31 research outputs found

    Interfaces distribuées pour jeux de plateau : d’un retour d’expérience à des règles de conception basées sur la territorialité

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    International audienceThis paper reports an experience feedback on the design of several interactive board games distributed over several devices, a design driven by the 5W1H questions. The analysis of the games developed in reference to the theory of tabletop territoriality leads us to propose design rules which are more structuring for such games, and which remain to be confirmed.Cet article présente un retour d’expérience sur la conception de jeux de plateau interactifs distribués sur plusieurs dispositifs, conception guidée par les questions 5W1H. L’analyse des jeux développés au regard de la théorie de la territorialité appliquée aux tables interactives nous amène à proposer des règles de conception plus structurantes pour de tels jeux : règles qu’il reste à confirmer

    Profiles of the Domestic Visitors of Dubrovnik Beaches in the Context of Altman’s Theory of Territoriality

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    The experience of the beach as a territory in the context of Altman’s theory of territoriality, to our knowledge, has rarely been explored. The main research objective is cluster analysis of the participants (visitors of beaches in Dubrovnik) with respect to the intensity of the experience of the beaches as certain types of territory according to Altman’s concept of territoriality, taking into consideration the age and work experience in relation to gender, place of residence, type of beach and profession. The second objective was to determine the differences in the average scores according to preferences of the beach as a primary, secondary or public territory. The research was carried out on a sample of 81 participants (40 men and 41 women) from Dubrovnik (hometown), using the questionnaire Territorialism on the beaches. In a preliminary survey the questionnaire was successfully construed and showed good psychometric properties. The results showed that participants largely experience beach as a primary territory and rarely as a public one. The participants are grouped into three profiles, with specific characteristics, while within each profile the participants are grouped according to the dominant experience of the beach as a specific type of territory

    The Impact of Computing Device Design on Patient-Centered Communication: An Experimental Study

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    Prior research has studied the impact of use of a single computing device, such as a desktop or a tablet computer, on patient-provider communication. While some studies have considered how contextual features such as room layout and software interface design affect computer use and patient-provider interaction in the exam room, it is not known how the choice of computing device impacts patient-provider communication. We conducted a within-participant experimental study. Three physicians participated in nine simulated consultations, using a desktop computer, a tablet computer, and a tabletop computer. Consultations were video-recorded and the video data were analyzed using framework analysis. Findings reveal the choice of device impacts the extent to which the consultation is patient-centered. To better support patient-centered communication, a large adjustable horizontal screen can facilitate eye contact and patient engagement. Findings also highlight the need for design of future systems to consider the characteristics of both openness and privacy

    On the Influence of Tools on Collaboration in Participative Enterprise Modeling – An Experimental Comparison between Whiteboard and Multi-Touch Table

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    The paper presents an experiment about the influence of the modeling tool on group work in the context of enterprise modeling. A goal modeling task was set where three groups of three persons worked with a whiteboard, and three groups of three persons worked with a multi-touch table. Comparisons of working styles between the two tools indicate that multi-touch tables promote parallel working and that a team member’s position plays a role in taking on certain tasks. Whiteboard users may more easily lose track of what teammates are doing

    APPLICATIONS OF MULTI-TOUCH TABLETOP DISPLAYS AND THEIR CHALLENGING ISSUES: AN OVERVIEW

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    Simultaneous Worlds: Supporting Fluid Exploration of Multiple Data Sets via Physical Models

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    We take the well-established use of physical scale models in architecture and identify new opportunities for using them to interactively visualize and examine multiple streams of geospatial data. Overlaying, comparing, or integrating visualizations of complementary data sets in the same physical space is often challenging given the constraints of various data types and the limited design space of possible visual encodings. Our vision of “simultaneous worlds” uses physical models as a substrate upon which visualizations of multiple data streams can be dynamically and concurrently integrated. To explore the potential of this concept, we created three design explorations that use an illuminated campus model to integrate visualizations about building energy use, climate, and movement paths on a university campus. We use a research through design approach, documenting how our interdisciplinary collaborations with domain experts, students, and architects informed our designs. Based on our observations, we characterize the benefits of models for 1) situating visualizations, 2) composing visualizations, and 3) manipulating and authoring visualizations. Our work highlights the potential of physical models to support embodied exploration of spatial and non-spatial visualizations through fluid interactions.Natural Sciences and Engineering Research Council (NSERC

