6,326 research outputs found

    Diving in at the deep end : the value of alternative in-situ approaches for systematic library search

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    OPAC interfaces, still the dominant access point to library catalogs, support systematic search but are problematic for open-ended exploration and generally unpopular with visitors. As a result, libraries start subscribing to simplified search paradigms as exemplified by web-search systems. This is a problem considering that systematic search is a crucial skill in the light of today’s abundance of digital information. Inspired by novel approaches to facilitating search, we designed CollectionDiver, an installation for supporting systematic search in public libraries. The CollectionDiver combines tangible and large display direct-touch interaction with a visual representation of search criteria and filters. We conducted an in-situ qualitative study to compare participants’ search approaches on the CollectionDiver with those on the OPAC interface. Our findings show that while both systems support a similar search process, the CollectionDiver (1) makes systematic search more accessible, (2) motivates proactive search approaches by (3) adding transparency to the search process, and (4) facilitates shared search experiences. We discuss the CollectionDiver’s design concepts to stimulate new ideas toward supporting engaging approaches to systematic search in the library context and beyond.Postprin

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC

    Using Augmented Reality and Internet of Things to improve accessibility of people with motor disabilities in the context of Smart Cities

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    Smart Cities need to be designed to allow the inclusion of all kinds of citizens. For instance, motor disabled people like wheelchair users may have problems to interact with the city. Internet of Things (IoT) technologies provide the tools to include all citizens in the Smart City context. For example, wheelchair users may not be able to reach items placed beyond their arm’s length, limiting their independence in everyday activities like shopping, or visiting libraries. We have developed a system that enables wheelchair users to interact with items placed beyond their arm’s length, with the help of Augmented Reality (AR) and Radio Frequency Identification (RFID) technologies. Our proposed system is an interactive AR application that runs on different interfaces, allowing the user to digitally interact with the physical items on the shelf, thanks to an updated inventory provided by an RFID system. The resulting experience is close to being able to browse a shelf, clicking on it and obtaining information about the items it contains, allowing wheelchair users to shop independently, and providing autonomy in their everyday activities. Fourteen wheelchair users with different degrees of impairment have participated in the study and development of the system. The evaluation results show promising results towards more independence of wheelchair users, providing an opportunity for equality improvement.This work was partly funded by the Spanish Government through projects TIN2012-34965 PIGALL, TIN2011-27076-C03-02 CO-PRIVACY, TIN2014-57364-C2-2-R SMARTGLACIS, TEC2015-71303-R SINERGIA, and TSI-020602-2012-147 IRIS. The authors also acknowledge support from Obra Social “la Caixa” -ACUP through project 2011ACUP00261

    Co-designing interactive spaces for and with designers : supporting mood-board making

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    Supporting improvised games for young people in public spaces

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    PhD ThesisResearchers looking at technologically mediated play and games have explored how games can be taken away from the computer screen and played in outdoor spaces. This has resulted in new pervasive games that benefit from the opportunities for rich social and physical interaction in new mobile contexts. However, we have only just begun to explore these opportunities; game designs should bring young people together in these new contexts in play that is appropriate, meaningful, and can be enjoyed on their own mobile devices. The research in this thesis explores how game designers and interaction designers can design more playful mobile games for young people that can be played together in public spaces. This work draws upon a research through design approach that has been informed by the researcher’s own practice of game design and working co-creatively with custodians of public spaces. The contributions are based on the analysis of empirical data collected from two case studies in a community library and a country house, while additionally drawing upon three further game designs made in collaborations with other partners. This work contributes a game design framework that provides an approach, a step by step method, guidelines and a software library for making mobile games with more open, spontaneous, and improvised styles of play. The mobile games are designed with and based on a simplistic game system that presents digital playing cards to provide the game structure and bound play, while the mobile device is also used to configure the play space and sustain play. The intention is to provide designers with a practical and evidence-based approach to designing digital games for new mobile contexts. This work will appeal to game designers who are motivated by an interest in play and playfulness that will resonate with our childhood memories of play.UK AHRC KE Hub for the Creative Economy (ref: AH/J005150/1 Creative Exchange

