780 research outputs found
Mixed Reality Architecture: Concept, Construction, Use
Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build around us. However, by providing a flexible spatial topology spanning physical and virtual environments it presents new opportunities for social interaction across electronic media. An experimental MRA is described that allowed us to study some of the emerging issues in this field. It provided material for the development of a framework describing virtual and physical spaces, the links between those and the types of mixed reality structure that we can envisage it being possible to design using these elements. We propose that by re-introducing a level of spatiality into communication across physical and virtual environments MRA will support everyday social interaction, and may convert digital communication media from being socially conservative to a more generative form familiar from physical space
Supporting ethnographic studies of ubiquitous computing in the wild
Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild
Possible thermodynamic structure underlying the laws of Zipf and Benford
We show that the laws of Zipf and Benford, obeyed by scores of numerical data
generated by many and diverse kinds of natural phenomena and human activity are
related to the focal expression of a generalized thermodynamic structure. This
structure is obtained from a deformed type of statistical mechanics that arises
when configurational phase space is incompletely visited in a severe way.
Specifically, the restriction is that the accessible fraction of this space has
fractal properties. The focal expression is an (incomplete) Legendre transform
between two entropy (or Massieu) potentials that when particularized to first
digits leads to a previously existing generalization of Benford's law. The
inverse functional of this expression leads to Zipf's law; but it naturally
includes the bends or tails observed in real data for small and large rank.
Remarkably, we find that the entire problem is analogous to the transition to
chaos via intermittency exhibited by low-dimensional nonlinear maps. Our
results also explain the generic form of the degree distribution of scale-free
networks.Comment: To be published in European Physical Journal
From interaction to trajectories: designing coherent journeys through user experience
notes: Best of CHI 2009 Awardpublication-status: PublishedThe idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries. We put this concept to work as a lens to reflect on
published studies of complex user experiences that extend over space and time and involve multiple roles and
interfaces. We develop a conceptual framework in which trajectories explain these user experiences as journeys
through hybrid structures, punctuated by transitions, and in which interactivity and collaboration are orchestrated. Our
framework is intended to sensitize future studies, help distill craft knowledge into design guidelines and patterns,
identify technology requirements, and provide a boundary object to connect HCI with performance studies
Abstract machines: overlaying virtual worlds on physical rides
Overlaying virtual worlds onto existing physical rides and altering the sensations of motion can deliver new experiences of thrill, but designing how motion is mapped between physical ride and virtual world is challenging. In this paper, we present the notion of an abstract machine, a new form of intermediate design knowledge that communicates motion mappings at the level of metaphor, mechanism and implementation. Following a performance-led, in-the-wild approach we report lessons from creating and touring VR Playground, a ride that overlays four distinct abstract machines and virtual worlds on a playground swing. We compare the artist's rationale with riders' reported experiences and analysis of their physical behaviours to reveal the distinct thrills of each abstract machine. Finally, we discuss how to make and use abstract machines in terms of heuristics for designing motion mappings, principles for virtual world design and communicating experiences to riders
BOLLOCKS!! Designing pervasive games that play with the social rules of built environments
We propose that pervasive games designed with mechanics that are specifically in
opposition with, or disruptive of, social rules of the environment in which they are played, have
unique potential to provide interesting, provocative experiences for players. We explore this
concept through the design and evaluation of an experimental game prototype, Shhh!, inspired
by the juvenile game Bollocks, and implemented on Android mobile devices, which challenges
players to make loud noises in libraries. Six participants played the game before engaging in
semi-structured interviews, explored through inductive thematic analysis. Results suggest that
the game provoked in players a heightened awareness of social rules, as well as a complex
social dilemma of whether or not to act. We conclude by presenting a model for designing
games that play with the social, as well as physical, rules of the environments in which they are
set
The X-ray jet in the Crab Nebula: radical implications for pulsar theory?
The recent Chandra image of the Crab nebula shows a striking, axisymmetric
polar jet. It is shown that jets are formed in axisymmetric, magnetized pulsar
winds and that the jet luminosity scales relative to the total as
(\gamma_0\sigma_{eq})^{-4/3}, where \sigma_{eq} is the ratio of Poynting flux
to particle kinetic energy output at the equator at the base of the flow and
\gamma_0 the initial Lorentz factor of the flow. The results are applied to the
image of the Crab nebula, and the limit is set for the Crab pulsar of
\sigma_{eq} \leq 100. It is argued that conventional pulsar theory needs to be
reexamined in light of these limits.Comment: 13 page
Characterization of a submillimeter high-angular-resolution camera with a monolithic silicon bolometer array for the Caltech Submillimeter Observatory
We constructed a 24-pixel bolometer camera operating in the 350- and 450-µm atmospheric windows for the Caltech Submillimeter Observatory (CSO). This instrument uses a monolithic silicon bolometer array that is cooled to approximately 300 mK by a single-shot 3 He refrigerator. First-stage amplification is provided by field-effect transistors at approximately 130 K. The sky is imaged onto the bolometer array by means of several mirrors outside the Dewar and a cold off-axis elliptical mirror inside the cryostat. The beam is defined by cold aperture and field stops, which eliminates the need for any condensing horns. We describe the instrument, present measurements of the physical properties of the bolometer array, describe the performance of the electronics and the data-acquisition system, and demonstrate the sensitivity of the instrument operating at the observatory. Approximate detector noise at 350 µm is 5 x 10^-15 W/√Hz, referenced to the entrance of the Dewar, and the CSO system noise-equivalent flux density is approximately 4 Jy/√Hz. These values are within a factor of 2.5 of the background limit
Shared visiting in Equator city
In this paper we describe an infrastructure and prototype system for sharing of visiting experiences across multiple media. The prototype supports synchronous co-visiting by physical and digital visitors, with digital access via either the World Wide Web or 3-dimensional graphics
Boxed pervasive games: an experience with user-created pervasive games
Pervasive games are rapidly maturing - from early research experiments with locative games we now start to see a range of commercial projects using locative and pervasive technology to create technology-supported pervasive games. In this paper we report on our experiences in transferring the successful involvement of players in computer games to modding for pervasive games. We present the design process, the enabling tools and two sample games provided in boxes to end users. Finally we discuss how our findings inform the design of modding tools for a pervasive game community of the future
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