant challenges. This survey conducts a comprehensive review of the existing literature on volumetric video. We firstly provide a general framework of volumetric video services, followed by a discussion on prerequisites for volumetric video, encompassing representations, open datasets, and quality assessment metrics. Then we delve into the current methodologies for each stage of the volumetric video service pipeline, detailing capturing, compression, transmission, rendering, and display techniques. Lastly, we explore various applications enabled by this pioneering technology and we present an array of research challenges and opportunities in the domain of volumetric video services. This survey aspires to provide a holistic understanding of this burgeoning field and shed light on potential future research trajectories, aiming to bring the vision of volumetric video to fruition.Comment: Submitte

    cISP: A Speed-of-Light Internet Service Provider

    Full text link
    Low latency is a requirement for a variety of interactive network applications. The Internet, however, is not optimized for latency. We thus explore the design of cost-effective wide-area networks that move data over paths very close to great-circle paths, at speeds very close to the speed of light in vacuum. Our cISP design augments the Internet's fiber with free-space wireless connectivity. cISP addresses the fundamental challenge of simultaneously providing low latency and scalable bandwidth, while accounting for numerous practical factors ranging from transmission tower availability to packet queuing. We show that instantiations of cISP across the contiguous United States and Europe would achieve mean latencies within 5% of that achievable using great-circle paths at the speed of light, over medium and long distances. Further, we estimate that the economic value from such networks would substantially exceed their expense

    Smell, Taste, and Temperature Interfaces

    Get PDF
    Everyday life hinges on smell, taste, and temperature-based experiences, from eating to detecting potential hazards (e.g., smell of rotten food, microbial threats, and non-microbial threats such as from hazardous gases) to responding to thermal behavioral changes. These experiences are formative as visceral, vital signals of information, and contribute directly to our safety, well-being, and enjoyment. Despite this, contemporary technology mostly stimulates vision, audition, and - more recently - touch, unfortunately leaving out the senses of smell taste and temperature. In the last decade, smell, taste, and temperature interfaces have gained a renewed attention in the field of Human Computer Interaction, fueled by the growth of virtual reality and wearable devices. As these modalities are further explored, it is imperative to discuss underlying cultural contexts of these experiences, how researchers can robustly stimulate and sense these modalities, and in what contexts such multisensory technologies are meaningful. This workshop addresses these topics and seeks to provoke critical discussions around chemo- and thermo-sensory HCI

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 3: People

    Get PDF
    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 3 includes papers from People track of the conference

    Playing Games with Tito:Designing Hybrid Museum Experiences for Critical Play

    Get PDF
    This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugoslavia and the highly contested heritage they represent. Based on reflections from the design process as well as feedback from test users, we describe a series of challenges: Challenging the norms of visitor behaviour, challenging the role of the artefact, and challenging the curatorial authority. In conclusion, we outline some possible design strategies to address these challenges

    A UX model for the evaluation of learners' experience on lms platforms over time

    Get PDF
    Although user experience (UX) is dynamic and evolves over time, prior research reported that the learners' experience models developed so far were only for the static evaluation of learners' experiences. So far, no model has been developed for the dynamic summative evaluation of the UX of LMS platforms over time. The objective of this study is to build a UX model that will be used to evaluate learners' experience on LMS over time. The study reviewed relevant literature with the goal of conceptualizing a theoretical model. The Stimuli-Organism-Response (SOR) framework was deployed to model the experience engineering process. To verify the model, 6 UX experts were involved. The model was also validated using a quasi-experimental design involving 900 students. The evaluation was conducted in four time points, once a week for four weeks. From the review, a conceptual UX model was developed for the evaluation of learners' experience with LMS design over time. The outcome of the model verification shows that the experts agreed that the model is adequate for the evaluation of learners' experience on LMS. The results of the model validation indicate that the model was highly statistically significant over time (Week 1: x2(276) = 273 I 9.339, Week2: x2(276) = 23419.626, Week3: x2(276) =18941.900, Week4: x2(276) = 27580.397, p=000<0.01). Each design quality had strong positive effects on the learners' cognitive, sensorimotor and affective states respectively. Furthermore, each of the three organismic states: cognitive, sensorimotor, and affective, had strong positive influence on learners' overall learning experience. These results imply that the experience engineering process was successful. The study fills a significant gap in knowledge by contributing a novel UX model for the evaluation of learners' experience on LMS platforms over time. UX quality assurance practitioners can also utilize the model in the verification and validation of learner experience over tim
    • …
    corecore