6,479 research outputs found

    Classifying public display systems: an input/output channel perspective

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    Public display screens are relatively recent additions to our world, and while they may be as simple as a large screen with minimal input/output features, more recent developments have introduced much richer interaction possibilities supporting a variety of interaction styles. In this paper we propose a framework for classifying public display systems with a view to better understanding how they differ in terms of their interaction channels and how future installations are likely to evolve. This framework is explored through 15 existing public display systems which use mobile phones for interaction in the display space

    VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media façades

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    Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations

    GeoNotes: A Location-based Information System for Public Spaces

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    The basic idea behind location-based information systems is to connect information pieces to positions in outdoor or indoor space. Through position technologies such as Global Positioning System (GPS), GSM positioning, Wireless LAN positioning o

    Social Navigation in a Location-Based Information System

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    Much of contextaware application research has dealt with the technical aspects of context capturing and how to interpret the context of a user. Little effort has been spent on the experience and usage of these systems. This thesis will present the general aspects of social awareness and present an example on how these concepts can be implemented into a location-based information system to help users navigate a potential information overload. This thesis also states that giving the users an experience of not being alone in the system increases the pleasure of using such a system. However this implies a decrease in privacy. To demonstrate these ideas I will describe a locationbased information system, GeoNotes, built by a group of researchers at SICS, the Swedish Institute of Computer Science. I will state a set of interaction requirements for how to extend the GeoNotes system with functionality for social awareness. Furthermore I will set up functional requirements for those interaction requirements to after implementation be able to conclude which interaction requirements I have been able to implement for. I will also give suggestions on how to position users in a WLAN. The deliverable from this project is a locationbased information system with functionality for social awareness. However, it was not within this project to test the system on true users. Therefore the statement that this functionality can help users to navigate a potential information overload is still just a hypothesis. To retrieve the position of a user in a W-LAN a packet is sent to all base stations in the network. In the first returning packet the mac address of contacting base station is extracted. Each base station is therefore a unique position. Triangulation was discarded due to its sensitivity to noise and weather circumstances, although a system that uses triangulation would have offered a much higher granularity

    Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls

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    In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes the boundaries of the implicit social contract present in all online social systems, and, we argue, is of vital importance understanding online social interactions. Using examples from games and other applications, we explore mischief as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways. Although frequently interpreted as negative and anti-social behaviour, we argue that mischief serves a vital social role, and find surprising richness in the chaos

    Transitioning Between Audience and Performer: Co-Designing Interactive Music Performances with Children

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    Live interactions have the potential to meaningfully engage audiences during musical performances, and modern technologies promise unique ways to facilitate these interactions. This work presents findings from three co-design sessions with children that investigated how audiences might want to interact with live music performances, including design considerations and opportunities. Findings from these sessions also formed a Spectrum of Audience Interactivity in live musical performances, outlining ways to encourage interactivity in music performances from the child perspective

    Wireless Handheld Computers in the Preclinical Undergraduate Curriculum

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    This report presents the results of a pilot project using wireless PDAs as teaching tools in an undergraduate medical curriculum. This technology was used to foster a transition from a passive to an interactive learning environment in the classroom and provided a solution for the implementation of computer-based exams for a large class. Wayne State Medical School recently provided model e570 Toshiba PocketPCs® (personal digital assistants or PDAs), network interface cards, and application software developed by CampusMobility® to 20 sophomore medical students. The pilot group of preclinical students used the PDAs to access web-based course content, for communication, scheduling, to participate in interactive teaching sessions, and to complete course evaluations. Another part of this pilot has been to utilize the PDAs for computer-based exams in a wireless environment. Server authentication that restricted access during the exams and a proctoring console to monitor and record the PDA screens will be described in this report. Results of a student satisfaction survey will be present

    Virtual reality: Theoretical basis, practical applications

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    Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems

    Augmented Sound

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    A Computer Vision System for doing Interactive Installations This thesis is a computer vision system for doing interactive-creative musical installations: A portable computer vision system based on video projection and a green laser, that allows the interaction with the projection itself, with the physical space where it is projected and with multiple users. By using a green laser as a physical user interface, people create projections of sound balls that are projected on top of objects. These balls interact with the physical characteristics of the object where they are projected, as well as with other balls that where previously created in the same space. When this interaction happens they produce sound, which varies depending on several rules that are initially set up. Depending on the complexity of these interactive relationships between the projection (balls), the space where the projection is projected (objects) and the user, it creates a new aesthetic sound and visual layer as an expansion of the object that can also be called augmented sound

    considerations on the use of digital tools for documenting ancient wall graffiti

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    Abstract. Ancient graffiti are a valuable and constant historical evidence through the human history, regardless from the geographic area or historical period. They can be found on different kinds of surfaces and in different contexts, such as religious building or civic structures, in public or private environments. Their study and comprehension need to be grounded on good and complete documentation techniques. The application of accurate recording methods is even more important for ancient graffiti, for a series of reasons. First of all, their perception is often less immediate than other historical or artistic evidence, and directly depends on external aspects, such as the lighting conditions, and personal skills. Moreover, their interpretation is often challenging also for expert scholars, so as to require both the most objective reproduction possible and the personal interpretation of the scholar. As a case study, several late medieval graffiti scratched on frescos have been documented with digital methods. Results will be presented and discussed. This paper will mainly focus on graffiti scratched on frescos or plaster, and not on petroglyphs, i.e. marks and drawings on rock surfaces.</p
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