811 research outputs found

    Storytelling with objects to explore digital archives

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    Finding media in archives is difficult while storytelling with photos can be fun and supports memory retrieval. Could the search for media become a natural part of the storytelling experience? This study investigates spatial interactions with objects as a means to encode information for retrieval while being embedded in the story flow. An experiment is carried out in which participants watch a short video and re-tell the story using cards each of which shows a character or object occurring in the video. Participants arrange the cards when telling the story. It is analyzed what information interactions with cards carry and how this information relates to the language of storytelling. Most participants align interactions with objects with the sentences of the story while some arrange the cards corresponding to the video scene. Spatial interactions with objects can carry information on their own or complemented by language

    Flights in my hands : coherence concerns in designing Strip'TIC, a tangible space for air traffic controllers

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    Best Paper Honorable Mention awardInternational audienceWe reflect upon the design of a paper-based tangible interactive space to support air traffic control. We have observed, studied, prototyped and discussed with controllers a new mixed interaction system based on Anoto, video projection, and tracking. Starting from the understanding of the benefits of tangible paper strips, our goal is to study how mixed physical and virtual augmented data can support the controllers' mental work. The context of the activity led us to depart from models that are proposed in tangible interfaces research where coherence is based on how physical objects are representative of virtual objects. We propose a new account of coherence in a mixed interaction system that integrates externalization mechanisms. We found that physical objects play two roles: they act both as representation of mental objects and as tangible artifacts for interacting with augmented features. We observed that virtual objects represent physical ones, and not the reverse, and, being virtual representations of physical objects, should seamlessly converge with the cognitive role of the physical object. Finally, we show how coherence is achieved by providing a seamless interactive space

    Compensating for low frame rates

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    An Inquiry into the Practice of Proving in Low-Dimensional Topology

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    The aim of this article is to investigate speciïŹc aspects connected with visualization in the practice of a mathematical subïŹeld: low-dimensional topology. Through a case study, it will be established that visualization can play an epistemic role. The background assumption is that the consideration of the actual practice of mathematics is relevant to address epistemological issues. It will be shown that in low-dimensional topology, justiïŹcations can be based on sequences of pictures. Three theses will be defended. First, the representations used in the practice are an integral part of the mathematical reasoning. As a matter of fact, they convey in a material form the relevant transitions and thus allow experts to draw inferential connections. Second, in low-dimensional topology experts exploit a particular type of manipulative imagination which is connected to intuition of two- and three-dimensional space and motor agency. This imagination allows recognizing the transformations which connect diïŹ€erent pictures in an argument. Third, the epistemic—and inferential—actions performed are permissible only within a speciïŹc practice: this form of reasoning is subject-matter dependent. Local criteria of validity are established to assure the soundness of representationally heterogeneous arguments in low-dimensional topology

    BUILD-IT: A brick-based, integral solution supporting multidisciplinary design tasks

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