8,002 research outputs found

    Designing visitor experience for open-ended creative engagement in art museums: A conceptual multi-touch prototype design

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    The popularity and influence of digital interaction in museum design has greatly increased along with developments of society and technology. Science museums and natural history museums treat digital interactions, such as multi-touch displays, as important tools in exhibition design that improve the interactivity of visitor experience through open-ended activities. Art museums, however, which mostly focus on displaying art collections and lack hands-on activities in exhibits, have yet to embrace this type of interactivity. The visitor experience in art museums is still relatively passive: their digital interactions are limited to catalogs of art history, which offer few opportunities for personal input. Furthermore, modern art is especially difficult for visitors to interpret and engage. This study is an attempt to address this gap in usage of interactive displays in art museums by introducing open-ended interactions as a way to engage visitors about modern art. It culminates in the design of a multi-touch application, What Inspires You?, to demonstrate possible approaches that can be used to enrich the visitor experience in art museums through educative perspectives. Museum education literature shows that constructivism is an effective theory for guiding interaction design to personalize visitors\u27 learning experiences at museums. The conceptual prototype developed in this study is informed by constructivism and a way for art museums to help visitors bridge modern art and personal experience by engaging them with the inspirations that affect art creation and then allowing them to experiment with artistic expression themselves. The prototype combines concepts of museum interactivity, pedagogies of museum education, and multi-touch interface design to enhance dynamic experience so visitors can create their own unique learning experience. This prototype is a new potential approach that can help art museums to engage their visitors more effectively through open-ended interactivity

    Physical sketching tools and techniques for customized sensate surfaces

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    Sensate surfaces are a promising avenue for enhancing human interaction with digital systems due to their inherent intuitiveness and natural user interface. Recent technological advancements have enabled sensate surfaces to surpass the constraints of conventional touchscreens by integrating them into everyday objects, creating interactive interfaces that can detect various inputs such as touch, pressure, and gestures. This allows for more natural and intuitive control of digital systems. However, prototyping interactive surfaces that are customized to users' requirements using conventional techniques remains technically challenging due to limitations in accommodating complex geometric shapes and varying sizes. Furthermore, it is crucial to consider the context in which customized surfaces are utilized, as relocating them to fabrication labs may lead to the loss of their original design context. Additionally, prototyping high-resolution sensate surfaces presents challenges due to the complex signal processing requirements involved. This thesis investigates the design and fabrication of customized sensate surfaces that meet the diverse requirements of different users and contexts. The research aims to develop novel tools and techniques that overcome the technical limitations of current methods and enable the creation of sensate surfaces that enhance human interaction with digital systems.Sensorische OberflĂ€chen sind aufgrund ihrer inhĂ€renten IntuitivitĂ€t und natĂŒrlichen BenutzeroberflĂ€che ein vielversprechender Ansatz, um die menschliche Interaktionmit digitalen Systemen zu verbessern. Die jĂŒngsten technologischen Fortschritte haben es ermöglicht, dass sensorische OberflĂ€chen die BeschrĂ€nkungen herkömmlicher Touchscreens ĂŒberwinden, indem sie in AlltagsgegenstĂ€nde integriert werden und interaktive Schnittstellen schaffen, die diverse Eingaben wie BerĂŒhrung, Druck, oder Gesten erkennen können. Dies ermöglicht eine natĂŒrlichere und intuitivere Steuerung von digitalen Systemen. Das Prototyping interaktiver OberflĂ€chen, die mit herkömmlichen Techniken an die BedĂŒrfnisse der Nutzer angepasst werden, bleibt jedoch eine technische Herausforderung, da komplexe geometrische Formen und variierende GrĂ¶ĂŸen nur begrenzt berĂŒcksichtigt werden können. DarĂŒber hinaus ist es von entscheidender Bedeutung, den Kontext, in dem diese individuell angepassten OberflĂ€chen verwendet werden, zu berĂŒcksichtigen, da eine Verlagerung in Fabrikations-Laboratorien zum Verlust ihres ursprĂŒnglichen Designkontextes fĂŒhren kann. Zudem stellt das Prototyping hochauflösender sensorischer OberflĂ€chen aufgrund der komplexen Anforderungen an die Signalverarbeitung eine Herausforderung dar. Diese Arbeit erforscht dasDesign und die Fabrikation individuell angepasster sensorischer OberflĂ€chen, die den diversen Anforderungen unterschiedlicher Nutzer und Kontexte gerecht werden. Die Forschung zielt darauf ab, neuartigeWerkzeuge und Techniken zu entwickeln, die die technischen BeschrĂ€nkungen derzeitigerMethoden ĂŒberwinden und die Erstellung von sensorischen OberflĂ€chen ermöglichen, die die menschliche Interaktion mit digitalen Systemen verbessern

