23,138 research outputs found
Bringing tabletop technologies to kindergarten children
Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype
Exploring heritage through time and space : Supporting community reflection on the highland clearances
On the two hundredth anniversary of the Kildonan clearances, when people were forcibly removed from their homes, the Timespan Heritage centre has created a program of community centred work aimed at challenging pre conceptions and encouraging reflection on this important historical process. This paper explores the innovative ways in which virtual world technology has facilitated community engagement, enhanced visualisation and encouraged reflection as part of this program. An installation where users navigate through a reconstruction of pre clearance Caen township is controlled through natural gestures and presented on a 300 inch six megapixel screen. This environment allows users to experience the past in new ways. The platform has value as an effective way for an educator, artist or hobbyist to create large scale virtual environments using off the shelf hardware and open source software. The result is an exhibit that also serves as a platform for experimentation into innovative ways of community co-creation and co-curation.Postprin
Symbolic Activities in Virtual Spaces
This paper presents an approach to combine concepts ofsymbolic acting and virtual storytelling with the support ofcooperative processes. We will motivate why symboliclanguages are relevant in the social context of awarenessapplications. We will describe different symbolicpresentations and illustrate their application in three differentprototypes
Dialectical Polyptych: an interactive movie installation
Most of the known video games developed by important software companies usually establish an
approach to the cinematic language in an attempt to create a perfect combination of narrative,
visual technique and interaction. Unlike most video games, interactive film narratives normally
involve an interruption in time whenever the spectator has to make choices. “Dialectical
Polyptych” is an interactive movie included in a project called “Characters looking for a spectactor”, which aims to give the spectator on-the-fly control over film editing, thus exploiting the
role of the spectator as an active subject in the presented narrative. This paper presents an
installation based on a mobile device, which allows seamless real-time interactivity with the
movie. Different finger touches in the screen allow the spectator to alternate between two
parallel narratives, both producing a complementary narrative, and change the angle or shot
within each narrative.info:eu-repo/semantics/publishedVersio
Narrative approaches to design multi-screen augmented reality experiences
This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill
Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film
The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player’s appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users
A Trip to the Moon: Personalized Animated Movies for Self-reflection
Self-tracking physiological and psychological data poses the challenge of
presentation and interpretation. Insightful narratives for self-tracking data
can motivate the user towards constructive self-reflection. One powerful form
of narrative that engages audience across various culture and age groups is
animated movies. We collected a week of self-reported mood and behavior data
from each user and created in Unity a personalized animation based on their
data. We evaluated the impact of their video in a randomized control trial with
a non-personalized animated video as control. We found that personalized videos
tend to be more emotionally engaging, encouraging greater and lengthier writing
that indicated self-reflection about moods and behaviors, compared to
non-personalized control videos
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work
- …