10 research outputs found

    Measuring environments for public displays: a Space Syntax approach

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    This paper reports on an on-going project, which is investigating the role that location plays in the visibility of information presented on a public display. Spatial measures are presented, derived from the architectural theory of Space Syntax. These are shown to relate to the memorability of words and images presented on different displays. Results show a complex pattern of interactions between the size and shape of spaces in which displays are situated and the memorability of different types of representations depicted. This approach offers a new way to consider the role of space in guiding and constraining interaction in real settings: a growing concern within HCI and Ubicomp

    People Watcher: an app to record and analyzing spatial behavior of ubiquitous interaction technologies

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    In this paper we argue that interfaces embedded in the world, one of the core objectives of ubiquitous computing, require interaction designers and researchers to have a stronger understanding of the environment as an aspect of the interaction process. We suggest that the interaction community needs new tools to accurately record and, as importantly, analyze interaction in space. We present one solution: People Watcher, a freely downloadable, iPad Application, specifically designed to address the ‘usability in space’ issues. The paper reports a case study of the software’s use. We go on to encourage researchers to adopt this tool as part of the wider process of understanding the effect of the spatial context in interaction design

    Entry and access : how shareability comes about

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    Shareability is a design principle that refers to how a system, interface, or device engages a group of collocated, co-present users in shared interactions around the same content (or the same object). This is broken down in terms of a set of components that facilitate or constrain the way an interface (or product) is made shareable. Central are the notions of access points and entry points. Entry points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Access points enable users to join a group's activity, allowing perceptual and manipulative access and fluidity of sharing. We show how these terms can be useful for informing analysis and empirical research

    Exploring the effect of spatial layout on mediated urban interactions

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    In this paper we focus on the spatial configuration and emergent social interactions in two locations in London mediated by interactive and networked urban displays. Our analysis draws upon interactions mediated through displays we implemented in the real world connecting four urban spaces [1]. We outline our case study and the methodology we implemented, including the analysis of the spatial layout on the micro/local scale in two sites, followed by the observations of social behavior and technologically mediated interactions by actors, spectators and passers-by during two community events, before finally outlining the following identified interaction zones: 1) direct interaction space surrounding the display (direct); 2) the surrounding public space (wide); and 3) across spatial boundaries i.e. the remotely connected space through networked displays (connected) over time. We highlight site-specific interactions and compare them to the more generic types of interactions, thus contributing to the understanding of mediated social interactions. We suggest that the properties of the spatial layout play a significant role and, to a certain extent, frame the type of interactions mediated through public displays. We highlight in particular the dynamic and interconnected nature of this mediation, defined through the spatial layout, people, type of social activities, and time of the day

    Equal opportunities: Do shareable interfaces promote more group participation than single users displays?

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    Computers designed for single use are often appropriated suboptimally when used by small colocated groups working together. Our research investigates whether shareable interfaces–that are designed for more than one user to inter-act with–can facilitate more equitable participation in colocated group settings compared with single user displays. We present a conceptual framework that characterizes Shared Information Spaces (SISs) in terms of how they constrain and invite participation using different entry points. An experiment was conducted that compared three different SISs: a physical-digital set-up (least constrained), a multitouch tabletop (medium), and a laptop display (most constrained). Statistical analyses showed there to be little difference in participation levels between the three conditions other than a predictable lack of equity of control over the interface in the laptop condition. However, detailed qualitative analyses revealed more equitable participation took place in the physical-digital condition in terms of verbal utterances over time. Those who spoke the least contributed most to the physical design task. The findings are discussed in relation to the conceptual framework and, more generally, in terms of how to select, design, and combine different display technologies to support collaborative activities

    Using isovist views to study placement of large displays in natural settings

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    A Conceptual Model of Exploration Wayfinding: An Integrated Theoretical Framework and Computational Methodology

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    This thesis is an attempt to integrate contending cognitive approaches to modeling wayfinding behavior. The primary goal is to create a plausible model for exploration tasks within indoor environments. This conceptual model can be extended for practical applications in the design, planning, and Social sciences. Using empirical evidence a cognitive schema is designed that accounts for perceptual and behavioral preferences in pedestrian navigation. Using this created schema, as a guiding framework, the use of network analysis and space syntax act as a computational methods to simulate human exploration wayfinding in unfamiliar indoor environments. The conceptual model provided is then implemented in two ways. First of which is by updating an existing agent-based modeling software directly. The second means of deploying the model is using a spatial interaction model that distributed visual attraction and movement permeability across a graph-representation of building floor plans

    ‘Chronovist’ conceptualisation method: exploring new approaches to structuring narrative in interactive immersive audio/visual media.

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    This research investigates whether the application of the initially literary concepts of Bakhtin’s ‘chronotope’ and ‘utterance’ to the field of interactive narrative audio-visual media can lead to the development of new approaches to structuring narratives. By extending Bakhtin’s concepts to the analysis of interactive immersive audio-visual media I analyse interactive immersive cinema as a first-person experience of a chronotope. Further, I propose to approach chronotope as a real physical space or environment and I supplement the concept of chronotope with an architectural concept of Benedikt’s isovist, expanding its definition from ‘location-specific patterns of visibility’ to a general term for calculating the distribution of a certain spatial or temporal attribute from a vantage point throughout the space. The result is a new conceptualisation tool, which I call ‘the dynamic isovist of a chronotope’, or a ‘chronovist’. The research discusses the implications of this tool for interactive immersive cinema authorship and shows how it can lead to new narrative paradigms (models). It maps the practical uses of such approaches for interactive authors, as well as for authors migrating to interactive i mmersive cinema from conventional (non-interactive) filmmaking, and suggests how existing interactive works by other artists can be ‘remixed’ using the chronovist approach. Using one of my feature films, ‘Dog’s Paradise’, which was completed while undertaking this research, I analyse narrative devices used in the film that were developed using the chronovist approach and suggest how the film could be further developed as an interactive cinema piece. The research also suggests how this conceptualisation tool can be extended to other ‘genres’ of interactive art and what its implications might be for future researchers and interactive authors

    Hidden Complexities of the Frankish Castle : Social Aspects of Space in the Configurational Architecture of Frankish Castles in the Holy Land, 1099-1291

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    Dit volume in de ASLU-serie bestudeert Frankische kastelen met als doel het in kaart brengen van de relatie van de toenmalige bewoners met de geconstrueerde ruimte. Dit onderzoek biedt nieuwe inzichten in het functioneren van het fort, zowel in de functie als bescherming tegen vijandige machten, als de invloed van het gebouw op het gedrag van de bewoners binnen de muren van deze kastelen. This volume of ASLU presents an approach to Frankish castles with the space syntax, a method and theory that aims to study the relationship people have with built space. Employing space syntax on crusader castles brought new insights into the functioning of the fortress both in the social structure and behaviour of the inhabitants of the castles.9789400600393 (eisbn)Wetensch. publicati
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