33,401 research outputs found

    FM radio: family interplay with sonic mementos

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    Digital mementos are increasingly problematic, as people acquire large amounts of digital belongings that are hard to access and often forgotten. Based on fieldwork with 10 families, we designed a new type of embodied digital memento, the FM Radio. It allows families to access and play sonic mementos of their previous holidays. We describe our underlying design motivation where recordings are presented as a series of channels on an old fashioned radio. User feedback suggests that the device met our design goals: being playful and intriguing, easy to use and social. It facilitated family interaction, and allowed ready access to mementos, thus sharing many of the properties of physical mementos that we intended to trigger

    Supporting social innovation through visualisations of community interactions

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    Online communities that form through the introduction of sociotechnical platforms require significant effort to cultivate and sustain. Providing open, transparent information on community behaviour can motivate participation from community members themselves, while also providing platform administrators with detailed interaction dynamics. However, challenges arise in both understanding what information is conducive to engagement and sustainability, and then how best to represent this information to platform stakeholders. Towards a better understanding of these challenges, we present the design, implementation, and evaluation of a set of simple visualisations integrated into a Collective Awareness Platform for Social Innovation platform titled commonfare.net. We discuss the promise and challenge of bringing social innovation into the digital age, in terms of supporting sustained platform use and collective action, and how the introduction of community visualisations has been directed towards achieving this goal

    A Narrative Approach to Human-Robot Interaction Prototyping for Companion Robots

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    © 2020 Kheng Lee Koay et al., published by De Gruyter This work is licensed under the Creative Commons Attribution 4.0 International License. https://creativecommons.org/licenses/by/4.0/This paper presents a proof of concept prototype study for domestic home robot companions, using a narrative-based methodology based on the principles of immersive engagement and fictional enquiry, creating scenarios which are inter-connected through a coherent narrative arc, to encourage participant immersion within a realistic setting. The aim was to ground human interactions with this technology in a coherent, meaningful experience. Nine participants interacted with a robotic agent in a smart home environment twice a week over a month, with each interaction framed within a greater narrative arc. Participant responses, both to the scenarios and the robotic agents used within them are discussed, suggesting that the prototyping methodology was successful in conveying a meaningful interaction experience.Peer reviewe

    3D printing and immersive visualization for improved perception of ancient artifacts

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    This article investigates the use of 3D immersive virtual environments and 3D prints for interaction with past material culture over traditional observation without manipulation. Our work is motivated by studies in heritage, museum, and cognitive sciences indicating the importance of object manipulation for understanding present and ancient artifacts. While virtual immersive environments and 3D prints have started to be incorporated in heritage research and museum displays as a way to provide improved manipulation experiences, little is known about how these new technologies affect the perception of our past. This article provides first results obtained with three experiments designed to investigate the benefits and tradeoffs in using these technologies. Our results indicate that traditional museum displays limit the experience with past material culture, and reveal how our sample of participants favor tactile and immersive 3D virtual experiences with artifacts over visual non-manipulative experiences with authentic objects. This paper is part of a larger study on how people perceive ancient artifacts, which was partially funded by the University of California Humanities Network and the Center for the Humanities at the University of California, Merced.This is the author accepted manuscript. The final version is available from MIT Press via http://dx.doi.org/10.1162/PRES_a_0022

    Understanding Playground Behaviors And Injury Potential To Elementary Children

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    Injuries on school playgrounds have increased in recent times despite widespread adoption of playground equipment standards published by the Consumer Product Safety Commission. The cost of increased insurance premiums and a moral obligation to protect children on a playground while at recess increase liability exposures for a school district. This study explored the behaviors exhibited by elementary school children and playground monitors and the subsequent occurrence of increased or decreased risk potential. The project utilized analytic induction and unobtrusive observations to observe critical incidents that occurred during recess. The behaviors of the children and the monitors were targeted to produce procedures for monitoring playground safety. The study concluded that a four prong playground safety initiative be implemented for proper management of playground behaviors. The recommended behavior based approach consists of pre-usage inspections for general maintenance and hazards, playground monitor training for hazard recognition, playground behavior evaluations, and assignment of monitor duties to include one play leader

