14,931 research outputs found

    CGAMES'2009

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    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Operationalizing the circular city model for naples' city-port: A hybrid development strategy

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    The city-port context involves a decisive reality for the economic development of territories and nations, capable of significantly influencing the conditions of well-being and quality of life, and of making the Circular City Model (CCM) operational, preserving and enhancing seas and marine resources in a sustainable way. This can be achieved through the construction of appropriate production and consumption models, with attention to relations with the urban and territorial system. This paper presents an adaptive decision-making process for Naples (Italy) commercial port's development strategies, aimed at re-establishing a sustainable city-port relationship and making Circular Economy (CE) principles operative. The approach has aimed at implementing a CCM by operationalizing European recommendations provided within both the Sustainable Development Goals (SDGs) framework-specifically focusing on goals 9, 11 and 12-and the Maritime Spatial Planning European Directive 2014/89, to face conflicts about the overlapping areas of the city-port through multidimensional evaluations' principles and tools. In this perspective, a four-step methodological framework has been structured applying a place-based approach with mixed evaluation methods, eliciting soft and hard knowledge domains, which have been expressed and assessed by a core set of Sustainability Indicators (SI), linked to SDGs. The contribution outcomes have been centred on the assessment of three design alternatives for the East Naples port and the development of a hybrid regeneration scenario consistent with CE and sustainability principles. The structured decision-making process has allowed us to test how an adaptive approach can expand the knowledge base underpinning policy design and decisions to achieve better outcomes and cultivate a broad civic and technical engagement, that can enhance the legitimacy and transparency of policies

    A Design Exploration of Affective Gaming

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    Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s, when researchers began to explore its potential to enhance and understand experience within digital game play. Since these early days, it has been widely argued that “affective gaming”—in which gameplay is influenced by a player’s emotional state—can enhance player experience by integrating physiological sensors into play. In this thesis, I conduct a design exploration of the field of affective gaming by first, systematically exploring the field and creating a framework (the affective game loop) to classify existing literature; and second by presenting two design probes, to probe and explore the design space of affective games contextualized within the affective game loop: In the Same Boat and Commons Sense. The systematic review explored this unique design space of affective gaming, opening up future avenues for exploration. The affective game loop was created as a way to classify the physiological signals and sensors most commonly used in prior literature within the context of how they are mapped into the gameplay itself. Findings suggest that the physiological input mappings can be more action-based (e.g., affecting mechanics in the game such as the movement of the character) or more context-based (e.g., affecting things like environmental or difficulty variables in the game). Findings also suggested that while the field has been around for decades, there is still yet to be any commercial successes, so does physiological interaction really heighten player experience? This question instigated the design of the two probes, exploring ways to implement these mappings and effectively heighten player experience. In the Same Boat (Design Probe One) is an embodied mirroring game designed to promote an intimate interaction, using players’ breathing rate and facial expressions to control movement of a canoe down a river. Findings suggest that playing In the Same Boat fostered the development of affiliation between the players, and that while embodied controls were less intuitive, people enjoyed them more, indicating the potential of embodied controls to foster social closeness in synchronized play over a distance. Commons Sense (Design Probe Two) is a communication modality intended to heighten audience engagement and effectively capture and communicate the audience experience, using a webcam-based heart rate detection software that takes an average of each spectator’s heart rate as input to affect in-game variables such as lighting and sound design, and game difficulty. Findings suggest that Commons Sense successfully facilitated the communication of audience response in an online entertainment context—where these social cues and signals are inherently diminished. In addition, Commons Sense is a communication modality that can both enhance a play experience while offering a novel way to communicate. Overall, findings from this design exploration shows that affective games offer a novel way to deliver a rich gameplay experience for the player

    Eighteen Months of Meeple Like Us:An Exploration into the State of Board Game Accessibility

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    The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially those that are classified as part of the 'hobbyist' market. An ongoing series of research annotations, published on the blog Meeple Like Us, has been aimed at addressing this lack of attention. In this paper, the authors report on the work of the Meeple Centred Design project which to date has examined 116 board games for the accessibility issues they manifest and the lessons that can be learned for designers in this space. While the project has not achieved significant coverage of even a fraction of the available library of hobbyist games, currently numbering approximately one hundred thousand, it has discussed the issues with many of the most critically success and popular of these titles. This paper reports on results to date, methodology of the analyses, limitations of the project, and the future plans for work in this interesting game accessibility context

