2,231 research outputs found

    Scent-delivery devices as a digital healthcare tool for olfactory training: A pilot focus group study in Parkinson's disease patients

    Get PDF
    Parkinson's disease (PD) patients display a combination of motor and non-motor symptoms. The most common non-motor symptom is scent (olfactory) impairment, occurring at least four years prior to motor symptom onset. Recent and growing interest in digital healthcare technology used in PD has resulted in more technologies developed for motor rather than non-motor symptoms. Human-computer interaction (HCI), which uses computer technology to explore human activity and work, could be combined with digital healthcare technologies to better understand and support olfaction via scent training - leading to the development of a scent-delivery device (SDD). In this pilot study, three PD patients were invited to an online focus group to explore the association between PD and olfaction, understand HCI and sensory technologies and were demonstrated a new multichannel SDD with an associated mobile app. Participants had a preconceived link, a result of personal experience, between olfactory impairment and PD. Participants felt that healthcare professionals did not take olfactory dysfunction concerns seriously prior to PD diagnosis. Two were not comfortable with sharing scent loss experiences with others. Participants expected the multichannel SDD to be small, portable and easy-to-use, with customisable cartridges to deliver chosen scents and the mobile app to create a sense of community. None of the participants regularly performed scent training but would consider doing so if some scent function could be regained. Standardised digital SDDs for regular healthcare check-ups may facilitate improvement in olfactory senses in PD patients and potential earlier PD diagnosis, allowing earlier therapeutic and symptomatic PD management

    Third Wave or Winter? The Past and Future of Smell in HCI

    Get PDF
    Over the last hundred years, the integration of scent in technology could roughly be seen as having two public waves, analogous to virtual reality's three or four. These waves include the cinematic technologies of the 1960s and the rise of olfactory desktop peripherals and home fragrance technologies for the internet in the 1990s and early 2000s. In the last few decades, an impressive, multi-disciplinary effort in Human-Computer Interaction has been made to incorporate smell into interactive systems. This panel asks whether exciting recent developments in smell for Human-Computer Interaction mark the cusp of a third wave and whether the field is here to stay or should prepare for another winter

    A Model for Mapping Interactivity in Learning Experiences

    Get PDF
    This research is situated at the intersection of technology, education, and design. A design methodology was applied to examine the issues relating to interactivity within these disciplines. The result of this research is a working definition of interactivity aesthetics that can be used across multiple disciplines, and a model of interactivity as a practical means of evaluating the interactivity in any given learning experience

    Sound for Fantasy and Freedom

    Get PDF
    Sound is an integral part of our everyday lives. Sound tells us about physical events in the environ- ment, and we use our voices to share ideas and emotions through sound. When navigating the world on a day-to-day basis, most of us use a balanced mix of stimuli from our eyes, ears and other senses to get along. We do this totally naturally and without effort. In the design of computer game experiences, traditionally, most attention has been given to vision rather than the balanced mix of stimuli from our eyes, ears and other senses most of us use to navigate the world on a day to day basis. The risk is that this emphasis neglects types of interaction with the game needed to create an immersive experience. This chapter summarizes the relationship between sound properties, GameFlow and immersive experience and discusses two projects in which Interactive Institute, Sonic Studio has balanced perceptual stimuli and game mechanics to inspire and create new game concepts that liberate users and their imagination

    Cross-Reality Re-Rendering: Manipulating between Digital and Physical Realities

    Full text link
    The advent of personalized reality has arrived. Rapid development in AR/MR/VR enables users to augment or diminish their perception of the physical world. Robust tooling for digital interface modification enables users to change how their software operates. As digital realities become an increasingly-impactful aspect of human lives, we investigate the design of a system that enables users to manipulate the perception of both their physical realities and digital realities. Users can inspect their view history from either reality, and generate interventions that can be interoperably rendered cross-reality in real-time. Personalized interventions can be generated with mask, text, and model hooks. Collaboration between users scales the availability of interventions. We verify our implementation against our design requirements with cognitive walkthroughs, personas, and scalability tests.Comment: updated. arXiv admin note: text overlap with arXiv:2204.0373

    Big Dada: From visualisation to experience

    Get PDF
    Our approach to the future of visualisation focuses on experience as a central concept, questioning what is considered information or data, moving to multimodal, multisensory forms of representation, and redefining the designer as an artist with a critical perspective who works with a range of media and materials

    Digital Technologies and the Museum Experience

    Get PDF
    This co-edited book focuses on core theories and research on technologies, from the first audio guides to contemporary and future mobile digital devices, which inform practical design considerations. It is framed in case studies and focuses generally on informal learning by museum and gallery visitors. The book fills a significant gap in the literature on museum practice with regard to uses of digital technologies, which are not generally grounded in rigorous research, and is intended to retain its relevance as technologies evolve and emerge. The book includes chapters by invited authors from the USA, UK and Europe who contribute expertise in a number of areas of museum research and practice. The research resulted in invited keynote speeches in France (‘Technologie de l’apprentissage humain dans les musées’ seminar at Laboratoire d’Informatique de Grenoble on 5 March 2009), Iceland (keynote at ‘NODEM Network of Design and Digital Heritage’ conference on 3 December 2008) and London (Keynote at ‘Mobile Learning Conference’ on 26 January 2009). The book was given the highest recommendation ('Essential') by the American Library Association, and was reviewed in MedieKultur (2011, 50, 185–92). Walker’s chapter includes some of the initial findings from his PhD research on visitor-constructed trails in museums, which shifts focus from the design of technologies to the design of activities intended to structure the use of technologies, and constitutes some of the first published research on visitor-generated trails using mobile technologies. Structures such as trails are shown to act as effective mental models for museum visitors, especially structures with a narrow subject focus and manageable amount of data capture; those created as a narrative or a conversation; and those that emphasise construction, rather than data capture. Walker also selected most of the other chapter authors, suggested their topics and led the editing of the publication

    Space, conversations and place: lessons and questions from organisational development

    Get PDF
    Physical workspace is distinguished from workplace. The latter embodies culture and should become the greater concern of FM. In the field of individual and group development spaces can add an extra gear to stimulate cognitive processes. We provide various examples and suggest modern workplaces, with their emphasis on interaction need to also focus on environments and spaces for individual and collective reflection
    • …
    corecore