78 research outputs found

    TEKNOLOGI AUGMENTED REALITY UNTUK MEMORABILIA PAMERAN: “OURCHETYPE”: Augmented Reality Technology for Exhibition Memorabilia : "Ourchetype"

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    Tujusemesta strives to build exhibitions that attract visitors and involve visitors directly. The exhibition entitled "Ourchetype" or defined as "Our Archetype" uses a human empathy approach from C.G. Jung. Archetypes are patterns, habits, and symbols that appear in the human subconscious and shape personality and influence decision-making. Jung stated that Archetypes were ancient legacies that humans could share in common. Archetypes are the main content in this second exhibition with the help of visualization using interactive media in the form of Augmented reality, which appears as an innovation. Innovation is needed to improve the quality of exhibitions while remaining relevant and attracting more visitors. Augmented reality technology can help visitors feel closer to the exhibition because visitors can slowly understand the topic of Archetypes for a long time so that interactive media can function optimally. Visitors will receive the merchandise in character stickers according to their respective archetypes, which are "markers" of the created Augmented reality so that visitors can continue to explore content outside of exhibition time. The addition of Augmented reality Technology to this exhibition uses applied practical methods as needed by considering various references and literacy. The stages used are ideation, software selection, prototyping, approval, production process work, product presentation, providing company feedback, and making the final product. Augmented reality application content for Ourchetype Interaction exhibition memorabilia has been successfully designed and implemented. The Android Augmented reality application has been successfully built and tested. This application can be used on Android smartphones with  a minimum API level of 25, namely Android 7.1 Nougat, and supports the Vuforia Fusion library. ABSTRAKTujusemesta berusaha untuk membangun pameran yang menarik pengunjung dan melibatkan pengunjung secara langsung. Pameran yang bertajuk “Ourchetype” atau didefinisikan sebagai “Our Archetype” ini menggunakan pendekatan empati manusia dari C.G. Jung. Arketipe adalah pola, kebiasaan, dan simbol yang muncul di alam bawah sadar manusia dan membentuk kepribadian serta memengaruhi pengambilan keputusan. Jung menyatakan bahwa Arketipe adalah warisan kuno yang dapat membuat manusia berbagi hal yang sama. Arketipe merupakan konten utama dalam pameran kedua ini dengan bantuan visualisasi menggunakan media interaktif berupa Augmented reality, yang muncul sebagai sebuah inovasi. Inovasi diperlukan untuk meningkatkan kualitas pameran namun tetap relevan dan menarik lebih banyak pengunjung. Teknologi Augmented reality dapat membantu membuat pengunjung merasa lebih dekat dengan pameran, karena pengunjung dapat memahami topik Arketipe secara perlahan dan dalam waktu yang lama sehingga memungkinkan media interaktif dapat berfungsi secara optimal. Pengunjung akan mendapatkan merchandise berupa stiker karakter sesuai Arketipe masing-masing, yang merupakan “marker” dari Augmented reality yang dibuat, sehingga pengunjung dapat terus mengeksplorasi konten di luar waktu pameran. Penambahan Teknologi Augmented reality pada pameran ini menggunakan metode praktis terapan sesuai kebutuhan dengan mempertimbangkan berbagai referensi dan literasi. Tahapan yang digunakan adalah ideation, pemilihan software, pembuatan prototype, approval, pengerjaan proses produksi, presentasi produk dan pemberian feedback dari perusahaan, serta pembuatan produk akhir. Konten aplikasi Augmented reality untuk memorabilia pameran Ourchetype Interaction telah berhasil dirancang dan diimplementasikan. Aplikasi Android Augmented reality telah berhasil dibangun dan diuji. Aplikasi ini dapat digunakan pada smartphone Android dengan API level minimal 25 yaitu Android 7.1 Nougat, dan mendukung library Vuforia Fusion

    Applying touch gesture to improve application accessing speed on mobile devices.