    Facets and Correlates of Sexuality in Late Adulthood

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    Die Altersforschung beleuchtete in den letzten Dekaden diverse Aspekte von sozialen Beziehungen im Alter, dabei blieb SexualitĂ€t allerdings hĂ€ufig unberĂŒcksichtigt. Gleichzeitig zeigte die Sexualforschung, dass viele Ă€ltere Erwachsene davon berichten, sexuell aktiv zu sein, und dass sexuelle AktivitĂ€t im Alter mit Indikatoren erfolgreichen Alterns zusammenhĂ€ngt. Im Rahmen dieser Dissertation wurden drei empirische Studien durchgefĂŒhrt, um neue Erkenntnisse ĂŒber die SexualitĂ€t im Alter und ihre Korrelate zu gewinnen. SexualitĂ€t wurde dabei als ein facettenreiches Konstrukt verstanden, was zu dem Ansatz fĂŒhrte, verschiedene Aspekte von SexualitĂ€t zu unterscheiden: sexuelle AktivitĂ€t, sexuelle Gedanken, IntimitĂ€t, Bedeutsamkeit der SexualitĂ€t, sexuelles VergnĂŒgen, erlebte körperliche NĂ€he und gewĂŒnschte körperliche NĂ€he. Um neue Erkenntnisse ĂŒber die Natur der SexualitĂ€t im Alter zu gewinnen, wurden ZusammenhĂ€nge von SexualitĂ€t mit dem Alter und der Zugehörigkeit zu einer bestimmten Geburtskohorte untersucht, sowie berichtete Alltagsschwankungen in erlebter und gewĂŒnschter körperlicher NĂ€he. FĂŒr ein breiteres VerstĂ€ndnis der Korrelate der SexualitĂ€t im Alter wurden ZusammenhĂ€nge mit mehreren psychosozialen Faktoren unter gleichzeitiger BerĂŒcksichtigung soziodemographischer Merkmale und physischer Gesundheit analysiert. Das Ergebnismuster in Bezug auf die ZusammenhĂ€nge mit psychosozialen Faktoren ergab relevante Unterschiede. Zum Beispiel hing eine bestehende Partnerschaft mit hĂ€ufigerer sexueller AktivitĂ€t, hĂ€ufigeren sexuellen Gedanken und mehr erlebten IntimitĂ€tsgefĂŒhlen zusammen. DafĂŒr sagte eine lĂ€ngere Beziehungsdauer weniger sexuelle AktivitĂ€t und weniger sexuelle Gedanken, aber nicht weniger IntimitĂ€tsgefĂŒhle voraus. Die NĂŒtzlichkeit der Unterscheidung verschiedener Facetten von SexualitĂ€t wird diskutiert und der notwendige Einbezug von SexualitĂ€t als ein Aspekt enger sozialer Beziehungen im Alter betont.Over the past decades, aging research has provided valuable insights into close social relationships in late adulthood, however, sexuality has often been left out of focus. At the same time, there is accumulating evidence for considerable proportions of older adults engaging in sexual activity. Correspondingly, initial evidence exists for an active sex life being related to indicators of successful aging. Thus, there is a need for theoretical and empirical integration. Within the scope of this cumulative doctoral thesis, we investigated sexuality in late adulthood to provide new insights into its nature and correlates. Within three empirical studies, we applied a multifaceted approach to sexuality and altogether distinguished seven facets of sexuality: sexual activity, sexual thoughts, intimacy, importance of sexuality, enjoyment of sexuality, physical intimacy experienced, and physical intimacy wished. To provide new insights into the nature of sexuality in late adulthood, we examined age differences, cohort differences and daily fluctuations within its several facets. To investigate the correlates of sexuality in late adulthood, we examined the associations between the facets of sexuality and a number of psychosocial factors, while accounting for sociodemographic and physical health factors. As expected, the pattern of results differed by facet of sexuality, and we found both common and facet-specific associations between the facets of sexuality and the psychosocial factors examined. For example, having a partner was associated with more frequent sexual activity, more frequent sexual thoughts and more feelings of intimacy. In turn, longer relationship duration was related to less frequent sexual activity and sexual thoughts, but not less intimacy. We discuss the utility of distinguishing different facets of sexuality and argue for the need of considering sexuality as linked with close social relationships in late adulthood

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity
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