34 research outputs found

    Interactive Newsprint: The Future of Newspapers? Printed electronics meets hyperlocal and community co-design

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    The news industry is currently in a well-documented state of flux, with publishers from across the developed world examining new business models, reinterpreting existing relationships between their income streams and readers, while maintaining their ability to generate editorial output that is relevant and interesting to the communities they cover. Interactive Newsprint seeks to add a new and revolutionary dimension to this media evolution by asking: can printed electronics and internet-enabled paper (technologies that utilise standard paper and printing processes and through conductive ink and battery power offer capacitive touch interactions similar to smartphones and tablets) create a new way of transmitting community-based news and information? Utilising co-design techniques and practices, the project seeks to produce community- relevant hyperlocal text and audio content and place it on a centuries-old platform: the newspaper. As a result of the paper's internet connectivity, the project is also examining potential benefits of transplanting some online features such as analytic data on user interactions. Led by the School of Journalism, Media and Communication (JoMeC) at the University of Central Lancashire (UCLan), the 18-month, EPRSC-funded project is therefore examining the potential for community co-design and printed electronics to transform paper- based news and information for the 21st Century, along with revenue and data generation that is unique to digital formats such as websites, social networks, smartphones and tablets. Building on work carried out on the EPSRC-funded Bespoke project, researchers from UCLan, University of Dundee, University of Surrey and commercial printed electronics firm Novalia are prototyping a series of paper-based community news platforms that are populated by content produced by community reporters and generated through an iterative co-design process. This paper will outline the methodology, technological potential of interactive newsprint and how the project is looking to embed analytic data into traditional printed-paper formats. It will also focus on how members of the Preston community are shaping both the news and platform over the 18-month process. As the project is mid-way through, the paper will present an overview of the project to date, outline the design methodology and describe and demonstrate the early-stage prototypes. The paper will also hint at new editorial construction practices as community and professional reporters all contribute to the hyperlocally-themed editorial output. The authors will present a discussion of the theoretical framework that underpins the project as a whole. In addition to the practical illustrations, the paper will outline the authors' initial thoughts on how interactive newsprint – through its internet connectivity and potential for data transfer – could revolutionise editorial and advertorial relationships

    Paper-based web connected objects and the Internet of Things through EKKO

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    Paper has existed as a communications ‘platform’ for thousands of years. It’s ‘versioning history’ spans papyrus, parchment and pulp, and when paper became a scalable and mass-production item, most famously via the Guttenberg press, it sparked unparalleled social and political change. It’s a technology that’s had ‘impact’. More recently, News and Information - a sector with paper at its core - has seen substantial editorial and commercial disruption from digital communications networks. This paper outlines a collaborative project between journalism, media and technology researchers, and commercial product designers, exploring the potential of paper-based web-connected objects. Our work examines how emergent conductive ink technologies could offer a disruptive alternative to existing media products, and explores how to create, power and populate a connected paper platform, and analyse user activity. Through a range of industry partnerships with newspaper, magazine and book publishers, our research creates new paper affordances and interactions, and positions paper as a digital disruptor

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'

    Media Innovation Studio Interactive Review: Volume 1

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    The Media Innovation Studio’s founding aim in 2012 was to work across disciplines to explore the potential of creative and digital technologies to bring about positive change. Our ‘action research’ approach is lodged in a desire to create inclusively-designed prototypes as responses to real-world issues. Originally positioned within the University of Central Lancashire’s (UCLan) School of Journalism and Media, and now part of the College of Culture and the Creative Industries, the Studio’s remit is to inhabit ‘liminal spaces’ between disciplines. It hopes to explore, research and innovate within the digital ecosystem evolving around us. The human race is more socially, economically, politically and technologically interdependent than at any time in its history. Yet, inequality, instability and unsustainability remain. Collectively, the Media Innovation Studio is trying to understand whether technology has a contribution to make to resolving this broader set of fundamental social issues. Perhaps more interestingly, we’re asking whether there are an emerging series of ideas bound up in the creation and use of Information Computing Technology as it is repurposed by global communities to support activities that make our lives better. We do not believe that technology enables everyone by magically bridging the ‘digital divide’. Nor do we believe that its use by supporters of ‘digital democracy’ is any more democratic because of the use of ICT. Instead, we have discovered through a combination of talking to people, building relationships and making things together, possibilities for change are created. Thankfully, there’s plenty of evidence to demonstrate we’re capable of this. This review shows some of our projects, approaches and methodologies which combine disruptive design techniques, traditional social science and established practice-based methods from the arts. Focussing on the last 12 months of activity, the book also incorporates earlier projects that helped shape the thinking that brought us together to create the Media Innovation Studio

