757 research outputs found
How sketches work: a cognitive theory for improved system design
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
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
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Marking and making : a characterisation of sketching for typographic design
This research rests on the premise that sketching in paper and pencil is crucial for typographic designers when designing documents. The aim has been to derive a characterisation of the salient aspects of sketching, through an ethnographically-oriented study of designers' use of paper and pencil. The people studied were professional typographic designers, but both the motivations for the research and the characterisation deriving from it relate to other design disciplines, notably industrial and engineering design and architecture. The goal was to identify the underlying functionality supported by sketching, in order to inform the design of future tools for document creation. The characterisation is presented as a framework, with seven main categories: visual characteristics of marks; basic semantic units of design; visual features of sketches; visual and tactile features of sheets of sketches; affordances of sketching; functionality required to support sketching; capacities of the traditional medium. The first four categories deal with the visual qualities of sketches, such as image quality within the line and recurring features in sketches such as different scale, closure, and degree of detail. The functions supported by sketching are suggested to be: interpretability, focus, comparison, simulation of experience, ideas capture and record making. The functionality identified as necessary to support sketching includes the appropriate speed of image generation, image emergence, image manipulation, and image capture and record making. Also necessary are high speed and ease of switching between all the strands mentioned above, and singularity of focus. The supportive capacities of the traditional medium include a rich vocabulary of marks, high image definition, and the continuum-of-activity through the continuity-at-medium, i.e. the natural progression from sketching on paper to making simulations out of paper. In recognition of the respective strengths of the traditional and electronic media, integration between the two is recommended for the design of optimal document creation systems
Aerospace medicine and biology: A continuing bibliography with indexes, supplement 197, September 1979
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
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
Symposium: Copyright Owners\u27 Rights and Users\u27 Privileges on the Interne
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Arguement in the humanities: A knowledge based approach
In this thesis I have a threefold purpose. I will attempt: (a) to present a generic design for a tool - the Argument Support Program - which can be of use in supporting the reasoning of archaeologists (and others especially, but not exclusively, in the humanities); (b) I will present a model of argumentation and debate as the theoretical orientation within which the model is developed; and, (c) I will suggest that this approach is a natural development of several strands of research within the artificial intelligence community. A tripartite model of argument is presented in terms of arguers, the argument structure produced and the argument domain or field. This model subsumes reasoning, interpretation and argument exchange or debate. It is maintained, further, that while this model is generally applicable, specific domains have particular styles of argument. The notion of argument style is discussed in terms of the types of reasoning used. The related concept of relevance in argument is discussed in terms of the specific tokens of these types which may be used in a particular argument. It is argued that archaeology is characterized, at least in part, by the use of argument by analogy and argument from theoretical principles or models. A design for a generic program - the Argument Support Program (ASP) - based on the theoretical principles is delineated. Details of the partial implementation of the model as a constrained debater in the domain of archaeology (ASP for archaeology or ASParch) are presented. Example runs which illustrate how the characterizing features of archaeology are dealt with are also presented as are examples of the various domain and system knowledge bases needed. The application of ASPs to other domains and areas such as literary criticism, legal reasoning and Darwinian theory is discussed. In the final chapter, the achievements and inadequacies of this research are summarized, possible reasons are presented for the inadequacies in the resulting system and future directions discussed
Anger Bias in the Evaluation of Crowds
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
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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