757 research outputs found

    How sketches work: a cognitive theory for improved system design

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    Evidence is presented that in the early stages of design or composition the mental processes used by artists for visual invention require a different type of support from those used for visualising a nearly complete object. Most research into machine visualisation has as its goal the production of realistic images which simulate the light pattern presented to the retina by real objects. In contrast sketch attributes preserve the results of cognitive processing which can be used interactively to amplify visual thought. The traditional attributes of sketches include many types of indeterminacy which may reflect the artist's need to be "vague". Drawing on contemporary theories of visual cognition and neuroscience this study discusses in detail the evidence for the following functions which are better served by rough sketches than by the very realistic imagery favoured in machine visualising systems. 1. Sketches are intermediate representational types which facilitate the mental translation between descriptive and depictive modes of representing visual thought. 2. Sketch attributes exploit automatic processes of perceptual retrieval and object recognition to improve the availability of tacit knowledge for visual invention. 3. Sketches are percept-image hybrids. The incomplete physical attributes of sketches elicit and stabilise a stream of super-imposed mental images which amplify inventive thought. 4. By segregating and isolating meaningful components of visual experience, sketches may assist the user to attend selectively to a limited part of a visual task, freeing otherwise over-loaded cognitive resources for visual thought. 5. Sequences of sketches and sketching acts support the short term episodic memory for cognitive actions. This assists creativity, providing voluntary control over highly practised mental processes which can otherwise become stereotyped. An attempt is made to unite the five hypothetical functions. Drawing on the Baddeley and Hitch model of working memory, it is speculated that the five functions may be related to a limited capacity monitoring mechanism which makes tacit visual knowledge explicitly available for conscious control and manipulation. It is suggested that the resources available to the human brain for imagining nonexistent objects are a cultural adaptation of visual mechanisms which evolved in early hominids for responding to confusing or incomplete stimuli from immediately present objects and events. Sketches are cultural inventions which artificially mimic aspects of such stimuli in order to capture these shared resources for the different purpose of imagining objects which do not yet exist. Finally the implications of the theory for the design of improved machine systems is discussed. The untidy attributes of traditional sketches are revealed to include cultural inventions which serve subtle cognitive functions. However traditional media have many short-comings which it should be possible to correct with new technology. Existing machine systems for sketching tend to imitate nonselectively the media bound properties of sketches without regard to the functions they serve. This may prove to be a mistake. It is concluded that new system designs are needed in which meaningfully structured data and specialised imagery amplify without interference or replacement the impressive but limited creative resources of the visual brain

    Tagging amongst friends: an exploration of social media exchange on mobile devices

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    Mobile social software tools have great potential in transforming the way users communicate on the move, by augmenting their everyday environment with pertinent information from their online social networks. A fundamental aspect to the success of these tools is in developing an understanding of their emergent real-world use and also the aspirations of users; this thesis focuses on investigating one facet of this: the exchange of social media. To facilitate this investigation, three mobile social tools have been developed for use on locationaware smartphone handsets. The first is an exploratory social game, 'Gophers' that utilises task oriented gameplay, social agents and GSM cell positioning to create an engaging ecosystem in which users create and exchange geotagged social media. Supplementing this is a pair of social awareness and tagging services that integrate with a user's existing online social network; the 'ItchyFeet' service uses GPS positioning to allow the user and their social network peers to collaboratively build a landscape of socially important geotagged locations, which are used as indicators of a user's context on their Facebook profile; likewise 'MobiClouds' revisits this concept by exploring the novel concept of Bluetooth 'people tagging' to facilitate the creation of tags that are more indicative of users' social surroundings. The thesis reports on findings from formal trials of these technologies, using groups of volunteer social network users based around the city of Lincoln, UK, where the incorporation of daily diaries, interviews and automated logging precisely monitored application use. Through analysis of trial data, a guide for designers of future mobile social tools has been devised and the factors that typically influence users when creating tags are identified. The thesis makes a number of further contributions to the area. Firstly, it identifies the natural desire of users to update their status whilst mobile; a practice recently popularised by commercial 'check in' services. It also explores the overarching narratives that developed over time, which formed an integral part of the tagging process and augmented social media with a higher level meaning. Finally, it reveals how social media is affected by the tag positioning method selected and also by personal circumstances, such as the proximity of social peers

    Interaffectivity in the Mother-Infant Relationship

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    Aerospace medicine and biology: A continuing bibliography with indexes, supplement 197, September 1979

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    This bibliography lists 193 reports, articles, and other documents introduced into the NASA scientific and technical information system in August 1979