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    The touch gesture shortcut is one of the most significant contributions to Human-Computer Interaction (HCI). It is used in many fields: e.g., performing web browsing tasks (i.e., moving to the next page, adding bookmarks, etc.) on a smartphone, manipulating a virtual object on a tabletop device and communicating between two touch screen devices. Compared with the traditional Graphic User Interface (GUI), the touch gesture shortcut is more efficient, more natural, it is intuitive and easier to use. With the rapid development of smartphone technology, an increasing number of data items are showing up in users’ mobile devices, such as contacts, installed apps and photos. As a result, it has become troublesome to find a target item on a mobile device with traditional GUI. For example, to find a target app, sliding and browsing through several screens is a necessity. This thesis addresses this challenge by proposing two alternative methods of using a touch gesture shortcut to find a target item (an app, as an example) in a mobile device. Current touch gesture shortcut methods either employ a universal built-in system- defined shortcut template or a gesture-item set, which is defined by users before using the device. In either case, the users need to learn/define first and then recall and draw the gesture to reach the target item according to the template/predefined set. Evidence has shown that compared with GUI, the touch gesture shortcut has an advantage when performing several types of tasks e.g., text editing, picture drawing, audio control, etc. but it is unknown whether it is quicker or more effective than the traditional GUI for finding target apps. This thesis first conducts an exploratory study to understand user memorisation of their Personalized Gesture Shortcuts (PGS) for 15 frequently used mobile apps. An experiment will then be conducted to investigate (1) the users’ recall accuracy on the PGS for finding both frequently and infrequently used target apps, (2) and the speed by which users are able to access the target apps relative to GUI. The results show that the PGS produced a clear speed advantage (1.3s faster on average) over the traditional GUI, while there was an approximate 20% failure rate due to unsuccessful recall on the PGS. To address the unsuccessful recall problem, this thesis explores ways of developing a new interactive approach based on the touch gesture shortcut but without requiring recall or having to be predefined before use. It has been named the Intelligent Launcher in this thesis, and it predicts and launches any intended target app from an unconstrained gesture drawn by the user. To explore how to achieve this, this thesis conducted a third experiment to investigate the relationship between the reasons underlying the user’s gesture creation and the gesture shape (handwriting, non-handwriting or abstract) they used as their shortcut. According to the results, unlike the existing approaches, the thesis proposes that the launcher should predict the users’ intended app from three types of gestures. First, the non-handwriting gestures via the visual similarity between it and the app’s icon; second, the handwriting gestures via the app’s library name plus functionality; and third, the abstract gestures via the app’s usage history. In light of these findings mentioned above, we designed and developed the Intelligent Launcher, which is based on the assumptions drawn from the empirical data. This thesis introduces the interaction, the architecture and the technical details of the launcher. How to use the data from the third experiment to improve the predictions based on a machine learning method, i.e., the Markov Model, is described in this thesis. An evaluation experiment, shows that the Intelligent Launcher has achieved user satisfaction with a prediction accuracy of 96%. As of now, it is still difficult to know which type of gesture a user tends to use. Therefore, a fourth experiment, which focused on exploring the factors that influence the choice of touch gesture shortcut type for accessing a target app is also conducted in this thesis. The results of the experiment show that (1) those who preferred a name-based method used it more consistently and used more letter gestures compared with those who preferred the other three methods; (2) those who preferred the keyword app search method created more letter gestures than other types; (3) those who preferred an iOS system created more drawing gestures than other types; (4) letter gestures were more often used for the apps that were used frequently, whereas drawing gestures were more often used for the apps that were used infrequently; (5) the participants tended to use the same creation method as the preferred method on different days of the experiment. This thesis contributes to the body of Human-Computer Interaction knowledge. It proposes two alternative methods which are more efficient and flexible for finding a target item among a large number of items. The PGS method has been confirmed as being effective and has a clear speed advantage. The Intelligent Launcher has been developed and it demonstrates a novel way of predicting a target item via the gesture user’s drawing. The findings concerning the relationship between the user’s choice of gesture for the shortcut and some of the individual factors have informed the design of a more flexible touch gesture shortcut interface for ”target item finding” tasks. When searching for different types of data items, the Intelligent Launcher is a prototype for finding target apps since the variety in visual appearance of an app and its functionality make it more difficult to predict than other targets, such as a standard phone setting, a contact or a website. However, we believe that the ideas that have been presented in this thesis can be further extended to other types of items, such as videos or photos in a Photo Library, places on a map or clothes in an online store. What is more, this study also leads the way in tackling the advantage of a machine learning method in touch gesture shortcut interactions

    An icon that everyone wants to click: How perceived aesthetic qualities predict app icon successfulness

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    Mobile app markets have been touted as fastest growing marketplaces in the world. Every day thousands of apps are published to join millions of others on app stores. The competition for top grossing apps and market visibility is fierce. The way an app is visually represented can greatly contribute to the amount of attention an icon receives and to its consequent commercial performance. Therefore, the icon of the app is of crucial importance as it is the first point of contact with the potential user/customer amidst the flood of information. Those apps that fail to arouse attention through their icons danger their commercial performance in the market where consumers browse past hundreds of icons daily. Using semantic differential scale (22 adjective pairs), we investigate the relationship between consumer perceptions of app icons and icon successfulness, measured by 1) overall evaluation of the icon, 2) willingness to click the icon, 3) willingness to download the imagined app and, 4) willingness to purchase the app. The study design was a vignette study with random participant (n = 569) assignment to evaluate 4 icons (n = 2276) from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text). Results show that consumers are more likely to interact with app icons that are aesthetically pleasing and convey good quality. Particularly, app icons that are perceived unique, realistic and stimulating lead to more clicks, downloads and purchases.</p

