773 research outputs found

    Truth, Beauty, Freedom, and Money: Technology-Based Art and the Dynamics of Sustainability

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    Proposes innovative new approaches and models for art and technology institutions, and provides details for an "Arts Lab," a unique hybrid art center and research lab

    Learning through interactive artifacts:Personal fabrication using electrochromic displays to remember Atari women programmers

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    In recent years makerspaces have gained traction as an environment where makers and tinkerers can freely create artefacts with digital fabrication tools. They are particularly suited for introducing new fabrication techniques because these spaces support hands-on experiences. Electrochromic displays are one such technology that has become possible to fabricate using new techniques and off-the-shelf tools which lends itself to be used in a workshop setting. Leveraging this development, we facilitated a makerspace workshop that introduced participants to this new technology. To limit the scope of the workshop outcome we used the little known history of female developers of video games (Atari) from the 1970s and 1980s as a design framing. The participants (undergraduates, 16 female, 2 male, aged 19–21 years) explored the Atari women’s role in development and through this exploration they created artifacts using novel electrochromic displays as designed responses. Throughout the workshop participants answered daily questionnaires and kept records of their progress. Our analysis of the questionnaires and the resulting projects suggests that having a relatable and meaningful context increases both motivation and engagement of the participants. We discuss the extrinsic motivations that enhance engagement, and provide suggestions for introducing new technologies in the makerspace context

    Cooperative Prototyping: Users and Designers in Mutual Activity

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    In most development projects, descriptions and prototypes are developed by system designers on their own, utilizing users as suppliers of information on the use domain. In contrast, we are proposing a cooperative prototyping approach where users are involved actively and creatively in design and evaluation of early prototypes. This paper illustrates the approach by describing the design of computer support for casework in a technical department of a Danish municipality. Prototyping is viewed as an on-going learning process, and we analyze situations where openings for learning occur in the prototyping activity. The situations seem to fall into four categories: 1) Situations where the future work situation with a new computer application is simulated to some extent to investigate the future work activity. 2) Situations where the prototype is manipulated and used as a basis for idea exploration. 3) Situations focusing on the designers' learning about the users' work in practice. 4) Situations where the prototyping tool or the design session as such becomes the focus. Lessons learned from the analysis of these situations are discussed. In particular we discuss a tension between the need for careful preparation of prototyping sessions and the need to establish conditions for user and designer creativity. Our conclusion is that users and designers should prepare to learn from breakdowns and focus shifts in cooperative prototyping sessions rather than they should try to avoid them

    Architecture for theatre robotics

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    Serious Play Approaches for Creating, Sharing, and Mobilizing Tacit Knowledge in Cross-disciplinary Settings

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    abstract: Serious play—the notion of bringing the benefits of play to bear on work-related tasks—is receiving more attention as a remedy to many challenges of the modern knowledge economy. Exploring and defining the role of serious play approaches to facilitate collaborative problem-solving and value creation, this dissertation consists of four related research papers. The first research paper (RP1) reconciles three different conceptualizations of knowledge into a new theory of knowledge. This pluralistic definition allows knowledge to change character across the span of the value creation process. The paper further introduces a model called the Wheel of Knowledge (WoK) for mobilizing knowledge throughout the different knowledge conversions of the value creation process. The second research paper (RP2) advocates that serious play can scaffold and accelerate these knowledge conversion processes, it disaggregates existing serious play approaches, and starts to operationalize the WoK by using it to match different types of serious play approaches to different types of knowledge conversion challenges. The third research paper (RP3) validates the WoK by sorting the serious play literature according to how it applies to the different knowledge conversion processes. The paper provides a framework for ascertaining the applicability of serious play methods to specific knowledge conversion challenges and identifies under-explored research areas of the serious play field. The fourth research paper (RP4) tests the recommendations of RP3 by applying the LEGO® Serious Play® (LSP) method to a knowledge conversion challenge focused on tacit knowledge sharing. It reports on a mixed-methods, multi-session case study in which LSP was used to facilitate cross-disciplinary dialogue and deliberation about a wicked problem. Results show that LSP is particularly useful in the beginning of a value creation process and that it facilitates socialization and tacit knowledge sharing. Taken together the papers demonstrate the necessity, potential, and application of serious play as a catalyst for the knowledge conversion processes presented in the WoK. It is now clear that different serious play approaches are suitable as respectively: an accelerator for trust-building and collective creativity, as a conduit for iterative innovation, and as a way of making rote tasks more engaging.Dissertation/ThesisDoctoral Dissertation Design 201

    Portable UVB Monitoring System

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    The Portable UVB Monitoring System is a small, light, inexpensive monitoring system that can be installed on many portable devices in order to help users practice sun safety. This device will display amount of UVB level at the location which then suggests the required amount of SPF that user needs to apply. This device will update the UVB index constantly so user can rely on this device to alert them if the exposure is dangerous or if they are using the wrong level of SPF. The PUMS device is easy to use and helps every user experience safe sun exposure during all seasons and will provide outdoor workers with a reliable reference to UVB rays.&nbsp

    Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space

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    This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer interaction environments, non-linear documentary storytelling, and theatre performance. The journey of this research has been unusual because it requires a researcher with solid knowledge and background in multiple disciplines; who also has to be creative and sensitive in order to combine the possible areas into a new research direction. [...] It focuses on the advanced computer graphics and emerges from experimental cinematic works and theatrical artistic practices. Some development content and installations are completed to prove and evaluate the described concepts and to be convincing. [...] To summarize, the resulting work involves not only artistic creativity, but solving or combining technological hurdles in motion tracking, pattern recognition, force feedback control, etc., with the available documentary footage on film, video, or images, and text via a variety of devices [....] and programming, and installing all the needed interfaces such that it all works in real-time. Thus, the contribution to the knowledge advancement is in solving these interfacing problems and the real-time aspects of the interaction that have uses in film industry, fashion industry, new age interactive theatre, computer games, and web-based technologies and services for entertainment and education. It also includes building up on this experience to integrate Kinect- and haptic-based interaction, artistic scenery rendering, and other forms of control. This research work connects all the research disciplines, seemingly disjoint fields of research, such as computer graphics, documentary film, interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm

    2020-2021 Course Catalog

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    2020-2021 Course Catalo

    2000-2002 Course Catalog

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    2000-2002 Course Catalo
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