    Using natural user interfaces to support synchronous distributed collaborative work

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    Synchronous Distributed Collaborative Work (SDCW) occurs when group members work together at the same time from different places together to achieve a common goal. Effective SDCW requires good communication, continuous coordination and shared information among group members. SDCW is possible because of groupware, a class of computer software systems that supports group work. Shared-workspace groupware systems are systems that provide a common workspace that aims to replicate aspects of a physical workspace that is shared among group members in a co-located environment. Shared-workspace groupware systems have failed to provide the same degree of coordination and awareness among distributed group members that exists in co-located groups owing to unintuitive interaction techniques that these systems have incorporated. Natural User Interfaces (NUIs) focus on reusing natural human abilities such as touch, speech, gestures and proximity awareness to allow intuitive human-computer interaction. These interaction techniques could provide solutions to the existing issues of groupware systems by breaking down the barrier between people and technology created by the interaction techniques currently utilised. The aim of this research was to investigate how NUI interaction techniques could be used to effectively support SDCW. An architecture for such a shared-workspace groupware system was proposed and a prototype, called GroupAware, was designed and developed based on this architecture. GroupAware allows multiple users from distributed locations to simultaneously view and annotate text documents, and create graphic designs in a shared workspace. Documents are represented as visual objects that can be manipulated through touch gestures. Group coordination and awareness is maintained through document updates via immediate workspace synchronization, user action tracking via user labels and user availability identification via basic proxemic interaction. Members can effectively communicate via audio and video conferencing. A user study was conducted to evaluate GroupAware and determine whether NUI interaction techniques effectively supported SDCW. Ten groups of three members each participated in the study. High levels of performance, user satisfaction and collaboration demonstrated that GroupAware was an effective groupware system that was easy to learn and use, and effectively supported group work in terms of communication, coordination and information sharing. Participants gave highly positive comments about the system that further supported the results. The successful implementation of GroupAware and the positive results obtained from the user evaluation provides evidence that NUI interaction techniques can effectively support SDCW

    Kehollistuneet vuorovaikutuskoreografiat. Kinesteettinen lÀhestymistapa ÀlykkÀiden ympÀristöjen suunnitteluun

