533 research outputs found

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

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    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage

    Can technology-rich spaces support multiple uses?

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    A number of technology-rich spaces have been designed and created over the last few years with the purpose of supporting and enhancing learning, collaboration, community participation and a variety of everyday activities. Our research is concerned with how such spaces are used and whether they can support multiple uses. We report on an observational fieldwork study of a technology-rich multipurpose space based in a library. We examine its everyday use and discuss the tensions that were revealed in our analysis between anticipated and actual use. These are: (i) public versus private, (ii) play space versus meeting room and (iii) technology use versus non-use

    Learning interaction patterns using diagrams varying in level and type of interactivity

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    An experiment was conducted to investigate the differences between learners when using computer based learning environments (CBLEs) that incorporated different levels of interactivity in diagrams. Four CBLEs were created with combinations of the following two interactivity properties: (a) the possibility to rotate the whole diagram (b) the possibility to move individual elements of the diagram in order to apprehend the relationships between them. We present and discuss the qualitative findings from the study in terms of the learnersā€™ interaction patterns and their relevance for the understanding of performance scores. This supports our previous quantitative analysis showing an interaction between cognitive abilities and interactivity. Based on our findings we reflect on the possibilities to inform CBLEs with relevant information regarding learnersā€™ cognitive abilities and representational preferences

    The Four Phases of Pervasive Computing: From Vision-Inspired to Societal-Challenged

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    This article reflects on the visions and motivations underlying Pervasive Computing and advances made ending with considering future directions for the field. It describes these in terms of four phases: 1) vision-inspired, 2) the design of engaging experiences, 3) innovation-based, and 4) addressing societal challenges. It is proposed that in the future we will need to embrace a paradigm shift that will be far more challenging than previously. While we can continue to harness pervasive computing advances to augment ever more aspects of ourselves and the environment, we will need in the current climate to be more mindful and responsible of our aspirations. This may mean, paradoxically, contemplating how the field scales down its technology innovation in order to scale up its impact. This article sets out how to achieve this
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