215 research outputs found

    Digital Rhetoric: Theory, Method, Practice

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    A survey of a range of disciplines whose practitioners are venturing into the new field of digital rhetoric, examining the history of the ways digital and networked technologies inhabit and shape traditional rhetorical practices as well as considering new rhetorics made possible by current technologie

    Interactive Sound in Performance Ecologies: Studying Connections among Actors and Artifacts

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    This thesis’s primary goal is to investigate performance ecologies, that is the compound of humans, artifacts and environmental elements that contribute to the result of a per- formance. In particular, this thesis focuses on designing new interactive technologies for sound and music. The goal of this thesis leads to the following Research Questions (RQs): • RQ1 How can the design of interactive sonic artifacts support a joint expression across different actors (composers, choreographers, and performers, musicians, and dancers) in a given performance ecology? • RQ2 How does each different actor influence the design of different artifacts, and what impact does this have on the overall artwork? • RQ3 How do the different actors in the same ecology interact, and appropriate an interactive artifact? To reply to these questions, a new framework named ARCAA has been created. In this framework, all the Actors of a given ecology are connected to all the Artifacts throughout three layers: Role, Context and Activity. This framework is then applied to one systematic literature review, two case studies on music performance and one case study in dance performance. The studies help to better understand the shaded roles of composers, per- formers, instrumentalists, dancers, and choreographers, which is relevant to better design interactive technologies for performances. Finally, this thesis proposes a new reflection on the blurred distinction between composing and designing a new instrument in a context that involves a multitude of actors. Overall, this work introduces the following contributions to the field of interaction design applied to music technology: 1) ARCAA, a framework to analyse the set of inter- connected relationship in interactive (music) performances, validated through 2 music studies, 1 dance study and 1 systematic literature analysis; 2) Recommendations for de- signing music interactive system for performance (music or dance), accounting for the needs of the various actors and for the overlapping on music composition and design of in- teractive technology; 3) A taxonomy of how scores have shaped performance ecologies in NIME, based on a systematic analysis of the literature on score in the NIME proceedings; 4) Proposal of a methodological approach combining autobiographical and idiographical design approaches in interactive performances.O objetivo principal desta tese é investigar as ecologias performativas, conjunto formado pelos participantes humanos, artefatos e elementos ambientais que contribuem para o resultado de uma performance. Em particular, esta tese foca-se na conceção de novas tecnologias interativas para som e música. O objetivo desta tese originou as seguintes questões de investigação (Research Questions RQs): • RQ1 Como o design de artefatos sonoros interativos pode apoiar a expressão con- junta entre diferentes atores (compositores, coreógrafos e performers, músicos e dançarinos) numa determinada ecologia performativa? • RQ2 Como cada ator influencia o design de diferentes artefatos e que impacto isso tem no trabalho artístico global? • RQ3 Como os diferentes atores de uma mesma ecologia interagem e se apropriam de um artefato interativo? Para responder a essas perguntas, foi criado uma nova framework chamada ARCAA. Nesta framework, todos os atores (Actores) de uma dada ecologia estão conectados a todos os artefatos (Artefacts) através de três camadas: Role, Context e Activity. Esta framework foi então aplicada a uma revisão sistemática da literatura, a dois estudos de caso sobre performance musical e a um estudo de caso em performance de dança. Estes estudos aju- daram a comprender melhor os papéis desempenhados pelos compositores, intérpretes, instrumentistas, dançarinos e coreógrafos, o que é relevante para melhor projetar as tec- nologias interativas para performances. Por fim, esta tese propõe uma nova reflexão sobre a distinção entre compor e projetar um novo instrumento num contexto que envolve uma multiplicidade de atores. Este trabalho apresenta as seguintes contribuições principais para o campo do design de interação aplicado à tecnologia musical: 1) ARCAA, uma framework para analisar o conjunto de relações interconectadas em performances interativas, validado através de dois estudos de caso relacionados com a música, um estudo de caso relacionado com a dança e uma análise sistemática da literatura; 2) Recomendações para o design de sistemas interativos musicais para performance (música ou dança), tendo em conta as necessidades dos vários atores e a sobreposição entre a composição musical e o design de tecnologia interactiva; 3) Uma taxonomia sobre como as partituras musicais moldaram as ecologias performativas no NIME, com base numa análise sistemática da literatura dos artigos apresentados e publicados nestas conferência; 4) Proposta de uma aborda- gem metodológica combinando abordagens de design autobiográfico e idiográfico em performances interativas

    Human-centred computer architecture: redesigning the mobile datastore and sharing interface