    Group vs Individual: Impact of TOUCH and TILT Cross-Device Interactions on Mixed-Focus Collaboration

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    Cross-device environments (XDEs) have been devel-oped to support a multitude of collaborative activities. Yet, little is known about how different cross-device in-teraction techniques impact group collaboration; in-cluding their impact on independent and joint work that often occur during group work. In this work, we explore the impact of two XDE data browsing tech-niques: TOUCH and TILT. Through a mixed-methods study of a collaborative sensemaking task, we show that TOUCH and TILT have distinct impacts on how groups accomplish, and shift between, independent and joint work. Finally, we reflect on these findings and how they can more generally inform the design of XDEs.NSER

    Territoires et IHM Distribuées : Raffinement de Règles et d'une Méthode de Conception de Jeux Multi-Dispositifs

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    National audienceThe multitude of different interaction devices and the importance of their spread alongside various people allow to propose distributed interfaces (interactions). Territoriality rules have to be applied in order to ensure the adequation of information position and their access constraints (personal information, privacy, etc.). The navigability between different interfaces has to be assured. Illustrated by four designs of distributed application, this article proposes a feedback which allow to refine a design methodology.La multitude des supports d'interaction et l'ampleur de leur propagation auprès d'un public varié permet de proposer des interfaces (ou interactions) distribuées. Les règles de territorialité doivent s'appliquer afin de garantir une adéquation de la position de l'information à son but et à ses contraintes d'accès (informations personnelles, informations privées, etc.). Il faut s'assurer également de la navigabilité entre les différentes interfaces. Cet article propose un retour d'expérience permettant de raffiner une méthode de conception, sur la base d'illustration de quatre conceptions d'application distribuées

    Dubrovačke plaže u kontekstu Altmanove teorije teritorijalnosti

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    Doživljaj plaže kao teritorija rijetko je istraživano pitanje, posebno u hrvatskim okvirima. Ciljevi istraživanja bili su: konstrukcija upitnika „Teritorijalnost na plažama“ koji pokriva tri vrste teritorija po Altmanovom konceptu teritorijalnosti (1), utvrditi razlike u dimenzijama upitnika (tri vrste teritorija), u odnosu prema rodu, mjestu stanovanja, vrsti plaže te za vrstu zanimanja (2); utvrditi povezanosti između aspekata teritorijalnosti (latentnih dimenzija dobivenih faktorizacijom upitnika) i dobi te radnog staža (3). Usporedno istraživanje provedeno je na uzorku od 83 sudionika/ca (40 muškaraca i 43 žene) iz Dubrovnika, primjenom upitnika „Teritorijalnost na plažama“. Upitnik je uspješno konstruiran i pokazao je dobre metrijske karakteristike. Dobivene latentne dimenzije jasno reprezentiraju tri dimenzije subjektivne pripadnosti plažama: kao primarni, sekundarni i kao javni teritorij. U odnosu prema te tri dimenzije upitnika, nisu pronađene niti rodne razlike, niti statistički značajne povezanosti s dobi i radnim stažem. Također, plaže kao primarni teritorij češće doživljavaju stanovnici stare gradske jezgre (u odnosu prema onima koji žive na drugim lokacijama), odnosno oni koji se kupaju na „kultnim” gradskim plažama kao što su Danče, Šulić, Porporela i Bellevue

    Designing spaces to support collaborative creativity in shared virtual environments

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    Shared virtual environments (SVEs) have been researched extensively within the fields of education, entertainment, work, and training, yet there has been limited research on the creative and collaborative aspects of interactivity in SVEs. The important role that creativity and collaboration play in human society raises the question of the way that virtual working spaces might be designed to support collaborative creativity in SVEs. In this paper, we outline an SVE named LeMo, which allows two people to collaboratively create a short loop of music together. Then we present a study of LeMo, in which 52 users composed music in pairs using four different virtual working space configurations. Key findings indicated by results include: (i) Providing personal space is an effective way to support collaborative creativity in SVEs, (ii) personal spaces with a fluid light-weight boundary could provide enough support, worked better and was preferable to ones with rigid boundaries and (iii) a configuration that provides a movable personal space was preferred to one that provided no mobility. Following these findings, five corresponding design implications for shared virtual environments focusing on supporting collaborative creativity are given and conclusions are made
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