Interactive Poetry is a lively genre within E-Lit and interactive digital narrative that was made more accessible by the diffusion of tablets with “multitouch” screens allowing relatively complex gestural UIs on consumer-level hardware. This paper leverages pragmatist aesthetics to critically interrogate three exemplar pieces (Strange Rain, What They Speak When They Speak to Me? and Vniverse) that produce poetic effects by inviting gestural interactions. In conclusion, two critical concepts (“isomorphism” and “heteromorphism”) are demonstrated for future design and research.
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Deictic gestures are gestures we make during communication to point at objects or persons. Indicative acts of directing-to guide the addressee to an object, while placing-for acts place an object for the addressee’s attention. Commonly used presentation software tools, such as PowerPoint and Keynote, offer ample support for placing-for gestures, e.g. slide transitions, progressive disclosure of list items and animations. Such presentation tools, however, do not generally offer adequate support for the directing-to indicative act (i.e. pointing gestures). In this paper we argue the value of presenting deictic gestures to a remote audience. Our research approach is threefold: identify indicative acts that are naturally produced by presenters; design tangible gestures for multi-touch surfaces that replicate the intent of those indicative acts; and design a set of graphical effects for remote viewing that best represent these indicative acts for the audience. Clinton Jorge1, Jos P. van Leeuwen2, Dennis Dams3, Jan Bouwen4 1 University of Madeira, Madeira-ITI, Funchal, Portugal; 2 The Hague University of Applied Sciences, The Hague, Netherlands; 3,4 Bell Labs, Alcatel-Lucent, Antwerp, Belgium Copyright shared between: University of Madeira, Madeira-ITI, Funchal, Portugal; The Hague University of Applied Sciences, The Hague, Netherlands; Bell Labs, Alcatel-Lucent, Antwerp, Belgium
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‘Creating the Difference’ is the theme of the 2014 edition of the Chi Sparks conference. It is also the challenge that the Human-Computer Interaction (HCI) community is facing today. HCI is a creative field where practitioners engage in design, production, and evaluation of interactions between people and digital technology. Creating excellent interfaces for people, they make a difference in media and systems that people are eager to use. Usability and user experience are fundamental for achieving this, as are abilities at the forefront of technology, but key to a successful difference is getting the right concepts, addressing genuine, intrinsic, human needs. Researchers and practitioners contribute to this area from theory as well as practice by sharing, discussing, and demonstrating new ideas and developments. This is how HCI creates a difference for society, for individuals, businesses, education, and organizations. The difference that an interactive product or service makes might lie in the concept of it but also in the making, the creation of details and the realisation. It is through powerful concepts and exceptional quality of realisation that innovation is truly achieved. At the Chi Sparks 2014 conference, researchers and practitioners in the HCI community convene to share and discuss their efforts on researching and developing methods, techniques, products, and services that enable people to have better interactions with systems and other people. The conference is hosted at The Hague University of Applied Sciences, and proudly built upon the previous conferences in Arnhem (2011) and Leiden (2009). Copyright van de individuele papers ligt bij de betreffende auteurs.
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Based on the theory of embodied cognition we developed NOOT, at tangible tool that allows marking audio-moments during creative sessions. A detailed analysis of using NOOT in practice lead to a reconceptualization of NOOT within processes of external scaffolding. It also spurred a new design project focused on reflection during group sessions
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This research paper looks at a selection of science-fiction films and its connection with the progression of the use of television, telephone and print media. It also analyzes statistical data obtained from a questionnaire conducted by the research group regarding the use of communication media.
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Athor supplied : "This paper describes an agent-based architecture for domotics. This architecture is based on requirements about expandability and hardware independence. The heart of the system is a multi-agent system. This system is distributed over several platforms to open the possibility to tie the agents directly to the actuators, sensors and devices involved. This way a level of abstraction is created and all intelligence of the system as a whole is related to the agents involved. A proof of concept has been built and functions as expected. By implementing real and simulated devices and an easy to use graphical interface, all kind of compositions can be studied using this platform."
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Abstract van Poster presentatie. Our student-interpreters feel ill prepared for assignments that involve sign supported speech (Anonymous, 2015). This is probably due to the fact that there is no single way of communicating in sign supported speech (Sutton-Spence & Woll, 1999). Our study investigates if and how we could prepare our students within a fouryear bachelor curriculum.
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Abstract van prestentatie. According to Roy and Napier (2015), the earliest research on sign language interpreting dates to the mid-1970s. More recently we have acknowledged the need for research to be part of sign language interpreter (SLI) education programs (Winston, 2013). At present, educators feel an urgent need to embed research in their SLI programs with two goals: first, to firmly base their teaching in evidencebased practice, and second, to teach future interpreters how to continuously improve their practice
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Augmented Play Spaces (APS) are (semi-) public environments where playful interaction isfacilitated by enriching the existing environment with interactive technology. APS canpotentially facilitate social interaction and physical activity in (semi-)public environments. Incontrolled settings APS show promising effects. However, people’s willingness to engagewith APSin situ, depends on many factors that do not occur in aforementioned controlledsettings (where participation is obvious). To be able to achieve and demonstrate thepositive effects of APS when implemented in (semi-)public environments, it is important togain more insight in how to motivate people to engage with them and better understandwhen and how those decisions can be influenced by certain (design) factors. TheParticipant Journey Map (PJM) was developed following multiple iterations. First,based on related work, and insights gained from previously developed andimplemented APS, a concept of the PJM was developed. Next, to validate and refinethe PJM, interviews with 6 experts with extensive experience with developing andimplementing APS were conducted. Thefirst part of these interviews focused oninfluential (design) factors for engaging people into APS. In the second part, expertswere asked to provide feedback on thefirst concept of the PJM. Based on the insightsfrom the expert interviews, the PJM was adjusted and refined. The Participant JourneyMap consists of four layers: Phases, States, Transitions and Influential Factors. There aretwo overarchingphases:‘Onboarding’and‘Participation’and 6statesa (potential)participant goes through when engaging with an APS:‘Transit,’‘Awareness,’‘Interest,’‘Intention,’‘Participation,’‘Finishing.’Transitionsindicate movements between states.Influential factorsare the factors that influence these transitions. The PJM supportsdirections for further research and the design and implementation of APS. Itcontributes to previous work by providing a detailed overview of a participant journeyand the factors that influence motivation to engage with APS. Notable additions are thedetailed overview of influential factors, the introduction of the states‘Awareness,’‘Intention’and‘Finishing’and the non-linear approach. This will support taking intoaccount these often overlooked, key moments in future APS research and designprojects. Additionally, suggestions for future research into the design of APS are given.
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Facility management has recently met several inflection points that call for new working methods; therefore, IFMA must foster and facilitate discussions to help set a new course for the industry. FM should build upon a history of innovation and use the field's complexity and multidisciplinarity to its advantage. By understanding current and emergent end-user needs and societal requirements, FM practitioners can identify new opportunities for future development. By understanding how building layers interact across disparate time scales, facility managers can enact systemic change for the benefit of end users, organizations and communities. Facility managers have an opportunity to be at the forefront of transformative change and lead the industry to higher ground.
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