    Multi-Sensory Interaction for Blind and Visually Impaired People

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    This book conveyed the visual elements of artwork to the visually impaired through various sensory elements to open a new perspective for appreciating visual artwork. In addition, the technique of expressing a color code by integrating patterns, temperatures, scents, music, and vibrations was explored, and future research topics were presented. A holistic experience using multi-sensory interaction acquired by people with visual impairment was provided to convey the meaning and contents of the work through rich multi-sensory appreciation. A method that allows people with visual impairments to engage in artwork using a variety of senses, including touch, temperature, tactile pattern, and sound, helps them to appreciate artwork at a deeper level than can be achieved with hearing or touch alone. The development of such art appreciation aids for the visually impaired will ultimately improve their cultural enjoyment and strengthen their access to culture and the arts. The development of this new concept aids ultimately expands opportunities for the non-visually impaired as well as the visually impaired to enjoy works of art and breaks down the boundaries between the disabled and the non-disabled in the field of culture and arts through continuous efforts to enhance accessibility. In addition, the developed multi-sensory expression and delivery tool can be used as an educational tool to increase product and artwork accessibility and usability through multi-modal interaction. Training the multi-sensory experiences introduced in this book may lead to more vivid visual imageries or seeing with the mind’s eye

    Interface Homem-MĂĄquina Multi RobĂłtica em Unity3D

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    More than ever the use of autonomous vehicles to accomplish objectives deemed too dangerous or even impossible by human standards is increasing. This demand puts to the test our capabilities for managing teams of multiple robots and creating intuitive interactions with these teams is a must. Creating means to abstract and condense the information that reaches the end user into a single kit of software would improve its manageability considerably. The development of a centralized graphical user interface is proposed to alleviate the workload of the human operator. This interface is thought out to be simple in delivering its information taking cues from video games, a well known industry in studying the theory behind the creation of user interfaces. Sensorial information is abstracted in a graphical perspective much like the attributes of a character inside a video game. The Unity game engine was used to implement such an interface, integrating ROS with a layer of DDS to manage the communications while providing QoS settings. The DDS solves the problem of multiple ROS masters by setting up a separate network where users can connect and disconnect seamlessly from the network, without the need to restart roscore on each machine. Interactions between these two software is made by using websockets on a local network. Visual representations of the sensors onboard the autonomous vehicles transform the huge stream of data into human understandable formats for immediate response by the operator. Dynamic generation of terrain was accomplished by the use of LiDAR and side-scan sensors, if available, to map the surroundings, while Mapbox provided prefetched terrain data from OpenStreetMaps.Mais do que nunca, o uso de veĂ­culos autĂłnomos para cumprir objectivos considerados demasiado perigosos ou atĂ© mesmo impossĂ­veis segundo os padrĂ”es humanos tem vindo a aumentar. Este requerimento testa as nossas capacidades de gestĂŁo de equipas de mĂșltiplos robĂŽs e torna a criação de interaçÔes intuitivas com estas equipas numa necessidade. Criar meios de abstrair e condensar a informação que chega ao utilizador final num sĂł pacote de software iria melhorar a sua gestĂŁo consideravelmente. O desenvolvimento de uma interface grĂĄfica centralizada Ă© proposta de modo a aliviar a carga de trabalho do operador humano. Esta interface Ă© pensada para transmitir a sua informação como um vĂ­deo jogo, sendo que esta Ă© uma indĂșstria que conhecida pelo seu estudo de interfaces de utilizador. Informação sensorial Ă© abstraĂ­da com uma perspectiva grĂĄfica tal como os atributos de uma personagem de um vĂ­deo jogo. O motor de jogo Unity foi o utilizado para implementar tal interface integrando funcionalidades de ROS com uma camada de DDS, responsĂĄvel pela gestĂŁo das comunicaçÔes, fornecendo opçÔes de QoS. O DDS resolve o problema de mĂșltiplos ROS master estabelecendo uma rede separada em que os utilizadores podem conectar-se e desconectar-se simultaneamente sem haver a necessidade de reiniciar o roscore em cada mĂĄquina. InteraçÔes entre os dois software Ă© efetuada atravĂ©s de websockets numa rede local. RepresentaçÔes visuais dos sensores a bordo dos veĂ­culos autĂłnomos transformam os enormes fluxos de dados em formatos facilmente compreensĂ­veis por humanos para resposta imediata por parte do operador. Geração dinĂąmica de ambientes virtuais foi tornado possĂ­vel com recurso a sensores como LiDAR e side-scan, caso existam, enquanto que API’s como Mapbox e OpenStreetMaps forneceram dados estĂĄticos destes ambientes
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