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    Research investigates interaction design through application of the concept of choreography. Special attention is paid to assess what kind of influences technological designs have on the user’s body and movements. Choreographic approach to interaction design emphasizes the felt experience of movement as content to interaction design and offers methods for conducting multi-level choreographic analysis. The concept of kinesthesia, which refers to the felt sensation of movement, is regarded as the foundational concept for both understanding and realizing the choreographic analysis. Choreographic method is applied in studying a future vision of intelligent information and communication environments. Intelligent environment refers to development where objects in everyday environments become connected and form a communicating-actuating network that possess abilities to collect information on the environment and of its users, and enables processing of this information for serving the user’s needs. The research data consists of two visions on intelligent environments in video format, introduced by Microsoft. Visions are analyzed through choreographic analysis with intention to investigate interactions between the user, the intelligent environment and the computer system. Micro level choreography analysis focuses on how the user experiences choreographies as movement continuums. Also local level choreographies that address the broader interaction context will be analyzed. Task based analysis focuses on two functions, first, sending and fetching digital information and, second, real time re-modelling of data and visualizations. Phenomenological methodology that enabled embodiment of the choreographies through dancing was applied in the analysis. Dancing aimed at internalizing the choreographies and enabled the analysis of felt sensation of movement. Key finding of the study is that choreographic analysis and hermeneutics of the body work well to be utilized in tandem in conducting a case study research on intelligent ICT environments. Dancing is considered as choreographic practice that provides understanding on the unfolding of interactions in space, time and movement. Furthermore, dancing integrates the designer’s explicit technological information to the design context and highlights the kinesthetic dimension of interaction. Presented methods provide relevant support for defining technological systems in intelligent ICT environments that are grounded in the embodied experience of interaction. I suggest that ‘dancing as choreographic practice’ is to be applied in user-centered design of intelligent information and communication environments.Tutkimus tarkastelee vuorovaikutussuunnittelua koreografian kĂ€sitteen kautta. Koreografinen lĂ€hestymistapa tarkastelee teknologian kokonaisvaltaista ohjausvaikutusta kĂ€yttĂ€jĂ€n liikkeeseen teknologian kĂ€yttötilanteessa. Koreografinen suunnitteluote korostaa liikkeen kokemuksen huomioimisen tĂ€rkeyttĂ€ vuorovaikutussuunnittelussa ja tarjoaa menetelmiĂ€ monitasoisen vuorovaikutusanalyysin toteuttamiseen. Kinestesian kĂ€site, jolla tarkoitetaan liikkeen kokemista kehossa, nousee yhdeksi koreografisen lĂ€hestymistavan keskeisistĂ€ kĂ€sitteistĂ€. Sovellan koreografista menetelmÀÀ tulevaisuuden Ă€lykĂ€stĂ€ informaatio- ja kommunikaatioympĂ€ristöÀ kuvaavan vision tutkimiseen. ÄlykkÀÀllĂ€ ympĂ€ristöllĂ€ viittaan kehityskulkuun, jossa jokapĂ€ivĂ€isissĂ€ ympĂ€ristöissĂ€mme lĂ€snĂ€ oleva teknologia verkottuu, kykenee kerÀÀmÀÀn ja jakamaan tietoa ympĂ€ristöstĂ€ ja kĂ€yttĂ€jistĂ€ sekĂ€ mahdollistaa tiedon jalostuksen kĂ€yttĂ€jĂ€n tarpeita palvelevalla tavalla. Aineistona on kĂ€ytetty Microsoftin teknologiavisioita, joissa esitetyt kuvaukset Ă€lykkĂ€istĂ€ ympĂ€ristöistĂ€ sekĂ€ esimerkit kĂ€yttĂ€jĂ€n ja teknologian vĂ€lisistĂ€ liikkeellisistĂ€ vuorovaikutuksista nousevat analyysin kohteeksi. Analyysissa keskitytÀÀn ensinnĂ€kin kĂ€yttĂ€jĂ€n toteuttamien mikroliikkeiden jatkumon kokemuksen analyysiin. Toiseksi analysoidaan yksilön kokemusta paikallisen tason koreografioissa. TĂ€llĂ€ analyysitasolla huomiota kiinnitetÀÀn teknologista vuorovaikutusta laajemman vuorovaikutustapahtuman kontekstiin jolloin mm. sosiaaliset tapahtumat ja tilan vaikutus vuorovaikutukseen tulevat huomioiduksi. Analyysi toteutetaan tehtĂ€vĂ€perusteisena ja analyysi kĂ€sittÀÀ kaksi toimintoa: tiedostojen jakaminen ja vastaanottaminen sekĂ€ datan ja visualisointien muokkaus. Toteutin tutkimuksen nojaten fenomenologiseen metodologiaan, joka mahdollisti koreografioiden henkilökohtaisen omaksumisen tanssin eli tutkimuksen kohteena olevien vuorovaikutustapojen kehollisen harjoittamisen kautta. Teknologiavisioissa esitetyn liikemateriaalin perusteella jĂ€sentyi koreografia, jonka tanssiminen mahdollisti liiketiedon sisĂ€istĂ€misen ja vuorovaikutusten kehollisesti koettujen ulottuvuuksien arvioinnin. Tutkimus osoitti koreografisen analyysin ja osittain tanssimalla toteutetun ruumiin hermeneuttisen lĂ€hestymistavan soveltuvan hyvin sovellettavaksi yhdessĂ€ Ă€lykĂ€stĂ€ ympĂ€ristöÀ kĂ€sittelevĂ€ssĂ€ tapaustutkimuksessa. Tutkimuksen johtopÀÀtöksenĂ€ koreografisen menetelmĂ€n ja vuorovaikutusten kehollisen harjoittamisen todetaan auttavan suunnittelijaa tilassa, ajassa ja liikkeessĂ€ tapahtuvien vuorovaikutusten jĂ€sentĂ€misessĂ€, ja arvioimaan miten teknologisen jĂ€rjestelmĂ€n suunnitteluratkaisut vaikuttavat kĂ€yttĂ€jĂ€n kehoon ja liikkeeseen vuorovaikutustapahtumassa. EsitĂ€n ’tanssimista koreografisena kĂ€ytĂ€ntönÀ’ sovellettavaksi Ă€lykkĂ€iden ympĂ€ristöjen kĂ€yttĂ€jĂ€keskeisen suunnittelun menetelmĂ€nĂ€
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