156,414 research outputs found
Public and Situated Displays to Support Communities
This workshop will bring together researchers and practitioners working with public displays in communities to share experiences and to identify research themes and issues arising from social and community use of public and situated displays, while increasing awareness of various relevant projects and encouraging collaboration
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JuxtaLearn D3.2 Performance Framework
This deliverable, D3.2, for Work Package 3 incorporating the pedagogy from WP2 and orchestration factors mapped in D3.1 reviews aspects of performance in the context of participative video making. It reviews literature on curiosity and engagement characteristics of interaction mechanisms for public displays and anticipates requirements for social network analysis of relevant public videos from WP6 task 6.3. Thus, to support JuxtaLearn performance it proposes a reflective performance framework that encompasses the material environment and objects required, the participants, and the knowledge needed
Mirrors of the World - Supporting Situational Awareness with Computer Screens
In this paper we develop a notion of support for social and situational awareness. Our initial ideas are based on the metaphor of using a mirror to see what you are not looking at. We provide two studies that, for different contexts, apply the metaphor to develop design ideas that fit the context of use
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Entertaining situated messaging at home
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes
Environmental Education in the Public Sphere: Comparing Practice with Psychosocial Determinants of Behavior and Societal Change
Environmental education of the general public is widely practiced by a variety of types of organizations. Dedicated environmental groups, nature centers, zoos, parks, and other entities work on issues ranging from local threats to air, water, and habitat to global problems such as climate change and deforestation. A great deal of those efforts focus largely on providing information and raising awareness. Behavioral research and change models, however, suggest other factors are important in order to effect change on an individual, regional, or societal level. An analysis of environmental education in practice, examining methods and materials in use, showed the degree to which there were alignments between the content and psychosocial determinants of change, as well as how actions related to change theories. This mixed-methods study of groups doing environmental education in the public sphere compared their practices with the factors shown to help predict pro-environmental behavior, why people change their actions and habits. Through this survey research and multiple case study, increased knowledge and understanding can help inform future efforts at change on critical local, national, and world environmental problems. It can also lead to further research into environmental education, using behavior and change theories
A sense of place and pervasive computing within the urban landscape
In this paper we report on recent investigations within an ongoing research
project, which aims at developing a better understanding of the urban landscape
augmented with the digital landscape in the heritage City of Bath.
Here we describe early findings from the deployment of a socialiasing digital
installation in various locations in the city. The aim is to create a novel
urban experience that triggers shared social encounters among friends,
observes or strangers. The installation is implemented in the form of a digital
urban ground , embeded in the physical surrounding, which acts as a
non-traditional interface and a facilitator between people and people and
people and their surrounding environment .
In this paper we explore the relationship between the urban space and technology
driven encounters. We outline initial findings about how people move, congregate
and socialize around the digital ground and illustrate the impact of the spatial
and syntactical properties on the type of shared interactions in a city context.
Finally we discuss initial results and mention briefly our on going work
Developing a whole school food and fitness policy
This document is designed to guide and support schools as they develop whole school food & fitness policies. - Schools may wish to adopt a single overarching policy for healthy living to encompass the contributory strands of physical activity, food and drink, relationship and sex education and the prevention of substance misuse. This would be a particularly useful approach for small schools as it streamlines partnership working which is a feature of effective intervention and support
Entry and access : how shareability comes about
Shareability is a design principle that refers to how a system, interface, or device engages a group of collocated, co-present users in shared interactions around the same content (or the same object). This is broken down in terms of a set of components that facilitate or constrain the way an interface (or product) is made shareable. Central are the notions of access points and entry points. Entry points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Access points enable users to join a group's activity, allowing perceptual and manipulative access and fluidity of sharing. We show how these terms can be useful for informing analysis and empirical research
Rules of Engagement: design attributes for social interactions
We present a taxonomy for the design of workplace “break” spaces. The taxonomy can be used to identify aspects of current spaces that are either successful or problematic. From this analysis, we demonstrate how the taxonomy can be used to identify opportunities for computer mediated augmentation of spaces, and how such designs can be validated against this taxonomy
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