1,031 research outputs found

    Designing physical-digital artefacts for the public realm

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    The exploration of new types of everyday interactions enabled by the increasing integration of digital technologies with the physical world is a major research direction for interaction design research (Dourish, 2004), and a focus on materials and materiality is also of growing significance, e.g.: Internet of Things; interactive architecture; the intersection of craft and technology. Increasingly, designer-researchers from a range of material-focused creative design disciplines are starting to address these themes. Previous studies indicate that new approaches, methods and concepts are required to investigate the evolving field of physical-digital synthesis in the built environment. Addressing this, the thesis asks one central question: What resources for design research can help practitioners and researchers from multiple creative design disciplines improve the design of physical-digital artefacts located in the public realm? A detailed Scoping Study explored experimental research methods for this thesis and produced an overview of physical-digital artefacts in outdoor public space. This scoping influenced the subsequent research: an in-depth field study of the design culture and practices of fifty material-focused designer-researchers; four case studies of physical-digital artefacts in outdoor public spaces; a formative creative design workshop with fourteen participants to test the findings from the research. The chief contribution of this thesis to interaction design research is the development of two resources for design research (the Experiential Framework and the Conceptual Materials for Design Research) and the practical application of these new tools as a method for design research in a simulated ‘real-world’ creative workshop setting. Both resources are intended to co-exist and be integrated with established design research methods and emerging approaches. Hence, the outputs from this thesis are intended to support designer-researchers from a range of creative design backgrounds to conceptualise and design physical-digital artefacts for urban outdoor public spaces that provide richer interaction paradigms for future city dwellers

    E-learning at University of the Arts London

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    This report is a systematic exploration of staff relationships with e-learning. It presents a renewed evidence base from which e-learning provision and related support can be planned particularly in a rapidly changing HE terrain and an institutional context where e-learning and academic structures are emerging from large change programmes. The research is based on 25 interviews with programme directors (PD) evenly distributed across the 4 colleges, with representatives from all discipline groups, and levels of study. The interviewees provided rich insights into attitudes to, practices in and aspirations for e-learning, but in some instances, were also limited by the newness of the PD role. While some PDs had an intimate understanding of their programme areas, others, understandably, given the newness of posts, were in the process of familiarising themselves with the work of their teams

    Harnessing Technology Schools Survey 2009: data report - part 2, data analysis

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    This document sets out the details of the sampling processes and the methodology of the 2009 Schools Survey and the choices made in organising the analysis

    The Role of Ethics in Regulatory Discourse: Can Market Failure Justify the Regulation of Casino Gaming?

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    I. Introduction II. Public Policy and Casino Gaming III. Market Failure: Why Does It Prompt Regulation? IV. Common Arguments Used in Support of the Regulation of Gaming ... A. Populations Affected: The Addict and the Family; Populations at Risk: Teens and the Elderly ... B. Increased Crime Rates ... C. Economic Hazards of Casino Gaming ... D. Environmental Costs of Casinos: Concern for the Environment ... E. Political Contributions and Lobbying on Behalf of the Gambling Industry V. Arguments Offered by Proponents of a Market Approach to Gaming VI. Why Aren\u27t We Arguing for the Similar Regulation of Shopping? ... A. Social Benefits of Gambling and Shopping: The Promise of Economic Prosperity ... B. Social Ills of Gambling and and Shopping: Benefits Have Their Price VII. Conclusion ... A. Ethical Dimensions of Casino Gamin

    Harnessing Technology Schools Survey 2009: analysis report

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    The Harnessing Technology schools survey (HTSS) report presents the key survey findings from the academic year 2008-09 set out according to the five system outcomes against which impact of the strategy was measured. The HTSS was an annual national survey of ICT in primary, secondary and special schools. (The data report that accompanied this analysis provides further details of the sample and the characteristics of respondents and is listed separately.

    Harnessing Technology Schools Survey 2009: data report – part 1, descriptive analysis

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    This document, the data report, is a reference document which presents the data in tabular form for anyone who wants to examine the findings of the Harnessing Technology Schools Survey (HTSS) in depth, for example in relation to specific areas of technology or policy, or by school sector. The findings for each question are also set out by school sector by primary, secondary and special school sub-samples

    An analysis of the dependence of saccadic latency on target position and target characteristics in human subjects

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    BACKGROUND: Predictions from conduction velocity data for primate retinal ganglion cell axons indicate that the conduction time to the lateral geniculate nucleus for stimulation of peripheral retina should be no longer than for stimulation of central retina. On this basis, the latency of saccadic eye movements should not increase for more peripherally located targets. However, previous studies have reported relatively very large increases, which has the implication of a very considerable increase in central processing time for the saccade-generating system. RESULTS: In order to resolve this paradox, we have undertaken an extended series of experiments in which saccadic eye movements were recorded by electro-oculography in response to targets presented in the horizontal meridian in normal young subjects. For stationary or moving targets of either normal beam intensity or reduced red intensity, with the direction of gaze either straight ahead with respect to the head or directed eccentrically, the saccadic latency was shown to remain invariant with respect to a wide range of target angular displacements. CONCLUSIONS: These results indicate that, irrespective of the angular displacement of the target, the direction of gaze or the target intensity, the saccade-generating system operates with a constant generation time
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