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    This dissertation develops a material perspective on Information & Communication Technologies and combines this perspective with a Research through Design approach to interrogate current and develop new mobile sharing interfaces and datastores. through this approach I open up a line of inquiry that connects a material perspective of information with everyday sharing and communication practices as well as with the mobile and cloud architectures that increasingly mediate such practices. With this perspective, I uncover a shifting emphasis of how data is stored on mobile devices and how this data is made available to apps through sharing interfaces that prevent apps from obtaining a proper handle of data to support fundamentally human acts of sharing such as giving. I take these insights to articulate a much wider research agenda to implicate, beyond the sharing interface, the app model and mobile datastore, data exchange protocols, and the Cloud. I formalise the approach I take to bring technically and socially complex, multi-dimensional and changing ideas into correspondence and to openly document this process. I consider the history of the File abstraction and the fundamental grammars of action this abstraction supports (e.g. move, copy, & delete) and the mediating role this abstraction – and its graphical representation – plays in binding together the concerns of system architects, programmers, and users. Finding inspiration in the 30 year history of the file, I look beyond the Desktop to contemporary realms of computing on the mobile and in the Cloud to develop implications for reinvigorated file abstractions, representations, and grammars of actions. First and foremost, these need to have a social perspective on files. To develop and hone such a social perspective, and challenge the assumption that mobile phones are telephones – implying interaction at a distance – I give an interwoven account of the theoretical and practical work I undertook to derive and design a grammar of action – showing – tailored to co-present and co-located interactions. By documenting the process of developing prototypes that explore this design space, and returning to the material perspective I developed earlier, I explore how the grammars of show and gift are incongruent with the specific ways in which information is passed through the mobile’s sharing interface. This insight led me to prototype a mobile datastore – My Stuff – and design new file abstractions that foreground the social nature of the stuff we store and share on our mobiles. I study how that stuff is handled and shared in the Cloud by developing, documenting, and interrogating a cloud service to facilitate sharing, and implement grammars of actions to support and better align with human communication and sharing acts. I conclude with an outlook on the powerful generative metaphor of casting mobile media files as digital possessions to support and develop human-centred computer architecture that give people better awareness and control over the stuff that matters to them

    Museum Digitisations and Emerging Curatorial Agencies Online

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    This open access book explores the multiple forms of curatorial agencies that develop when museum collection digitisations, narratives and new research findings circulate online. Focusing on Viking Age objects, it tracks the effects of antagonistic debates on discussion forums and the consequences of search engines, personalisation, and machine learning on American-based online platforms. Furthermore, it considers eco-systemic processes comprising computation, rare-earth minerals, electrical currents and data centres and cables as novel forms of curatorial actions. Thus, it explores curatorial agency as social constructivist, semiotic, algorithmic, and material. This book is of interest to scholars and students in the fields of museum studies, cultural heritage and media studies. It also appeals to museum practitioners concerned with curatorial innovation at the intersection of humanist interpretations and new materialist and more-than-human frameworks

    Digital ecologies: Materialities, encounters, governance

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    Digital technologies increasingly mediate relations between humans and nonhumans in a range of contexts including environmental governance, surveillance, and entertainment. Combining approaches from more-than-human and digital geographies, we proffer ‘digital ecologies’ as an analytical framework for examining digitally-mediated human–nonhuman entanglement. We identify entanglement as a compelling basis from which to articulate and critique digitally-mediated relations in diverse situated contexts. Three questions guide this approach: What digital technologies and infrastructures give rise to digital entanglement, and with what material consequences? What is at stake socially, politically, and economically when encounters with nonhumans are digitised? And how are digital technologies enrolled in programmes of environmental governance? We develop our digital ecologies framework across three core conceptual themes of wider interest to environmental geographers: (i) materialities, considering the infrastructures which enable digitally-mediated more-than-human connections and their socioenvironmental impacts; (ii) encounters, examining the political economic consequences and convivial potentials of digitising contact zones; (iii) governance, questioning how digital technologies produce novel forms of more-than-human governance. We affirm that digital mediations of more-than-human worlds can potentially cultivate environmentally progressive communities, convivial human–nonhuman encounters, and just forms of environmental governance, and as such note the urgency of these conversations

    Interaction for Immersive Analytics

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    International audienceIn this chapter, we briefly review the development of natural user interfaces and discuss their role in providing human-computer interaction that is immersive in various ways. Then we examine some opportunities for how these technologies might be used to better support data analysis tasks. Specifically, we review and suggest some interaction design guidelines for immersive analytics. We also review some hardware setups for data visualization that are already archetypal. Finally, we look at some emerging system designs that suggest future directions

    iSIM: An integrated design method for commercializing service innovation

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    © 2015, Springer Science+Business Media New York. Service innovation is focused on customer value creation. At its core, customer centric service innovation is technology-enabled, human-centered, and process-oriented. To profit from such innovation, firms need an integrated cross-disciplinary, holistic method to design and commercialize service innovation. From diverse but interrelated strands of theories from service science, strategic management, organization science and information systems literatures, this article develops a new integrated design method, known as iSIM (integrated Service Innovation Method), for simultaneous service innovation and business model design for sustained customer value co-creation with the firm. Following design science research method, the article theoretically defines and integrates iSIM’s seven constitutive design process-elements: service strategy, customer type / value proposition, service concept, service system, customer experience, service architecture and monetization into a coherent and end-to-end aligned integrated design method. It explains how iSIM would be holistically and iteratively practiced by practitioners, and conceptually exemplifies its utility via telco and Amazon case studies using secondary data. Perspectives on iSIM from selected practitioners are discussed which confirm iSIM’s potential utility for their business. Managerial implications of implementing the iSIM and potential areas for further research are also discussed
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