    Attractive User Interface Elements : Measurement and prediction

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    The years 2020–2021 mark a time when the global population was encountered by a world-wide pandemic. The lockdown had devastating consequences on many industries and individuals, and the emergence of global economies into the postpandemic recovery has only just begun. However, as people adapted to the pandemic by embracing a mobile lifestyle, industries that employed graphical user interfaces as a means of human-computer interaction saw tremendous growth, exceeding everyone’s expectations despite predictions of a slowdown. One example is the mobile apps and games markets, touted as the fastest growing marketplaces worldwide. At the moment, the impact of the mobile economy is undeniably high, and it does not show signs of stalling. As we look ahead and start the 'return to physical', we can see new mobile habits take shape in our everyday life. Today, people conduct most daily functions via graphical user interfaces, due to the increasing technology-mediated nature of all human praxis, such as socializing, work, education, and entertainment. The interaction is realized on various different platforms, be they on desktop, mobile devices, VR or (smart) TVs. Although user interfaces themselves are not novel, their role is more significant now than anyone could have imagined only a few decades ago. Attractive visual designs in user interfaces have proven to enhance many aspects concerning usability, sense of pleasure and trust, but evaluating aesthetics is challenging due to the subjective nature of user perception. Although several theories and measurement instruments have been developed in order to assess and design pleasing user interfaces, the measures remain scattered. Therefore, the aim of this dissertation is to expand knowledge on how the visual aesthetics of graphical user interfaces can be modelled, evaluated, and assessed. Through four studies, this dissertation provides an overview of the state-of-theart in the literature of measurement instruments of visual aesthetics for graphical user interfaces. The dimensions of aesthetic perception that emerge in the context of user interface elements are also examined and introduced by developing a scale for measuring perceptions. As engaging and intuitive imagery has become one of the most valuable assets in today’s attention economy, the studies also observe individual user perceptions of different demographic groups and their relationships on aesthetic qualities to determine how they predict the success of graphical elements. The publications employ methodology ranging from a systematic literature review to sophisticated, quantitative statistical modelling methods to accurately identify and address each of the described phenomena by standardized means. The findings provided by this dissertation greatly contribute to existing literature on the measurement and prediction of visually pleasing graphical user interfaces both practically and theoretically. Advancing knowledge and guidelines in this fast-paced field requires assessment from a wide perspective, including the observation of prior work, and the adaptation of measures to the modern economy by highlighting user behavior and preferences. This is particularly important in the milieu of the increasingly growing prevalence of graphical user interfaces that will continue shaping our lives in ways unimaginable

    Seeing the City Digitally

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    This book explores what's happening to ways of seeing urban spaces in the contemporary moment, when so many of the technologies through which cities are visualised are digital. Cities have always been pictured, in many media and for many different purposes. This edited collection explores how that picturing is changing in an era of digital visual culture. Analogue visual technologies like film cameras were understood as creating some sort of a trace of the real city. Digital visual technologies, in contrast, harvest and process digital data to create images that are constantly refreshed, modified and circulated. Each of the chapters in this volume examines a different example of this processual visuality is reconfiguring the spatial and temporal organisation of urban life

    Seeing the City Digitally

    Get PDF
    This book explores what's happening to ways of seeing urban spaces in the contemporary moment, when so many of the technologies through which cities are visualised are digital. Cities have always been pictured, in many media and for many different purposes. This edited collection explores how that picturing is changing in an era of digital visual culture. Analogue visual technologies like film cameras were understood as creating some sort of a trace of the real city. Digital visual technologies, in contrast, harvest and process digital data to create images that are constantly refreshed, modified and circulated. Each of the chapters in this volume examines a different example of this processual visuality is reconfiguring the spatial and temporal organisation of urban life

    The Queer Allure of Digital Sociality

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    This dissertation explores the resonance between queer sociality and emergent forms of digital communication. Drawing from queer theory and LGBTQ social histories, this dissertation charts the convergence of digital social modulation with the polyvalence, promiscuity, and mutability of queer sociality. A close analysis of the infrastructure and design of Facebook, Snapchat, Grindr, and other queered social media platforms demonstrates how digital capitalism’s desire for lifelong compulsive engagement is in part facilitated by an appropriation of the ongoingness of queer sexuality and relationality. In highlighting the key role of temporality, aesthetic, and affect in regulating the creation and circulation of digital media, this dissertation frames a socio-political landscape that has moved away from the rational human subject. To engage with this developing landscape, a genealogy of queer computation and an analysis of corporeal and ecological data systems are presented to suggest a generative, digital, queer method

    KEER2022

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    AvanttĂ­tol: KEER2022. DiversitiesDescripciĂł del recurs: 25 juliol 202

    Elimination of doubt : methods for a predictive design to direct and optimize the flow of visitors

