3,576 research outputs found
WristOrigami: Exploring foldable design for multi-display smartwatch
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
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
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
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
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
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
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
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