88 research outputs found

    Mobile Computing

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    Emerging technologies for learning report (volume 3)

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    Learning to live in thick interface

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    As media platforms shift towards more dynamic interfaces, the separation between user and content grows infinitely. While advertised as thin, light, and seamless, these platforms mask a thick and complicated space in which society must navigate. This is what I call the “Thick Interface.” The Thick Interface is the portal we use to toggle back and forth and through which we communicate. It is solid and porous, physical and digital, enhancing and diminishing. It may also be a combination of these things simultaneously, or none at all. My work highlights—rather than masks—the complexity of this space through interaction, participation, and analogy. I visualize and reveal the relationship between the decisions we make in contemporary media platforms and the ramifications of those decisions. Throughout this thesis, slowness and disruption are valued over speed and invisibility. Inside the Thick Interface, I argue that the most valuable tool is not a specific software or markup language; it is the glitch. The glitch is the moment where the thickness of the interface is revealed. Defined as a temporary disruption that provides resistance, has materiality, and leaves a residue of its existence, the glitch agitates the entanglement of our digital and physical experiences. Through designing for and expanding glitches, my work enhances and uncovers the materiality of the surfaces and spaces with which we interact. Offering alternative methods for graphic design thinking, it facilitates understanding of the relationship between tactile and virtual moments, crafting experiences that migrate between environments and add layers of interference to reveal that which goes unnoticed. The graphic designer is more than just a stylist of the edges, the data, and the periphery of these systems. He is an interface in his own right, visualizing the reality of the systems themselves. In this context, the practice of graphic design expands beyond the page as a position of establishing frameworks for how we see, clarify, understand, and interact in evolving environments through narrative, tactility, and spatial metaphors

    Autonomous Exchanges: Human-Machine Autonomy in the Automated Media Economy

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    Contemporary discourses and representations of automation stress the impending “autonomy” of automated technologies. From pop culture depictions to corporate white papers, the notion of autonomous technologies tends to enliven dystopic fears about the threat to human autonomy or utopian potentials to help humans experience unrealized forms of autonomy. This project offers a more nuanced perspective, rejecting contemporary notions of automation as inevitably vanquishing or enhancing human autonomy. Through a discursive analysis of industrial “deep texts” that offer considerable insights into the material development of automated media technologies, I argue for contemporary automation to be understood as a field for the exchange of autonomy, a human-machine autonomy in which autonomy is exchanged as cultural and economic value. Human-machine autonomy is a shared condition among humans and intelligent machines shaped by economic, legal, and political paradigms with a stake in the cultural uses of automated media technologies. By understanding human-machine autonomy, this project illuminates complications of autonomy emerging from interactions with automated media technologies across a range of cultural contexts

    Combining Coordination and Organisation Mechanisms for the Development of a Dynamic Context-aware Information System Personalised by means of Logic-based Preference Methods

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    The general objective of this thesis is to enhance current ICDs by developing a personalised information system stable over dynamic and open environments, by adapting the behaviour to different situations, and handle user preferences in order to effectively provide the content (by means of a composition of several information services) the user is waiting for. Thus, the system combines two different usage contexts: the adaptive behaviour, in which the system adapts to unexpected events (e.g., the sudden failure of a service selected as information source), and the information customisation, in which the system proactively personalises a list of suggestions by considering user’s context and preferences

    Smart Citizens

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    Tangible auditory interfaces : combining auditory displays and tangible interfaces

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    Bovermann T. Tangible auditory interfaces : combining auditory displays and tangible interfaces. Bielefeld (Germany): Bielefeld University; 2009.Tangible Auditory Interfaces (TAIs) investigates into the capabilities of the interconnection of Tangible User Interfaces and Auditory Displays. TAIs utilise artificial physical objects as well as soundscapes to represent digital information. The interconnection of the two fields establishes a tight coupling between information and operation that is based on the human's familiarity with the incorporated interrelations. This work gives a formal introduction to TAIs and shows their key features at hand of seven proof of concept applications

    Software of the Oppressed: Reprogramming the Invisible Discipline

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    This dissertation offers a critical analysis of software practices within the university and the ways they contribute to a broader status quo of software use, development, and imagination. Through analyzing the history of software practices used in the production and circulation of student and scholarly writing, I argue that this overarching software status quo has oppressive qualities in that it supports the production of passive users, or users who are unable to collectively understand and transform software code for their own interests. I also argue that the university inadvertently normalizes and strengthens the software status quo through what I call its “invisible discipline,” or the conditioning of its community—particularly students, but also faculty, librarians, staff, and other university members—to have little expectation of being able to participate in the governance or development of the software used in their academic settings. This invisible discipline not only fails to prepare students for the political struggles and practical needs of our digital age (while increasing the social divide between those who program digital technology and those who must passively accept it), but reinforces a lack of awareness of how digital technology powerfully mediates the production, circulation, and reception of knowledge at individual and collective levels. Through this analysis, I hope to show what a liberatory approach to academic technology practices might look like, as well as demonstrate—through a variety of alternative software practices in and beyond the university—the intellectual, political, and social contributions these practices might contribute to higher education and scholarly knowledge production at large. I conclude the dissertation with suggestions for “reprogramming” iv our academic technology practices, an approach that I also explored in practice in the production of this dissertation. As I describe in the Afterword, the genesis of this dissertation, as well as the production, revision, and dissemination of its drafts, were generated as part of two digital projects, Social Paper and #SocialDiss, each of which attempted in their own small way to resist the invisible discipline and the ways that conventional academic technology practices structure intellectual work. The goal of this dissertation and its related digital projects is thus to help shine light on the exciting intellectual and political potential of democratizing software development and governance in and through educational institutions
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