501 research outputs found
Storytelling with objects to explore digital archives
Finding media in archives is difficult while storytelling with photos can be fun and supports memory retrieval. Could the search for media become a natural part of the storytelling experience? This study investigates spatial interactions with objects as a means to encode information for retrieval while being embedded in the story flow. An experiment is carried out in which participants watch a short video and re-tell the story using cards each of which shows a character or object occurring in the video. Participants arrange the cards when telling the story. It is analyzed what information interactions with cards carry and how this information relates to the language of storytelling. Most participants align interactions with objects with the sentences of the story while some arrange the cards corresponding to the video scene. Spatial interactions with objects can carry information on their own or complemented by language
Move, hold and touch: A framework for Tangible gesture interactive systems
© 2015 by the authors. Technology is spreading in our everyday world, and digital interaction beyond the screen, with real objects, allows taking advantage of our natural manipulative and communicative skills. Tangible gesture interaction takes advantage of these skills by bridging two popular domains in Human-Computer Interaction, tangible interaction and gestural interaction. In this paper, we present the Tangible Gesture Interaction Framework (TGIF) for classifying and guiding works in this field. We propose a classification of gestures according to three relationships with objects: move, hold and touch. Following this classification, we analyzed previous work in the literature to obtain guidelines and common practices for designing and building new tangible gesture interactive systems. We describe four interactive systems as application examples of the TGIF guidelines and we discuss the descriptive, evaluative and generative power of TGIF
Tangible meets gestural: Comparing and blending post-WIMP interaction paradigms
More and more objects of our everyday environment are becoming smart and connected, offering us new interaction possibilities. Tangible interaction and gestural interaction are promising communication means with these objects in this post-WIMP interaction era. Although based on different principles, they both exploit our body awareness and our skills to provide a richer and more intuitive interaction. Occasionally, when user gestures involve physical artifacts, tangible interaction and gestural interaction can blend into a new paradigm, i.e., tangible gesture interaction [5]. This workshop fosters the comparison among these different interaction paradigms and offers a unique opportunity to discuss their analogies and differences, as well as the definitions, boundaries, strengths, application domains and perspectives of tangible gesture interaction. Participants from different backgrounds are invited
PRACTICAL EXPLORATION OF LOW-COST YET HIGHLY ACCURATE 3D MAPPING TECHNIQUES FOR DOCUMENTATION AND CONSERVATION OF AN EGYPTIAN TOMB (THEBAN TOMB 45)
This research presents the initial endeavour to perform geo-referenced 3D reconstruction of an ancient Egyptian tomb located on the West Bank of the Nile in Luxor, evaluating low-cost techniques. This study uses low-cost equipment in conjunction with simple geodetical principles to accurately map a tomb in 3D to empower archaeological teams with limited budgets to efficiently and effectively map their projects. Emphasizing the project goals of both high detail and high accuracy, one of our chosen techniques is photogrammetry with a standard system camera. Additionally, 3D mapping with a modern smartphone was explored in the tomb and was compared with results from the photogrammetry process. Geo-referencing the underground map in a global grid was also part of the project goals. This research shows that, within certain reasonable constraints, the chosen low-cost techniques successfully achieved all goals of producing a highly detailed, highly accurate, and georeferenced 3D map of the selected tomb (Theban Tomb 45). In this first season of mapping the tomb in 3D, various mapping methods were used and tried and where possible compared. Digitally mapping an ancient, underground Egyptian tomb requires a planned approach. In order to better plan when using low-cost scanning equipment, preliminary research was done for mapping a mostly underground, relatively small but complex to survey ancient Egyptian tomb. Data have been collected with the use of both devices and also with a total station, a laser distance meter and a GNSS (Global Navigation Satellite System) datalogger
Trainee teachers' use of blogs as private reflections for professional development
A collaborative research project between Sheffield Hallam University and Nottingham Trent University in the UK investigated the use of blogs with trainee teachers as an alternative to reflective paper-based diaries. An action research case study, involving focus groups of post-graduate (secondary) trainee teachers (one group from each University) was undertaken to determine attitudes and perceptions of blogging as an appropriate tool to support reflective professional development. The findings indicate that the use of blogs by the trainee teachers had a positive impact overall, and provide concrete evidence of their development as emerging professional teachers. Unlike traditional paper-based systems, blogs provided ongoing opportunities for the tutor to assist the trainees in their development as reflective practitioners. This paper seeks to share the findings of this research which the authors believe could be applicable to other areas of Higher Education.</p
A qualitative exploration of memory cuing by personal items in the home
© The Author(s) 2017. We are surrounded by personal items that can trigger memories, such as photos, souvenirs and heirlooms. Also during holidays, we collect items to remind us of the events, but not all bring back memories to the same extent. Therefore, we explored peoples’ responses to personal items related to a holiday, using the home tour interviewing method. In total, 63 accounts of cuing responses from nine home tours were analysed using thematic analysis. This resulted in four types of cuing responses: (a) ‘no-memory’ responses, (b) ‘know’ responses, (c) ‘memory evoked think or feel’ responses and (d) ‘remember’ responses. For each of these cuing response categories, we looked into the types of items and their characteristics. Furthermore, we found that some items can evoke multiple memories. The majority of the memories’ content refers to events close to the moment of acquiring the item
Challenges and support needs of parents and children when a parent is at end of life: A systematic review
Background: Preparing children for the death of a parent is challenging. Parents are often uncertain if and how to communicate and support their children. Many parents feel it is protecting their children by not telling them about the prognosis. Children less prepared for parental death from a terminal illness are more susceptive to later adversities. To facilitate coping and moderate for such adversities, there is a need to gain insight and understand the experience and challenges confronted by families.
