16,245 research outputs found

    Their memory:exploring veterans’ voices, virtual reality and collective memory

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    This paper focuses on the virtual reality (VR) project Their Memory and details the development and evaluation of virtual reality environments and experiences with respect to its impact on young people (14-35 demographic) with the narratives of veterans in Scotland. As part of the AHRC Immersive Experiences program, Their Memory was created to explore how game design techniques and immersive technology could be used to enhance existing historical research and enrich narratives to bring expansive experiences to hard-to-reach audiences. The project worked directly with the veterans’ charity, Poppyscotland, to create an environment and experience that would resonate with new audiences, and explore documentary and storytelling techniques for the commemoration of war and conflict. The design of the project evolved through co-design sessions with veterans and young people and culminated in the creation of a short, thought-provoking, narrative-driven experience. The VR experience enabled players to connect with the memories of veterans in Scotland and exploring the different conflicts or situations they experienced and how they make sense of them. The project brought together cross-sector expertise to research how immersive experiences can help memory-based organizations in engaging with wider audiences, raise awareness, and diversify current learning outputs. The paper details the design and development of the Virtual Reality project, through co-design, and how this engaged the audience and evolved the experience created. The paper includes a summative evaluation of events conducted with schoolchildren to assess the project and concludes with how the project evidences impact upon audiences and the potential for both technology and the experience

    Digital Western Dreaming

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    Foregrounding agency in interactive-narrative based HIV interventions

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    The HIV epidemic has severely affected many parts of the world, especially Sub­ Saharan Africa. There is clear evidence suggesting that computer-based HIV prevention interventions are efficient. Interactive‐narrative is just beginning to be explored for Technology-Based Learning. I inspect the concept of agency afforded by interactivity and participation to determine the possibilities of interactive-narrative in HIV interventions. By scrutinising three noteworthy instances of interactive-narrative based HIV interventions, I extract evaluative criteria that this format facilitates, in the way that it can preference user choice. I conclude that while platform and content may form a significant element of a successful intervention, it is the elements of navigability, identification, co-creation, immersion and transformation that direct the agency When these are interwoven successfully, interactive-­narrative becomesA research report submitted to the Faculty of Humanities University of the Witwatersrand, Johannesburg, in partial fulfilment of the requirements for the degree of Master of Arts in Digital Arts (Interaction Design), 2017MC201

    Interpretation at the controller's edge: designing graphical user interfaces for the digital publication of the excavations at Gabii (Italy)

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    This paper discusses the authors’ approach to designing an interface for the Gabii Project’s digital volumes that attempts to fuse elements of traditional synthetic publications and site reports with rich digital datasets. Archaeology, and classical archaeology in particular, has long engaged with questions of the formation and lived experience of towns and cities. Such studies might draw on evidence of local topography, the arrangement of the built environment, and the placement of architectural details, monuments and inscriptions (e.g. Johnson and Millett 2012). Fundamental to the continued development of these studies is the growing body of evidence emerging from new excavations. Digital techniques for recording evidence “on the ground,” notably SFM (structure from motion aka close range photogrammetry) for the creation of detailed 3D models and for scene-level modeling in 3D have advanced rapidly in recent years. These parallel developments have opened the door for approaches to the study of the creation and experience of urban space driven by a combination of scene-level reconstruction models (van Roode et al. 2012, Paliou et al. 2011, Paliou 2013) explicitly combined with detailed SFM or scanning based 3D models representing stratigraphic evidence. It is essential to understand the subtle but crucial impact of the design of the user interface on the interpretation of these models. In this paper we focus on the impact of design choices for the user interface, and make connections between design choices and the broader discourse in archaeological theory surrounding the practice of the creation and consumption of archaeological knowledge. As a case in point we take the prototype interface being developed within the Gabii Project for the publication of the Tincu House. In discussing our own evolving practices in engagement with the archaeological record created at Gabii, we highlight some of the challenges of undertaking theoretically-situated user interface design, and their implications for the publication and study of archaeological materials

    CGAMES'2009

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    Designing an educational interactive eBook for newly diagnosed children with type 1 diabetes: Mapping a new design space

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    peer-reviewedIn this paper, we report on a project investigating the role of Interactive Technologies (IT) and participatory design methods in supporting self-care practices in paediatric Type 1 Diabetes Mellitus (T1DM). In particular, we discuss the design of an educational interactive eBook to support newly diagnosed children and their families in learning about effective management outside the clinical–medical consultation. We use our design as an illustration of a potential new design space for type 1 diabetes learning resources. We map this space by identifying a series of oppositions that helps us to explore new design assumptions that could better support the education of newly diagnosed children and families: learning alone vs learning together, medical vs patient perspective, prescriptive language vs narratives and social stories, and static vs interactive educational contents. Through a discussion of these shifting of points of focus in the design of educational products in T1DM, we hope to open up new opportunities to rethink the design of tools to support the education of paediatric diabetes (and possibly of other chronic diseases and conditions)

    Abstracts: HASTAC 2017: The Possible Worlds of Digital Humanities

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    The document contains abstracts for HASTAC 2017
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