41 research outputs found

    SlideSpace: Heuristic design of a hybrid presentation medium

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    The Slide and Canvas metaphors are two ways of helping people create visual aids for oral presentations. Although such physical metaphors help both authors and audiences make sense of material, they also constrain authoring in ways that can negatively impact presentation delivery. In this article, we derive heuristics for the design of presentation media that are independent of any underlying physical metaphors. We use these heuristics to craft a new kind of presentation medium called SlideSpace-one that combines hierarchical outlines, content collections, and design rules to automate the real-time, outline-driven synthesis of hybrid Slide-Canvas visuals. Through a qualitative study of SlideSpace use, we validate our heuristics and demonstrate that such a hybrid presentation medium can combine the advantages of existing systems while mitigating their drawbacks. Overall, we show how a heuristic design approach helped us challenge entrenched physical metaphors to create a fundamentally digital presentation medium with the potential to transform the activities of authoring, delivering, and viewing presentations

    Designing Mediated Combat Play

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    ABSTRACT Supporting physical exertion is a growing trend in digital technology design. However, most experiences focus on bodily actions in which participants act independently of each other. In contrast, we focus on virtual body-to-body interactions between multiple participants, inspired by combat-oriented sports such as boxing that highlight the need to act while avoiding reciprocal bodily action. Mediating such body-to-body interactions with technology is challenging, particularly when participants are not colocated. Prior systems have often involved a mixture of novel physical interfaces and interactions through virtual avatars. This paper charts a design space for virtual combat play experiences and offers a set of design dimensions and recommendations for future systems. We draw on our experiences of designing and evaluating Remote Impact -a boxing-style exertion game involving aggressive bodily interaction with a large force-sensing projection surface. By expanding our knowledge of mediated exertion with an understanding of combat interactions we extend the social experience space of exertion play

    First-Year Spectroscopy for the SDSS-II Supernova Survey

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    This paper presents spectroscopy of supernovae discovered in the first season of the Sloan Digital Sky Survey-II Supernova Survey. This program searches for and measures multi-band light curves of supernovae in the redshift range z = 0.05 - 0.4, complementing existing surveys at lower and higher redshifts. Our goal is to better characterize the supernova population, with a particular focus on SNe Ia, improving their utility as cosmological distance indicators and as probes of dark energy. Our supernova spectroscopy program features rapid-response observations using telescopes of a range of apertures, and provides confirmation of the supernova and host-galaxy types as well as precise redshifts. We describe here the target identification and prioritization, data reduction, redshift measurement, and classification of 129 SNe Ia, 16 spectroscopically probable SNe Ia, 7 SNe Ib/c, and 11 SNe II from the first season. We also describe our efforts to measure and remove the substantial host galaxy contamination existing in the majority of our SN spectra.Comment: Accepted for publication in The Astronomical Journal(47pages, 9 figures
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