33 research outputs found

    Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface

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    Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices

    Exploring Architectural Education in the Digital Age

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    This paper reports on work carried out within the module ‘Digital Space & Society as part of the MSc Adaptive Architecture & Computation course at UCL. I describe my approach in investigating possibilities for integrating digital media and computation into a module taught to students coming predominantly from a design background. The teaching adopts the design studio culture, which integrates: teaching, discovery (research), and application (practice). Here I present an attempt to develop new ways that extend beyond conventionally applied methods within traditional architectural education by adopting project based learning that is carried out in the real world. The project is driven by my recent research activities. Donald Schon’s concept of the ‘knowledge in action’ provides a useful framework for interpreting my approach

    Situating Media Infrastructure: Understand the Role of Public Space Characteristics in Influencing Public Interaction with Media Infrastructure

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    Media Architecture scholars have outlined the importance of considering the urban design perspective in informing the deployment of digital media in public space. In this paper, we build on their work and provide a detailed account based on the knowledge from urban design theories coupled with literature from Human-computer Interaction research. Specifically, we address the role of location- its physical and spatial characteristics and situated human activities- in influencing public interaction with media infrastructure. We aim to provide a framework for understanding the complex relationship between media infrastructure and urban public spaces, and explore the impact of locations on how people interact with media infrastructure by: 1) developing an initial framework of public space characteristics based on urban design knowledge, 2) conducting a case study of InLinkUK network with detailed field study and analysis on 3 selected sites in London. We discuss the initial outcome of the case study analysis and report on the next stages of this research. This paper addresses the question: how media architecture can contribute to a sense of place and provide a detailed account based on a case study in London. It attempts to broaden and extend existing calls by media architecture scholars to consider urban design knowledge in informing the deployment of digital media infrastructure in public spaces

    Mediated spatial cultures: place-making in London neighbourhoods with the aid of public interactive screens

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    This paper takes a mediated spatial cultures approach to examine how interactive urban screens are understood and utilised in two super-diverse neighbourhoods in London. Qualitative data was collected over a year of ethnographic fieldwork and six workshops. The study focuses on how residents construct a sense of belonging through both material culture and mainstream digital media (place-making efforts). Participants were grouped into three age groups according to their distinctive patterns of socialisation, digital media and material culture use. We show that individuals relate to public interactive screens with the frames of reference they already employ to approach other place-making efforts, which underpin the social life of their neighbourhoods. We demonstrate that the lens of mediated spatial culture helps elucidate how a sense of place is formed and patterned through different temporalities, materialities, media, imaginations, and behaviours, which are highly biographical

    Effect of music tempo on duration of stay in exhibition spaces

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    Investigations have been made into the effect of music tempo on the duration of stay incommercial spaces, but not in exhibition spaces. Previous research has frequentlyused the duration of stay as an indicator of exhibition learning. To understand howmusic tempo may influence this learning, this study investigated the effect of musictempo on the duration of stay in exhibition spaces. Because the density of visitors,exhibit elements, or music or exhibit element preferences may affect the duration ofstay in exhibition spaces, further investigation was conducted to determine whichfactors had an impact on the duration of stay in exhibition spaces and which factorshad the greatest impact. An online experiment was conducted with a virtualrepresentation of the famous White Cube Gallery in London. To investigate theinfluence of three factors on the duration of stay in exhibition spaces, 36 scenarioswere generated for objective evaluation: music tempo (fast, medium, slow, none),exhibit element density (high, medium, low), and visitor density (single, crowded,uncrowded). Then subjective evaluation was used to investigate whether musicpreference or exhibit element preference influenced the duration of stay during theabove 36 scenarios. Additionally, through subjectively and objectively exploring all thefactors affecting participants’ duration of stay (music tempo, exhibit element density,visitor density, music preference, exhibit element preference), this study sought todetermine which factors exerted the greatest impact. The objective results revealedthat participants stayed longer (by approximately 30 seconds) with slow-tempo musicthan with fast-tempo music. Moreover, when the influence of music tempo (fast,medium, slow, none), exhibit element density (high, medium, low), and visitor density(single, crowded, uncrowded) were considered, the results showed that when thevisitor density reaches crowded conditions, fast- or slow-tempo music will exert animpact on the duration of stay. The subjective results revealed that, when the effect ofexhibit element density or visitor density were considered alongside the effect of musictempo on participants’ duration of stay, exhibit element preferences will also exert animpact on the duration of stay. The subjective and objective results revealed that of allthe factors that influence participants’ duration of stay, music tempo (fast or slow)exerted the greatest impact

    Healthcare Built Environment and Telemedicine Practice for Social and Environmental Sustainability

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    The practice of telemedicine started at the beginning of the 20th century but has never been widely implemented, even though it is significantly sustainable compared to traveling to healthcare However, the ongoing COVID-19 pandemic pushed organisations and patients to accept this technology. During the pandemic, telemedicine consultations took place in ad hoc environments without much preparation and planning. As a result, there is a knowledge gap in the field between telemedicine’s clinical care services and healthcare built environment, in terms of design. This research focused on addressing the quality of service and experience of telemedicine in primary healthcare settings and how this could be influenced by the digital infrastructure. Our aim was to understand the correlations between telemedicine and healthcare built environment and whether the latter could have a significant impact on telemedicine practice. The methodology included interviews with professionals involved in healthcare planning, architecture and ethnography, and end user research involving telemedicine sessions. The interviews highlighted that professionals involved in the design of healthcare environments demonstrated limited consideration of telemedicine environments. Yet, the ethnographic, end-user research identified areas where the telemedicine environment could affect user experience and should be taken into consideration in the design of such spaces

    Attention, An Interactive Display Is Running! Integrating Interactive Public Display Within Urban Dis(At)tractors

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    Display or interaction blindness is a known problem for interactive public displays where passers-by simply ignore or pay little attention to them. While previous research created interventions that tried to address this problem or reported on differences between experiences in the lab and in the real world, little attention has been given to examining different attractors surrounding the interactive public display, i.e., people, artifacts, and stimuli that compete for people’s attention in the urban settings and distract them from interacting with public displays. This paper reports on a systematic examination of attractors around a case study of an interactive urban display in London. We outline the initial spatial exploration with the aim to identify suitable locations for the placement of the interactive public display within the urban setting, followed by a two-hour observation of attractors and stimuli around the urban display. We highlight the main attractors that compete for people’s attention and distract them from potentially interacting with the public display. We also note our attempt to reflect the environment and integrate the public display within its setting

    Nose Gym: An Interactive Smell Training Solution

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    When was the last time you had your sense of smell checked? Smell is one of the most neglected senses in daily life and in HCI. In Europe and the USA, around 22% of the general adult population has some form of smell dysfunction. This number rises to 75% for people aged between 70–80 years and negatively impacts peoples’ quality of life and well-being. Regular smell training can make a difference. Today, smell training is done by sniffing essential oils in jars or scented pens. Based on advances in digital technology, we present a new interactive smell training solution to help people train their nose. At CHI, users will have a chance to try out the scent-delivery device and companion App at the ‘Nose Gym’ booth. We will combine the interactivity with additional information on the I-smell project that is using this digital smell training solution in a real-world deployment to establish a culture of care for our sense of smell
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