    Towards a Phenomenological Theory of the Visceral in the Interactive Arts

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    This is a digitised version of a thesis that was deposited in the University Library. If you are the author and you have a query about this item please contact PEARL Admin ([email protected])Metadata merged with duplicate record (http://hdl.handle.net/10026.1/2319) on 20.12.2016 by CS (TIS).This thesis explores the ways in which certain forms of interactive art may and do elicit visceral responses. The term "visceral" refers to the cardiovascular, respiratory, uro-genital and especially excretory systems that affect mind and body on a continuum of awareness. The "visceral" is mentioned in the field of interactive arts, but it remains systematically unexplored and undefined. Further, interactive artworks predominantly focus on the exteroceptive (stimuli from outside) rather than the interoceptive (stimuli arising within the body, especially the viscera) senses. The existentialist phenomenology of Maurice Merleau-Ponty forms the basis for explorations of the visceral dimension of mind/body. New approaches to understanding interactive art, design and the mind/body include: attunements to the world; intertwinings of mind/body, technology and world; and of being in the world. Each artwork within utilizes a variation of the phenomenological methods derived from Merl eau-Ponty's; these are discussed primarily in Chapters One and Three. Because subjective, first-person, experiences are a major aspect of a phenomenological approach, the academic writing is interspersed with subjective experiences of the author and others. This thesis balances facets of knowledge from diverse disciplines that account for visceral phenomena and subjective experience. Along with the textual exegesis, one major work of design and two major works of art were created. These are documented on the compact disc (CDROM) bound within. As an essential component of each artwork, new technological systems were created or co-created by the author. User surveys comprise Appendices Two, Three and Four, and are also online at: www. sfu. ca/-dgromala/thesis. To access the URL: login as , and use the password . Numerous talks, exhibitions and publications that directly relate to the thesis work is in Appendix One. This work begins with an introduction to Merleau-Ponty's ideas of flesh and reversibility. Chapter Two is the review of the literature, while Chapter Three is an explication of the hypothesis, an overview of the field, and a framing of the problem. Discussions of each artwork are in Chapter Four (The Meditation Chamber), Chapter Five (BioMorphic Typography) and Chapter Six (The MeatBook). Chapter Seven forms the conclusion. References to the documentation on the CD are found throughout the thesis, and italicized paragraphs provide an artistic context for each chapter

    The Anatomy of the Internet Meets the Body of the Law

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    Symposium: Copyright Owners\u27 Rights and Users\u27 Privileges on the Interne

    Anger Bias in the Evaluation of Crowds

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    Although people are good at classifying emotions, they also make mistakes. These errors tend to be negatively biased and potentially serve a protective function. Research on biases in emotion perception has largely focused on perception of individual faces and little is known about biases in evaluations of crowds. In the first investigation, I conducted six experiments, evaluating anger bias—a tendency to judge facial expressions as angry—in the context of single faces and emotionally homogenous crowds. I found that observers were biased to classify faces as angry, especially when evaluating crowds. This amplified bias emerged in the context of perceptual uncertainty and reached peak intensity for crowds with four members. Observers endorsed anger bias regardless of whether angry faces were discriminated against positive (happy) or negative (fearful) expressions. Anger bias persisted despite variability in identity and gender but was strongest for evaluations of male faces. In the second investigation, I conducted two experiments evaluating anger bias in the context of emotionally heterogenous crowds. Observers endorsed anger bias in the context of lower intensities of expression. Although, observers showed difficulty in accurately classifying crowds consisting of relatively balanced number of angry and happy faces displaying higher intensities of expression, these errors were not biased. In other words, anger bias emerged when judgments were difficult in the context of low perceptual information, but not in the context of clear and yet contradictory information. This series of studies provide insight into sensitivity and bias in crowd perception and suggest that bias is amplified in crowds in the context of scarce diagnostic information

    People Can Be So Fake: A New Dimension to Privacy and Technology Scholarship

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    This article updates the traditional discussion of privacy and technology, focused since the days of Warren and Brandeis on the capacity of technology to manipulate information. It proposes a novel dimension to the impact of anthropomorphic or social design on privacy. Technologies designed to imitate people-through voice, animation, and natural language-are increasingly commonplace, showing up in our cars, computers, phones, and homes. A rich literature in communications and psychology suggests that we are hardwired to react to such technology as though a person were actually present. Social interfaces accordingly capture our attention, improve interactivity, and can free up our hands for other tasks. At the same time, technologies that imitate people have the potential to implicate long-standing privacy values. One of the well-documented effects on users of interfaces and devices that emulate people is the sensation of being observed and evaluated. Their presence can alter our attitude, behavior, and physiological state. Widespread adoption of such technology may accordingly lessen opportunities for solitude and chill curiosity and self-development. These effects are all the more dangerous in that they cannot be addressed through traditional privacy protections such as encryption or anonymization. At the same time, the unique properties of social technology also present an opportunity to improve privacy, particularly online
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