2 research outputs found
THE HYBRONAUT AND THE UMWELT: WEARABLE TECHNOLOGY AS ARTISTIC STRATEGY
This dissertation explores the use of irony in networked wearable technology art as a
strategy to emphasise the complexity of conjunction between techno-organic human and the
techno-organic world.
The research addresses the relationship between technologically enhanced human and
networked hybrid environment, and speculates on the impact of technological enhancements to the
subjective construction of Umwelt through ironic interventions. The project employs both artistic
practice and critical theory.
The practice-based part of the dissertation is comprised of three wearable technology
artworks produced during the study. These concrete artefacts employ irony as a means to expose
the techno-organic relationship between humans and their environment under scrutiny. The
works highlight the significance of technological modifications of the human for the formation of
subjective worldview in an everyday hybrid environment.
The theoretical part navigates between the fields of art, design, technology, science and
cultural studies concerning the impact of technology and networks on human experience and
perception of the world.
In the background of this research is biologist Jakob von Uexküll’s concept of the Umwelt,
which is a subjective perception created by an organism through its active engagement with the
everyday living environment. This dissertation focuses on the Umwelt that is formed in an
interaction between hybrid environment and the technologically enhanced human, the Hybronaut.
4
Hybrid environment is a physical reality merged with technologically enabled virtual reality.
The Hybronaut is an artistic strategy developed during the research based on four elements:
wearable technology, network ability, irony and contextualised experience for the public.
Irony is one of the prominent characteristics of the Hybronaut. Irony functions as a way to
produce multiple paradoxical perspectives that enable a critical inquiry into our subjective
construction of Umwelt. The research indicates that ironic networked wearable technology art
presents an opportunity to re-examine our perception concerning the human and his
environment
Evaluation of usability and user experience of an m-learning environment, custom-designed for a tertiary educational context
Undergraduate software engineering learners demonstrate a lack of motivation with face-to-face classroom education. Limited access to the Internet via PCs and laptops, hinders effective communication and collaboration. However, the majority of learners enrolled for studies in tertiary education, have cellphones and are proficient in the use of digital technology. A technology-enhanced m-learning solution is indicated.
This research project evaluates the usability and user experience of an m-learning environment, custom-designed for a tertiary educational context and delivered by mobile handheld devices, features a synthesized framework of categories and criteria, and determines the nature and scope of an emergent digital divide.
A design-based research model suited to the context of the study is implemented, gathering quantitative and qualitative data from experts and learners by survey questionnaires. Analysis of data highlights usability and UX problems, provides insight into an emergent digital divide and suggests guidelines specific to the design of m-learning implementations.Educational StudiesM. Sc. (Information Systems