2,161 research outputs found
Supporting collaboration and engagement using a whiteboard-like display
Large interactive display surfaces have the potential to combine the simplicity, spontaneity and presence of a conventional whiteboard with the convenience, clarity, and archiving and retrieval capabilities of a computer display. Recent developments in display projection and large surface digitising have brought the cost of such displays to a level where they can be utilised to support a range of everyday activities. This paper describes the LIDS (Large Interactive Display Surfaces) project, recently commenced at the University of Waikato. LIDS focuses on the use of low-cost whiteboard-like shared interactive displays, and is exploring whiteboard metaphors and lightweight interaction techniques to support group collaboration and engagement. Three closely related application areas are being studied: (i) support for single and multiple site meetings and informal discussions, (ii) the use of such displays in teaching, and (iii) their use in personal information management
The orienting mouse: An input device with attitude
This paper presents a modified computer mouse, the Orienting Mouse, which delivers orientation as an additional dimension of input; when the mouse is moved on a flat surface it reports, in addition to the conventional x, y translation, angular rotation of the device in the x, y plane.
The orienting mouse preserves important properties of the standard mouse; all measurements are relative and movement is tracked only while the mouse is on its flat surface. If the user lets go of the mouse, leaving it on the surface, its position and orientation do not change until it is touched again. Picking the mouse up and putting it down in a different orientation leaves the angle and position unchanged.
While the concept of sensing mouse rotation is not new, our work focuses on movement and navigation in 3D, rather than on precision positioning tasks. We describe a number of sample applications developed to test its effectiveness in this context. Specific features exploited and described include (i) an algorithm for calculating the mouse angle which cancels drift between the two sensors, and (ii) the use of angular gearing which avoids unnatural and uncomfortable hand positions when moving through large angles; informal user testing validates this idea
Using gaming paratexts in the literacy classroom
This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts
Why aren't we all living in Smart Homes
Visions of the Future, like the Jetsons cartoons, show homes which are smart and able to control household appliances, to make living easier and more comfortable. Although much research has been carried out into the effectiveness of different visualisation techniques for conveying useful energy consumption information to householders, and in techniques for controlling the timing and coordination of appliance use, these techniques have failed to achieve widespread penetration, and the vision still seems far from a reality. This paper examines the reasons why smart home technologies have so far failed to have any real impact, which is intricately intertwined with the design of visualisations in this context, and why we are not already living in Smart Homes. It examines these questions under four sections: Technology, Consumers, Electricity retailers and Government agencies, using examples from New Zealand’s electricity sector
Casual mobile screen sharing
The concept of casual screen sharing is that multiple users can cast screen images from their personal hand-held devices on to a large shared local screen. It has applications in personal and business domains where documents or images need to be discussed in a shared environment. The ‘casual’ qualifier implies that the overheads of this sharing should be minimal. Implementation of casual screen sharing poses two general problems: sending content from multiple devices with minimal or no authentication/authorisation, and displaying this content on the larger screen. This paper proposes a solution and describes the development of a prototype, CasualShare
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Gaming capital: Rethinking literacy
This paper is part of the symposium: Gameplay, gameplayers and gaming capital: Exploring intersections between games, education and adolescent subjectivities in virtual worlds PEER REFEREEING REQUIRED In rethinking literacy education in light of unprecedented technological change, this paper reports on adolescent gamers and their accumulation of gaming capital. This is in opposition to more pervasive assumptions about gaming as mindless entertainment, learning simulations, ideological tools and interactive mediums for the masses. We see the need to research the medium of games in their entirety, exploring their uniqueness as a medium--while at the same time--making connections to a wider media ecology (Fuller, 2005) that includes more than the games themselves. This media ecology of videogames is demonstrated in part by the 'paratextual' (Consalvo, 2007) industries that support game play, production and design. The 'paratext' is central to gaming capital in creating individual and group systems of distinction within gaming culture. Because we understand videogames as actions across social fields enacted through the actions of players or 'operators' on software, we also deem it necessary to understand both the operator and machines' diegetic and non-diegetic actions (Galloway, 2006). This distinction allows us to think about games as more than texts, literacy practices and narratives, which highlights games' significance in technoclture as systems (Salen, 2008), procedures (Bogost, 2007), algorithms (Galloway, 2006; Wark, 2007), configurations and code (Lessig, 1999; Manovich, 2001). In conclusion we provide a series of interview questions developed to uncover adolescents' gaming capital. We also propose a heuristic to map a players' total volume of gaming capital to better understand how gaming capital establishes trajectories of exchange between cultural and economic capitals and its implications for literacy education
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Playing public health: building the HIVe
In thinking through the impact of digital media on how frontline workers, activists, practitioners and researchers understand and fight HIV and AIDS, it is important to acknowledge that digital media does not only provide new channels and strategies for communicating information around HIV prevention and education. It also establishes innovative domains for conceiving of, and building, ‘resilient communities’ like The HIVe. Such digital interventions are cultural assets that confront biomedical and behavioural approaches to HIV prevention and education. Immersive and social technologies, network ubiquity and low cost mobile phones provide new tools for aggregating, representing, collecting and disseminating community-based and led data that ‘plays’ public health differently. This play involves fore-fronting the success of social science HIV prevention and education against the essentialist logic of dominant biomedical approaches. ‘Playing public health’ provides an entirely new and comprehensive picture of the agency of the HIV virus that goes beyond the pathology of the individual. This paper proposes the goal of putting HIV prevention back into the ‘game’ of public health and playing it to win by building The HIVe
Tracking battery state-of-charge in a continuous use off-grid electricity system
The growing importance of batteries in the delivery of primary energy, for example in electric vehicles and isolated off-grid electricity systems, has added weight to the demand for simple and reliable measures of a battery’s remaining stored energy at any time. Many approaches to estimating this battery state-of-charge exist, ranging from those based on a full appreciation of the chemistry and physics of the storage and delivery mechanisms used, and requiring extensive data on which to base an estimate, to the naïve and simple, based only, for example, on the terminal voltage of the battery. None, however, is perfect, and able to deliver a simple percentage-full figure, as in a fuel gauge. The shortcomings are due to a range of complicating factors, including the impact of rate of charge, rate of discharge, battery aging, and temperature, to name just some of these.
This paper presents a simple yet effective method for tracking state-of-charge in an off-grid electricity system, where batteries are in continuous use, preventing static parameter measurements, and where charge/discharge cycles do not necessarily follow an orderly sequence or pattern. A reliable indication of state-of-charge is, however, highly desirable, but need be only of fuel gauge precision, say to the nearest 12-20%. The algorithm described utilises knowledge of the past, and constantly adapts parameters such as charge efficiency and total charge capacity based on this knowledge, and on the occurrence of specific identifiable events such as zero or full charge
Power and energy visualization for the micro-management of household electricity consumption
The paper describes a pilot system for the detailed management of domestic electricity consumption aimed at minimizing demand peaks and consumer cost. Management decisions are made both interactively by consumers themselves, and where practical, automatically by computer. These decisions are based on realtime pricing and availability information, as well as current and historic usage data. The benefits of the energy strategies implied by such a system are elaborated, showing the potential for significant peak demand reduction and slowing of the need for growth in generation capacity. An overview is provided of the component technologies and interaction methods we have designed, but the paper focuses on the communication of real-time information to the consumer through a combination of specific and ambient visualizations. There is a need for both overview information (eg how much power is being used right now; how much energy have we used so far today; what does it cost?) and information at the point-of-use (is it OK to turn this dryer on now, or should I wait until later?). To assist the design of these visualizations, a survey is underway aimed at establishing people's understanding of power and energy concepts
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