830 research outputs found

    A holistic design perspective on media capturing and reliving

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    Copyright © 2016 ACM. People capture far more media than they are able to relive. In this paper we identify the discrepancy between media capturing and media reliving from a design perspective. We propose a holistic perspective, that invites designers of media experiences to considering all three interdependent aspects of the media process: media capturing interaction, specific media, and media reliving interaction. By adopting this view, we aim to ensure that the media that is captured will be both necessary and appropriate for the intended reliving experience. We illustrate our perspective with three design concepts. Finally, in the discussion we present several topics related to media capturing and reliving

    Designing interaction in digital tabletop games to support collaborative learning in children

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    Copyright © 2014 Inderscience Enterprises Ltd. According to Dillenbourg et al. (1996), collaborative learning occurs when two or more people try to learn something together. This process consists of four successive stages, one of which concerns collaborative interactions. In this paper we present two studies that implemented two different ways of increasing the number of collaborative interactions. To increase the number of collaborative interactions in a game, the first study focused on degrees of collaboration (Kahn and Mentzer, 1996) and the second study focused on cooperative gestures (Morris et al., 2006a), which were used in the third degree of the first study. In order to facilitate collaborative interactions and its properties (Dillenbourg, 1991), we decided to design two digital tabletop games with tangible interaction that both require collaboration to win. The evaluations in both studies, by means of the Wizard of Oz method, showed a significant increase in collaborative interactions. We also found that verbal and gestural interactions are a better measure criterion for tabletop games than how much people look at each other

    From PhotoWork to PhotoUse: exploring personal digital photo activities

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    © 2017 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. People accumulate large collections of digital photos, which they use for individual, social, and utilitarian purposes. In order to provide suitable technologies for enjoying our expanding photo collections, it is essential to understand how and to what purpose these collections are used. Contextual interviews with 12 participants in their homes explored the use of digital photos, incorporating new photo activities that are offered by new technologies. Based on the qualitative analysis of the collected data, we give an overview of current photo activities, which we term PhotoUse. We introduce a model of PhotoUse, which emphasises the purpose of photo activities rather than the tools to support them. We argue for the use of our model to design tools to support the user’s individual and social goals pertaining to PhotoUse

    Making history: intentional capture of future memories

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    Lifelogging' technology makes it possible to amass digital data about every aspect of our everyday lives. Instead of focusing on such technical possibilities, here we investigate the way people compose long-term mnemonic representations of their lives. We asked 10 families to create a time capsule, a collection of objects used to trigger remembering in the distant future. Our results show that contrary to the lifelogging view, people are less interested in exhaustively digitally recording their past than in reconstructing it from carefully selected cues that are often physical objects. Time capsules were highly expressive and personal, many objects were made explicitly for inclusion, however with little object annotation. We use these findings to propose principles for designing technology that supports the active reconstruction of our future past

    Do we ruin the moment? Exploring the design of novel capturing technologies

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    Copyright © 2015 ACM. By capturing our experiences we often strive to better remember them in the future. However, the act of media capturing also influences these same experiences in the present, an area which is underexplored. This paper describes a study with the aim to inform the design of novel media capturing strategies. Adopting an approach of defamiliarization based on intervention and reflection, we strive to gain insights in the influences of future capturing technologies on the experience of a day out. We conducted an exploratory study in which 28 students went on a day out and used a variety of capturing strategies. Individual and group reflections on the experience during this day identified several important aspects that media capturing influences: engagement, perception & attention and social activity. The paper concludes with implications for design and proposes three potential future directions for media capturing, that instead of disturbing the moment enhance the experience

    A search for HI 21cm absorption toward the highest redshift radio loud objects

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    We have searched for HI 21cm absorption toward the two brightest radio AGN at high redshift, J0924--2201 at z=5.20z = 5.20, and J0913+5919 at z=5.11z=5.11, using the Giant Meter Wave Radio Telescope (GMRT). These data set a 3σ\sigma upper limit to absorption of <30< 30% at 40 km s1^{-1} resolution for the 30 mJy source J0913+5919, and <3< 3% for the 0.55 Jy source J0924--2201 at 20 km s1^{-1} resolution. For J0924--2201, limits to broader lines at the few percent level are set by residual spectral baseline structure. For J0924--2201 the column density limit per 20 km s 1^{-1} channel is: N(HI) <2.2×1018Ts< 2.2\times 10^{18} \rm T_s cm2^{-2} over a velocity range of -700 km s1^{-1} to +1180+1180 km s1^{-1} centered on the galaxy redshift determined through CO emission, assuming a covering factor of one. For J0913+5919 the column density limit per 40 km s1^{-1} channel is: N(HI) <2.2×1019Ts< 2.2\times 10^{19} \rm T_s cm2^{-2} within ±2400\pm 2400 km s1^{-1} of the optical redshift. These data rule out any cool, high column density HI clouds within roughly ±1000\pm 1000 km s1^{-1} of the galaxies, as are often seen in Compact Steep Spectrum radio AGN, or clouds that might correspond to residual gas left over from cosmic reionization.Comment: accepted to the Astronomical Journal; 7 figures; 9 pages aastex forma

    Qualitative grading of aortic regurgitation: a pilot study comparing CMR 4D flow and echocardiography.

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    Over the past 10 years there has been intense research in the development of volumetric visualization of intracardiac flow by cardiac magnetic resonance (CMR).This volumetric time resolved technique called CMR 4D flow imaging has several advantages over standard CMR. It offers anatomical, functional and flow information in a single free-breathing, ten-minute acquisition. However, the data obtained is large and its processing requires dedicated software. We evaluated a cloud-based application package that combines volumetric data correction and visualization of CMR 4D flow data, and assessed its accuracy for the detection and grading of aortic valve regurgitation using transthoracic echocardiography as reference. Between June 2014 and January 2015, patients planned for clinical CMR were consecutively approached to undergo the supplementary CMR 4D flow acquisition. Fifty four patients(median age 39 years, 32 males) were included. Detection and grading of the aortic valve regurgitation using CMR4D flow imaging were evaluated against transthoracic echocardiography. The agreement between 4D flow CMR and transthoracic echocardiography for grading of aortic valve regurgitation was good (j = 0.73). To identify relevant,more than mild aortic valve regurgitation, CMR 4D flow imaging had a sensitivity of 100 % and specificity of 98 %. Aortic regurgitation can be well visualized, in a similar manner as transthoracic echocardiography, when using CMR 4D flow imaging
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