Aim: This review synthesised evidence on the experiences of parents and children when a parent is at end of life to discern their challenges, support needs and factors that facilitated good practice.
Design: Mixed-methods systematic review.
Data sources: Four electronic databases (CINAHL, PubMed, PsycINFO and Ovid MEDLINE) using MeSH terms and word searches in October 2018. Studies were not limited by year of publication, language or country. Grey literature searches were also completed on Google Scholar and OpenGrey.
Results: In all, 7829 records were identified; 27 qualitative and 0 quantitative studies met the inclusion criteria. Eight descriptive themes were identified, further categorised into two broad themes: (1) barriers and facilitators in sharing the news that a parent is dying and (2) strategies to manage the changing situation.
Conclusion: Lack of understanding in relation to the parent’s prognosis, denial and feeling ill-equipped were suggested as barriers for parents to share the news with their children. Engagement with social networks, including extended family relatives and peers, and maintaining routines such as attending school were suggested supportive by parents and children. Findings are limited primarily to White, middle-class two-parent families. A number of areas for future research are identified.</p
What Values in Design? The Challenge of Incorporating Moral Values into Design
Recently, there is increased attention to the integration of moral values into the conception, design, and development of emerging IT. The most reviewed approach for this purpose in ethics and technology so far is Value-Sensitive Design (VSD). This article considers VSD as the prime candidate for implementing normative considerations into design. Its methodology is considered from a conceptual, analytical, normative perspective. The focus here is on the suitability of VSD for integrating moral values into the design of technologies in a way that joins in with an analytical perspective on ethics of technology. Despite its promising character, it turns out that VSD falls short in several respects: (1) VSD does not have a clear methodology for identifying stakeholders, (2) the integration of empirical methods with conceptual research within the methodology of VSD is obscure, (3) VSD runs the risk of committing the naturalistic fallacy when using empirical knowledge for implementing values in design, (4) the concept of values, as well as their realization, is left undetermined and (5) VSD lacks a complimentary or explicit ethical theory for dealing with value trade-offs. For the normative evaluation of a technology, I claim that an explicit and justified ethical starting point or principle is required. Moreover, explicit attention should be given to the value aims and assumptions of a particular design. The criteria of adequacy for such an approach or methodology follow from the evaluation of VSD as the prime candidate for implementing moral values in design
Human and value sensitive aspects of mobile app design: a Foucauldian perspective
Value sensitive concerns remain relatively neglected by software design processes leading to potential failure of technology acceptance. By drawing upon an inter-disciplinary study that employed participatory design methods to develop mobile apps in the domain of youth justice, this paper examines a critical example of an unintended consequence that created user concerns around Focauldian concepts including power, authority, surveillance and governmentality. The primary aim of this study was to design, deploy and evaluate social technology that may help to promote better engagement between case workers and young people to help reduce recidivism, and support young people’s transition towards social inclusion in society. A total of 140 participants including practitioners (n=79), and young people (n=61) contributed to the data collection via surveys, focus groups and one-one interviews. The paper contributes an important theoretically located discussion around both how co-design is helpful in giving ‘voice’ to key stakeholders in the research process and observing the risk that competing voices may lead to tensions and unintended outcomes. In doing so, software developers are exposed to theories from social science that have significant impact on their product
The narrative self, distributed memory, and evocative objects
In this article, I outline various ways in which artifacts are interwoven with autobiographical memory systems and conceptualize what this implies for the self. I first sketch the narrative approach to the self, arguing that who we are as persons is essentially our (unfolding) life story, which, in turn, determines our present beliefs and desires, but also directs our future goals and actions. I then argue that our autobiographical memory is partly anchored in our embodied interactions with an ecology of artifacts in our environment. Lifelogs, photos, videos, journals, diaries, souvenirs, jewelry, books, works of art, and many other meaningful objects trigger and sometimes constitute emotionally-laden autobiographical memories. Autobiographical memory is thus distributed across embodied agents and various environmental structures. To defend this claim, I draw on and integrate distributed cognition theory and empirical research in human-technology interaction. Based on this, I conclude that the self is neither defined by psychological states realized by the brain nor by biological states realized by the organism, but should be seen as a distributed and relational construct
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