11 research outputs found

    When the fingers do the talking: A study of group participation for different kinds of shareable surfaces

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    and other research outputs When the fingers do the talking: A study of group par-ticipation for different kinds of shareable surface

    Storing Directionality in Axial Lines using Complex Node Depths

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    Abstract This paper proposes that in order to implement an angular-based choice 1 algorithm it is first necessary to implement a new type of depth definition. Such a depth algorithm would not only calculate the 'minimum' angular depth from any origin to any destination (as per Dalton, 2001) but specifically stores the depth as complex number, which additionally represents the cumulative angle that facilitated that particular minimum angular depth calculation. By using such a representation it becomes possible to compute the unique angle of intersection of any two axial lines, where the starting-direction of a hypothetical individual travelling from one axial line to another is known. This paper concludes with the suggestion that the use of complex number depths (namely depths that have a real and imaginary component) is an interesting and valuable extension of the concept of depth; originally depth could take only an integer value, this was then extended to a real numbers (angular depth) and finally has been extended once more by utilising complex numbers. The use of such an algorithm, as will be described in this paper, to calculate complex depth can then be used to compute true angular depth and hence angular choice for any given axial system. This paper will present the proposed algorithm and new measure in full

    Prototyping a method for the assessment of real-time EEG sonifications

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    This paper presents a first step in the development of a methodology to compare the ability of different sonifications to convey the fine temporal detail of the Electroencephalography (EEG) brainwave signal in real time. In EEG neurofeedback a person‟s EEG activity is monitored and presented back to them, to help them to learn how to modify their brain activity. Learning theory suggests that the more rapidly and accurately the feedback follows behaviour the more efficient the learning will be. Therefore a critical issue is how to assess the ability of a sonification to convey rapid and temporally complex EEG data for neurofeedback. To allow for replication, this study used sonifications of pre-recorded EEG data and asked participants to try and track aspects of the signal in real time using a mouse. This study showed that, although imperfect, this approach is a practical way to compare the suitability of EEG sonifications for tracking detailed EEG signals in real time and that the combination of quantitative and qualitative data helped characterise the relative efficacy of different sonifications

    Three dimensional isovists for the study of public displays

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    In this paper we suggest that the 3D isovists centered on a display have an impact on the ‘noticeability’ of the information presented on it. We compared the use of 2D and 3D isovists as methods of assessing display ‘noticeability’ applied to an environment in which a network of public digital displays has been installed, namely a university campus. We tested 2D and 3D isovists against observations, and experimental methods are employed in order to compare the observed recognition of display-content against the spatial attributes of the display. This paper introduces new software, ‘Nebula‘, that analyses real world scan isovists’ point clouds using a number of different 3D, volumetric approximations. For the university campus we studied, we found that 3D isovist volume improves the correlation between the recall of display content (when normalized for the number of viewers), over 2D isovist area or other measures. On the basis of this research we recommend the use of both 3D and 2D scanned isovists as a new analytical tool for the study of architectural environments

    Varieties of ‘standard accents’ among teachers in contemporary Britain

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    A user study is presented that investigates how different configurations of input can influence equity of participation around a tabletop interface. Groups of three worked on a design task requiring negotiation in four interface conditions that varied the number (all members can act or only one) and type (touch versus mice) of input. Our findings show that a multi-touch surface increases physical interaction equity and perceptions of dominance, but does not affect levels of verbal participation. Dominant people still continue to talk the most, while quiet ones remain quiet. Qualitative analyses further revealed how other factors can affect how participants con tribute to the task. The findings are discussed in terms of how the design of the physical-technological set-up can affect the desired form of collaboration. © 2008 IEEE

    Fighting for Control: Children's Embodied Interactions When Using Physical and Digital Representations.

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    Tabletop and tangible interfaces are often described in terms of their support for shared access to digital resources. However, it is not always the case that collaborators want to share and help one another. In this paper we detail a videoanalysis of a series of prototyping sessions with children who used both cardboard objects and an interactive tabletop surface. We show how the material qualities of the digital interface and physical objects affect the kinds of bodily strategies adopted by children to stop others from accessing them. We discuss how children fight for and maintain control of physical versus digital objects in terms of embodied interaction and what this means when designing collaborative applications for shareable interfaces
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