    Videos in Context for Telecommunication and Spatial Browsing

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    The research presented in this thesis explores the use of videos embedded in panoramic imagery to transmit spatial and temporal information describing remote environments and their dynamics. Virtual environments (VEs) through which users can explore remote locations are rapidly emerging as a popular medium of presence and remote collaboration. However, capturing visual representation of locations to be used in VEs is usually a tedious process that requires either manual modelling of environments or the employment of specific hardware. Capturing environment dynamics is not straightforward either, and it is usually performed through specific tracking hardware. Similarly, browsing large unstructured video-collections with available tools is difficult, as the abundance of spatial and temporal information makes them hard to comprehend. At the same time, on a spectrum between 3D VEs and 2D images, panoramas lie in between, as they offer the same 2D images accessibility while preserving 3D virtual environments surrounding representation. For this reason, panoramas are an attractive basis for videoconferencing and browsing tools as they can relate several videos temporally and spatially. This research explores methods to acquire, fuse, render and stream data coming from heterogeneous cameras, with the help of panoramic imagery. Three distinct but interrelated questions are addressed. First, the thesis considers how spatially localised video can be used to increase the spatial information transmitted during video mediated communication, and if this improves quality of communication. Second, the research asks whether videos in panoramic context can be used to convey spatial and temporal information of a remote place and the dynamics within, and if this improves users' performance in tasks that require spatio-temporal thinking. Finally, the thesis considers whether there is an impact of display type on reasoning about events within videos in panoramic context. These research questions were investigated over three experiments, covering scenarios common to computer-supported cooperative work and video browsing. To support the investigation, two distinct video+context systems were developed. The first telecommunication experiment compared our videos in context interface with fully-panoramic video and conventional webcam video conferencing in an object placement scenario. The second experiment investigated the impact of videos in panoramic context on quality of spatio-temporal thinking during localization tasks. To support the experiment, a novel interface to video-collection in panoramic context was developed and compared with common video-browsing tools. The final experimental study investigated the impact of display type on reasoning about events. The study explored three adaptations of our video-collection interface to three display types. The overall conclusion is that videos in panoramic context offer a valid solution to spatio-temporal exploration of remote locations. Our approach presents a richer visual representation in terms of space and time than standard tools, showing that providing panoramic contexts to video collections makes spatio-temporal tasks easier. To this end, videos in context are suitable alternative to more difficult, and often expensive solutions. These findings are beneficial to many applications, including teleconferencing, virtual tourism and remote assistance

    Eyes-Off Physically Grounded Mobile Interaction

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    This thesis explores the possibilities, challenges and future scope for eyes-off, physically grounded mobile interaction. We argue that for interactions with digital content in physical spaces, our focus should not be constantly and solely on the device we are using, but fused with an experience of the places themselves, and the people who inhabit them. Through the design, development and evaluation of a series ofnovel prototypes we show the benefits of a more eyes-off mobile interaction style.Consequently, we are able to outline several important design recommendations for future devices in this area.The four key contributing chapters of this thesis each investigate separate elements within this design space. We begin by evaluating the need for screen-primary feedback during content discovery, showing how a more exploratory experience can be supported via a less-visual interaction style. We then demonstrate how tactilefeedback can improve the experience and the accuracy of the approach. In our novel tactile hierarchy design we add a further layer of haptic interaction, and show how people can be supported in finding and filtering content types, eyes-off. We then turn to explore interactions that shape the ways people interact with aphysical space. Our novel group and solo navigation prototypes use haptic feedbackfor a new approach to pedestrian navigation. We demonstrate how variations inthis feedback can support exploration, giving users autonomy in their navigationbehaviour, but with an underlying reassurance that they will reach the goal.Our final contributing chapter turns to consider how these advanced interactionsmight be provided for people who do not have the expensive mobile devices that areusually required. We extend an existing telephone-based information service to support remote back-of-device inputs on low-end mobiles. We conclude by establishingthe current boundaries of these techniques, and suggesting where their usage couldlead in the future

    Innovation and Development in Blended Learning Mode in Higher Learning Institutions: Interactive Experiences from OUT’s Postgraduate Students and Instructors

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    Although blended learning mode of delivery has been found to be an effective and inexpensive way to enhance learning, there is still need to examine how students and tutors perceive it in the presence of the traditional modes. The purpose of the present study was to examine views and perception of both instructors and students on attributes related to processes of BLM implementation and interactions. Data were collected using a structured questionnaire administered to38 postgraduate students and 14 instructors from The Open University of Tanzania. Data were analyzed using descriptive. Crosstabs were used to describe the association between BLM processes and interactions of BLM by both instructors and students. The results revealed that students‟ and instructors‟ views on BLM processes, such as ease of use of the web environment, evaluation, face to face environment etc., are varied significantly with perceived BLM interactions. Unlike the relatively younger students, the older generations were found to value more of the BLM interactions than of the BLM implementation processes. This paper will help to inform learning institutions intending to go BLM of the best and effective processes for the blended learning environment.Keywords; Blended Learning Mode (BLM), blended learning interactions, BLM implementation processes, Open University of Tanzani
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