This white paper was written by the members of the Work Group focusing on design practices of the COST Action 18230 - Interactive Narrative Design for Complexity Representation (INDCOR, WG1). It presents an overview of Interactive Digital Narratives (IDNs) design for complexity representations through IDN workflows and methodologies, IDN authoring tools and applications. It provides definitions of the central elements of the IDN alongside its best practices, designs and methods. Finally, it describes complexity as a feature of IDN, with related examples. In summary, this white paper serves as an orienting map for the field of IDN design, understanding where we are in the contemporary panorama while charting the grounds of their promising futures.
MULTIFILE
Digitization of activities in hospitals receives more attention, due to Covid-19 related regulations. The use of e-health to support patient care is increasing and efficient ways to implement digitization of processes and other technological equipment are needed. We constructed a protocol for implementation and in this study, we evaluate this protocol based on a case to implement a device in the OR. We used various data sources to evaluate this protocol: semi-structured interviews, questionnaires, and project documents. Based on these findings, this protocol, including identified implementation activities and implementation instructions can be used for implementations of other devices. Implementation activities include setting up a project plan, organizational and technological preparation, maintenance, and training. In future research, these activities and instructions need to be evaluated in more complex projects and a flexible tool needs to be developed to select relevant activities and instructions for implementations of information systems or devices.
LINK
The temporal dimension of acceptance is under-researched in technology acceptance research. Yet, people’s perceptions on technology use may change over time when gaining user experiences. Our 6-month home study deploying an interactive robot provides insight into the long-term use of use interactive technology in a domestic environment. We present a phased framework for the acceptance of interactive technology in domestic environments. Based on 97 interviews obtained from 21 participants living in different household types, the results provide an initial validation of our phased framework for long-term acceptance showing that acceptance phases are linked to certain user experiences which evolve over time when people gain experience with the technology. Involving end users in the early stages of development helps researchers understand the cultural and social contexts of acceptance and enables developers to apply this gained knowledge into their future designs.
A world where technology is ubiquitous and embedded in our daily lives is becoming increasingly likely. To prepare our students to live and work in such a future, we propose to turn Saxion’s Epy-Drost building into a living lab environment. This will entail setting up and drafting the proper infrastructure and agreements to collect people’s location and building data (e.g. temperature, humidity) in Epy-Drost, and making the data appropriately available to student and research projects within Saxion. With regards to this project’s effect on education, we envision the proposal of several derived student projects which will provide students the opportunity to work with huge amounts of data and state-of-the-art natural interaction interfaces. Through these projects, students will acquire skills and knowledge that are necessary in the current and future labor-market, as well as get experience in working with topics of great importance now and in the near future. This is not only aligned with the Creative Media and Game Technologies (CMGT) study program’s new vision and focus on interactive technology, but also with many other education programs within Saxion. In terms of research, the candidate Postdoc will study if and how the data, together with the building’s infrastructure, can be leveraged to promote healthy behavior through playful strategies. In other words, whether we can persuade people in the building to be more physically active and engage more in social interactions through data-based gamification and building actuation. This fits very well with the Ambient Intelligence (AmI) research group’s agenda in Augmented Interaction, and CMGT’s User Experience line. Overall, this project will help spark and solidify lasting collaboration links between AmI and CMGT, give body to AmI’s new Augmented Interaction line, and increase Saxion’s level of education through the dissemination of knowledge between researchers, teachers and students.
Our world is changing rapidly as a result of societal and technological developments that create new opportunities and challenges. Extended Realities (XR) could provide solutions for the problems the world is facing. In this project we apply these novel solutions in food and hospitality. It aims to tackle fundamental questions on how to stimulate a healthy and vital society that is based on a sustainable and innovative economy. This project aims to answer the question: How can Extended Reality (XR) technologies be integrated in the design of immersive food experiences to stimulate sustainable consumption behavior? A multidisciplinary approach, that has demonstrated its strength in the creative industry, will be applied in the hospitality and food sector. The project investigates implications and design considerations for immersion through XR technology that can stimulate sustainable consumption behavior. Based on XR prototypes, physiological data will be collected using biometric measuring devices in combination with self-reports. The effect of stimuli on sustainable consumption behavior during the immersive experience will be tested to introduce XR implementations that can motivate long-term behavioral change in food consumption. The results of the project contribute towards developing innovations in the hospitality sector that can tackle global societal challenges by exploiting the impact of new technology and understanding of consumer behavior to promote a healthy lifestyle and economy. Next to academic publications and conference contributions, the project will develop a handbook for hospitality professionals. It will outline steps and design criteria for the implementation of XR technologies to create immersive experiences that can stimulate sustainable consumption behavior. The knowledge generated in the project will contribute to the development of the curriculum at the Academy for Hotel and Facility at Breda University of Applied Sciences by introducing a technology-driven experience design approach for the course Sustainable Strategic Business Design.
Despite the benefits of the widespread deployment of diverse Internet-enabled devices such as IP cameras and smart home appliances - the so-called Internet of Things (IoT) has amplified the attack surface that is being leveraged by cyber criminals. While manufacturers and vendors keep deploying new products, infected devices can be counted in the millions and spreading at an alarming rate all over consumer and business networks. The objective of this project is twofold: (i) to explain the causes behind these infections and the inherent insecurity of the IoT paradigm by exploring innovative data analytics as applied to raw cyber security data; and (ii) to promote effective remediation mechanisms that mitigate the threat of the currently vulnerable and infected IoT devices. By performing large-scale passive and active measurements, this project will allow the characterization and attribution of compromise IoT devices. Understanding the type of devices that are getting compromised and the reasons behind the attacker’s intention is essential to design effective countermeasures. This project will build on the state of the art in information theoretic data mining (e.g., using the minimum description length and maximum entropy principles), statistical pattern mining, and interactive data exploration and analytics to create a casual model that allows explaining the attacker’s tactics and techniques. The project will research formal correlation methods rooted in stochastic data assemblies between IoT-relevant measurements and IoT malware binaries as captured by an IoT-specific honeypot to aid in the attribution and thus the remediation objective. Research outcomes of this project will benefit society in addressing important IoT security problems before manufacturers saturate the market with ostensibly useful and innovative gadgets that lack sufficient security features, thus being vulnerable to attacks and malware infestations, which can turn them into rogue agents. However, the insights gained will not be limited to the attacker behavior and attribution, but also to the remediation of the infected devices. Based on a casual model and output of the correlation analyses, this project will follow an innovative approach to understand the remediation impact of malware notifications by conducting a longitudinal quasi-experimental analysis. The quasi-experimental analyses will examine remediation rates of infected/vulnerable IoT devices in order to make better inferences about the impact of the characteristics of the notification and infected user’s reaction. The research will provide new perspectives, information, insights, and approaches to vulnerability and malware notifications that differ from the previous reliance on models calibrated with cross-sectional analysis. This project will enable more robust use of longitudinal estimates based on documented remediation change. Project results and methods will enhance the capacity of Internet intermediaries (e.g., ISPs and hosting providers) to better handle abuse/vulnerability reporting which in turn will serve as a preemptive countermeasure. The data and methods will allow to investigate the behavior of infected individuals and firms at a microscopic scale and reveal the causal relations among infections, human factor and remediation.