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    Ympäristömme globaalistuu ja monimutkaistuu kaiken aikaa. Prosessi näkyy muun muassa kansainvälisen liikenteen solmukohdissa. Esimerkiksi lentokentät ovat kyseisiä eri kulttuurien keskinäisen vuorovaikutuksen kohtia. Eri kulttuureista tulevien ihmisten pitää osata orientoitua vieraassa ja usein sekavassa ympäristössä. Jotta toiminta olisi sujuvaa näissä solmukohdissa, on suunnistamiseen tarvittavan tiedon oltava nopeasti omaksuttavaa ja ymmärrettävää. Monet muotoilijat ja suunnittelijat ajattelevat, että opastejärjestelmät ovat reduktionistisia ja mekanistisia syy-seuraus systeemejä. On kuitenkin ilmeistä, että kansainvälisesti harmonisoimattomien piktogrammien kyky välittää informaatiota on epäonnistunutta. Nykyiset kognitiotieteen havainnot osoittavat, että visuaalisen havaitsemisen ja tilallisen orientaation aikaisemmat mallit ovat vain osittain toimivia. Siispä oli syytä kysyä ”onko mahdollista tuottaa ennakoiva malli jonka avulla voi kehittää, toteuttaa ja varmistaa suunnitteluratkaisuja, jotka ohjaavat ja optimoivat vierailijoiden virtaa laajoissa julkisissa tiloissa.“ Tutkimuksen keskiössä on tästä syystä tilallisessa orientoitumisessa tapahtuva kulttuurinen merkityksellistäminen ja paikkatietoisuuden lisääminen (situation awareness). Juuri tuo yksilöllinen merkityksen tuottaminen voi tarkoittaa laajaa kirjoa erilaisia tulkintoja. Paikkatietoisuuden syntymisen erilaiset mahdollisuudet yhdessä erilaisten menetelmien kanssa voivat tuottaa ratkaisuja suunnitteluprosessiin. Suunnitteluprosessissa voidaan ottaa huomioon myös havaintopsykologisia näkökulmia. Kaiken kaikkiaan tämä johtaa systeemis-holistiseen ja käyttäjäkeskeiseen ajatteluun julkisten tilojen opastejärjestelmien suunnittelun kehityksessä. Esitän myös käytännöllisen ratkaisun opastejärjestelmien suunnitteluun ja arviointiin tarkastelemalla olemassa olevien järjestelmien rakennetta ja parametreja sekä niiden kehitystyötä. Työ sisältää yhteensä yhdeksän tapaustarkastelua. Tutkimusmenetelminä käytin laadullista havainnointia ja kvantitatiivista analyysiä. Havainnoin ja tulkitsin etnisiä tottumuksia ja henkilökohtaisia näkemyksiä. Tekemäni kyselyjen perusteella näyttää siltä, että konstruoimaani mallia voitaisiin käyttää kehittämisen ja todentamisen välineenä.The rapid development of international traffic characterizes our increasingly globalized and ever more complex world. Nodal points (for example, airports) have formed where people from various cultural backgrounds and with differing levels of educational attainment need to reorient themselves in a unfamiliar and often confusing environment. A key condition to ensure everything works smoothly in such an international junction is the extremely fast reception and processing of information by everyone involved. The dominant school of thought among many designers and planners of guidance and routing systems is still a reductionist and mechanistic one (cause - effect). It has become apparent that the use of non-internationally harmonized pictograms as information carriers has failed completely. Recent findings in the field of cognitive science demonstrate convincingly that previous models of visual perception and spatial orientation can only highlight partial aspects. For these aspects, the question has arisen: “Is there a possibility to evolve a predictive system to develop, implement and verify design solutions to direct and optimize the flow of visitors in large public spaces?” Therefore, the moment of semiosis of the orientation seekers moved into the focus of the investigation. This moment of meaning-making, which is perceived by every individual differently, spans the entire spectrum of the perception of the designated item (the optical characteristic of the character substrate) between manifold interpretation or absolute certainty. The various viewing options of “situational awareness” with the help of various methodologies provide solutions for the design process. Taking the aspects of perceptual psychology into account leads to the development of a systemic/holistic and user-centred design of orientation systems in public spaces. Identifying and consulting the predictive parameters in a systematic process could show a practicable solution for the planning and evaluation of guidance and routing systems. In various national and international case studies, the process reliability and processing quality of this solution were demonstrated. Involving mixed research methodologies of qualitative observation and quantitative analysis, it was possible to develop a workable model. Through observation and interpretation, ethnic habits and personal views were taken into account to develop the methods. The use of questionnaires or surveys created statistics to prove or disprove the hypothetical model. The capacity of the presented model and the operationalization of the research demonstrated an effective method for overcoming barriers of age, language and culture. The publication satisfies, therefore, the criteria of the academic quality of a practice-based Ph.D
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