    DEMO: UAVs in crowd tagged mountain rescue

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    This project explores the potential for users to interact with live events in a new and dynamic way. It draws on fixed wing unmanned aircraft and associated sensor systems to provide realtime video and image data. It uses a web based software package as a crowd sourced imagery analysis tool allowing user involvement in the tagging and sorting of images. This technology allows a simulation of how the power of crowds[1] could be combined with Unmanned Aerial Vehicle (UAV) to monitor video footage and identify areas of particular interest by interacting with live video. A test flight in collaboration with Patterdale Mountain Rescue is used. The system fosters active citizenship by connecting communities to real life, live events in open-source creative communities. It explores the barriers and potential for an entirely new capacity for users to choose the perspective and proximity of their view by interacting with images from a UAV through ambient media. Copyright Š 2013 ACM

    A DigitalCAT: A Fusion of Creativity Assessment Theory and HCI

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    As a ‘gold standard’ creativity assessment method, it is important to reflect on the digital future of Amabile’s Consensual Assessment Technique (CAT). Over the past three decades, the CAT has given creativity researchers a formal tool on which to build a true science out of the subjective phenomenon of creativity in a vast range of domains. Research practice, however, has relied on primitive paper-based tools or only rudimentary digital technology. As a result, it is high time a more sophisticated, standardized research tool is developed to greatly facilitate future creativity research and assessment - a DigitalCAT - building on expertise from the design research, psychology and human-computer interaction (HCI) disciplines

    Cancer awareness messages in the UK print media: a content analytical and corpus linguistic mixed methods study

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    Background Newspaper readership in the UK is high. Exposure to media stories has been shown to influence reader perceptions and newspapers are frequently used as part of cancer awareness campaigns. However we don’t know what happens to the cancer awareness message when it reaches the print media or whether people featured in cancer-related personal interest stories reflect current cancer inequalities. This study forms the first stage of a PhD and looks at the people featured and the language used to see how cancer is currently reported in the UK print media and how this might influence the public’s awareness and perception of the disease. Methods UK national and regional/local newspaper articles featuring a personal interest story about an individual’s journey with ovarian cancer over a seven-and-a-half year period were identified from the Nexis database. Content analytical methods were used to code information about the newspaper, demographic information about the people featured, and key cancer awareness information such as whether a list of symptoms was provided, or whether early detection was linked to better survival. WMatrix3 was used to conduct corpus linguistic analyses of the language used in the articles including key words, themes, and patterns of words appearing together by comparing the articles to a corpus of standard written English (British National Corpus Written Sampler). Results Newspaper coverage decreased with increasing age; only 34.51% (n=156) of articles featured individuals aged over 50. Managers/professionals were featured twice as often as non-professionals (14.82%, n=67 vs 29.8%, n=68). Only a quarter (26.77%, n=121) of articles provided a list of symptoms and even fewer linked early detection and survival (16.81%, n=76) or described the age group most at risk (13.05%, n=59). Corpus linguistic analyses utilising log likelihood (LL) across the years revealed distinctly negative use of language reflecting sadness (LL=+17.03, n=36 [2006] to LL=+72.13, n=105 [2009]) and death (LL=+16.27, n=92 [2012] to LL=+114.29, n=139 [2007]), as well as frequent use of battle language. Conclusions Stories about an individual’s journey with ovarian cancer in UK newspapers tend to be negative, lack educational content and do not reflect those most at risk. The next steps of the project are: 1) tracking specific campaigns through the print media to see what happens to the message and how any related personal interest stories are presented 2) understanding why articles are presented in this way through interviewing press release officers, journalists and editors

    Using Drones for Art and Exergaming

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    This Spotlight department features two separate articles. In 'Flying Displays and Drone-Assisted Art Making,' JĂźrgen Scheible and Markus Funk provide an overview of their work in creating flying displays and viewports for drone-assisted art making. In 'Interactive Context-Aware Projections with Drones for Exergaming,' Klen Copic Pucihar, Matjaz Kljun, Mark Lochrie, Paul Egglestone, and Peter Skrlj present a moving projection platform that can project content onto arbitrary surfaces while tracking user interaction within and around the displayed content. In particular, they explore how the platform's mobility and rich interaction possibilities create opportunities for advancing research focused on human-drone interaction during street games. This department is part of a special issue on drones

    Designing interactive newsprint

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    The possibility of linking paper to digital information is enhanced by recent developments in printed electronics. In this article we report the design and evaluation of a local newspaper augmented with capacitive touch regions and an embedded Bluetooth chip working with an adjunct device. These allowed the interactive playback of associated audio and the registration of manual voting actions on the web. Design conventions inherited from paper and the web were explored by showing four different versions of an interactive newspaper to 16 community residents. The diverse responses of residents are described, outlining the potential of the approach for local journalism and recommendations for the design of interactive newsprint
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