35 research outputs found

    Bootlegger : Turning Fans into Film Crew

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    Abstract Bootlegger is a system for creating multi-camera films of live music events using mobile devices. Using readily available technology and a synthesis of film-making conventions, the system coordinates music fans at live shows into an improvised film crew, suggesting shots, collating footage and generating rich metadata in real time. Bootlegger is part of a research project exploring adapting professional media workflows to amateur contexts in order to lower the bar to entry for media production. By enabling concert-goers ..

    Exploring delegate engagement with an augmented conference

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    We describe a qualitative study of delegate engagement with technology in academic conferences through a large- scale deployment of prototype technologies. These deployments represent current themes in conference technologies, such as providing access to content and opportunities for socialising between delegates. We consider not just the use of individual technologies, but also the overall impact of an assemblage of interfaces, ranging from ambient to interactive and mobile to situated. Based on a two-week deployment followed by interviews and surveys of attendees, we discuss the ways in which delegates engaged with the prototypes and the implications this had for their experience of the conferences. From our findings, we draw three new themes to inform the development of future conference technologies

    MyRun: balancing design for reflection, recounting and openness in a museum-based participatory platform

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    Cultural organisations are increasingly looking towards using digital technologies to supplement, augment and extend visitors' experiences of exhibits and museums. In this paper, we describe the design and evaluation of MyRun, a 'participatory platform' for a museum. Our goal with MyRun was to use experience-centered design principles of reflecting, recounting and openness as a basis for engaging visitors in sharing stories about experiences related to a nationally significant cultural event. We undertook a qualitative evaluation of the system based upon observations of its use, the contributions visitors made to the platform, and interviews with 10 visitors. We discuss how visitors approached MyRun, contributed and browsed stories, and the challenges associated with the expectations visitors and curators placed on cultural exhibits. We close by identifying a series of design opportunities for future participatory platforms in museum settings

    TryFilm : Situated Support for Interactive Media Productions

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    The emergence of participatory, on-demand and interactive media is changing the media production landscape. Producing interactive media is often more complex than creating traditional linear films, resulting in increased pressure for production teams. In this paper we explore what implications this has for cast and crew who participate in the production of such new media. We explore how collaborative technologies can support creative practitioners, within these challenging settings. We present TryFilm, a collaborative editing system, designed by the authors and deployed during an interactive film shoot by a small film company featuring a cast of early career actors

    Supporting Real-time Peer-Mentoring of Rural Volunteers

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    Telephone-driven community forums have been a widely proposed solution to address the unreliable internet connectivity and large geographic scope that characterizes many international NGO contexts. Primarily, these applications support asynchronous activities, such as information portals or forums to access rural journalism, but opportunities for real-time experience sharing remain largely under-explored. In this paper, we explore the potential of such forums to support remote mentoring of NGO volunteers, a practice that requires synchronous, dialogical formats for experience sharing and peer discussion. We engaged 28 participants from a rural Indian NGO in the design of peer-mentoring sessions that leverage synchronous audio discussions, using the structure and format of traditional talk-show radio as a starting point. The participants favored an entertaining approach to mentoring and discussed the logistics required to achieve this within their resource constraints. We conclude with design implications for designing media-driven community engagement platforms and the ethical challenges around protecting marginalized community interests

    Supporting Self-Care of Adolescents with Nut Allergy Through Video and Mobile Educational Tools

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    Anaphylaxis is a life-threatening allergic reaction which is rapid in onset. Adolescents living with anaphylaxis risk often lack the knowledge and skills required to safely manage their condition or talk to friends about it. We designed an educational intervention comprising group discussion around videos of simulated anaphylaxis scenarios and a mobile application containing video-based branching anaphylaxis narratives. We trialed the intervention with 36 nut allergic adolescents. At 1-year follow-up participants had improved adrenaline auto-injector skills and carriage, disease- and age-specific Quality of Life and confidence in anaphylaxis management. At 3-year follow-up adrenaline carriage improved further and confidence remained higher. Participants expressed how the education session was a turning point in taking control of their allergy and how the app facilitated sharing about anaphylaxis with others. We contribute insights regarding design of mobile self-care and peer-support applications for health in adolescence, and discuss strengths and limitations of video-based mobile health interventions

    The Question-driven Dashboard: How Can We Design Analytics Interfaces Aligned to Teachers’ Inquiry?

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    One of the ultimate goals of several learning analytics (LA) initiatives is to close the loop and support students’ and teachers’ reflective practices. Although there has been a proliferation of end-user interfaces (often in the form of dashboards), various limitations have already been identified in the literature such as key stakeholders not being involved in their design, little or no account for sense-making needs, and unclear effects on teaching and learning. There has been a recent call for human-centred design practices to create LA interfaces in close collaboration with educational stakeholders to consider the learning design, and their authentic needs and pedagogical intentions. This paper addresses the call by proposing a question-driven LA design approach to ensure that end-user LA interfaces explicitly address teachers’ questions. We illustrate the approach in the context of synchronous online activities, orchestrated by pairs of teachers using audio-visual and text-based tools (namely Zoom and Google Docs). This study led to the design and deployment of an open-source monitoring tool to be used in real-time by teachers when students work collaboratively in breakout rooms, and across learning spaces

    Community Voice as Data: Affordances of Participatory Videos for International Program Development

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    International program development is a complex process involving many stakeholders. Current international practice affords limited, if any, opportunities for direct community-led input into the program commissioning process, resulting in programs that may not meet the specific needs of communities on the ground. Community voice is one source of data that could help focus the design of effective development programs and interventions. However, development programs are primarily formulated based on representative and often quantitative data conducted by experts from outside the community. Through a participatory video production process with disadvantaged women farmers in rural Bangladesh, we explore the opportunities for including meaningful community voices in these institutionalized processes. We present practical design implications for how community-generated voices can act as rich data, establishing confidence, community bonds and senses of accountability to inform early stages of project development, and to specifically augment and contextualize other data sources

    Microsoft researchRedmond, Washington

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