The intention of this chapter is to show how autoethnographic research might promote reflexivity among career professionals. We aim to answer the question: can writing one’s own life and career story assist career practitioners and researchers in identifying patterns, idiosyncrasies, vulnerabilities that will make them more aware of the elements that are fundamental to career construction and that have been mentioned in a variety of disparate places in the existing career literature? What interested us as career researchers and co-creators of the narrative approach Career Writing in considering the innovative intention of this book, was how writing our own career story could deepen our professional reflexivity and might also help others to do so. https://doi.org/10.1007/978-3-030-22799-9_30 LinkedIn: https://www.linkedin.com/in/reinekke-lengelle-phd-767a4322/
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This article presents a novel and highly interactive process to generate natural language narratives based on our ongoing work on semiotic relations, providing four criteria for composing new narratives from existing stories. The wide applicability of this semiotic reconstruction process is suggested by a reputed literary scholar's deconstructive claim that new narratives can often be shown to be a tissue of previous narratives. Along, respectively, three semiotic axes – syntagmatic, paradigmatic, and meronymic – existing stories can yield new stories by the combination, imitation, or expansion of an iconic scene; lastly, a new story may emerge through reversal via an antithetic consideration, i.e., through the adoption of opposite values. Targeting casual users, we present a fully operational prototype with a simple and user-friendly interface that incorporates an AI agent, namely ChatGPT. The prototype, in a coauthor capacity, generates context-compatible sequences of events in storyboard format using backward-chaining abductive reasoning (employing Stable Diffusion to draw scene illustrations), conforming as much as possible to the user's authorial instructions. The extensive repertoire of book and movie summaries available to the AI agent obviates the need to manually supply laborious and error-prone context specifications. A user study was conducted to evaluate user experience and satisfaction with the generated narratives. The preliminary findings suggest that our approach has the potential to enhance story quality while offering a positive user experience.
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In this paper we introduce a novel highly interactive process to generate natural language narratives on the basis of our ongoing work on semiotic relations. To the two basic components of interactive systems, namely, a software tool and a user interface, we add a third component - AI agents, understood as an upgraded rendition of software agents. Our semiotic relations approach considers four ways of composing new narratives from existing narratives. Along what semioticians call the horizontal syntagmatic axis, one can form the new narrative by combining two or more previous narratives. Along the vertical paradigmatic axis, the new narrative may emerge as a similar version, which imitates the previous one, possibly in a different context. Along the depth meronymic axis, the hierarchic narrative levels, such as plot, event, and scene, are explored, allowing either expansion or summarization. Lastly, the antithetic consideration, rather than adding a dimension, aims at some form of reversal, through the adoption of opposite values. A fully operational prototype is described. Its name, ChatGeppetto, conflates the skilled Geppetto, who fashioned Pinocchio, an early case of artisanship-produced human level intelligence, with ChatGPT, which operates as the main AI agent component. To run the experiments, we concentrated on book narratives.
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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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This paper explores how the concept of life has been used in video games through time. Life is an essential element in different types of action games and several nuances have been used to provide various types of emotions and effects during gameplay. However, the details and patterns have not been extendedly analyzed. Primarily, we survey works regarding the description and formalization of game analysis with emphasis on works in which the concepts have impact in the arguably accepted notion of life. Multiple examples are provided to show different approaches to the concept of life and the impact of such approaches in overall gameplay, namely in the game difficulty and emotions. The examples are then generalized, resulting in a proposal of framework to describe life representation in games. The proposed framework was evaluated in a user study, having participants with gaming culture (professionals, academics, and students of game development courses). Each participant was assigned with the task of fitting a preselected set of games within the framework. The results indicate good coverage of the main concepts with satisfactory consistency.
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This book is the account of teaching practice linked to research projects, a practice that is able to create new, unexpected values in the complex patchwork of the city through experimental and strategic interventions with greenery. That the interventions involve greenery is obviously linked to the fact that the Van Hall Larenstein university of applied sciences specializes in nature and agriculture, but there is also a practical reason. Green spaces act as a cohesive force, as is shown again and again in the Netherlands and in the Lively Cities programme. Particularly in the urban context, green spaces have a distinctive and perhaps even emotional value that encourages people to pause there and makes them think about their appreciation of a place. Greenery triggers people to take part in social experiments. But that is just the beginning.
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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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Through video-materials of use-in-practice we present and discuss NOOT, an interactive tool that supports sense-making during creative sessions. The project investigates how ‘cognitive scaffolding’ may support such sense-making.
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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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As people age, physiological changes affect their thermal perception, sensitivity and regulation. The ability to respond effectively to temperature fluctuations is compromised with physiological ageing, upsetting the homeostatic balance of health in some. As a result, older people can become vulnerable at extremes of thermal conditions in their environment. With population ageing worldwide, it is an imperative that there is a better understanding of older people’s thermal needs and preferences so that their comfort and wellbeing in their living environment can be optimised and healthy ageing achieved. However, the complex changes affecting the physiological layers of the individual during the ageing process, although largely inevitable, cannot be considered linear. They can happen in different stages, speeds and intensities throughout the ageing process, resulting in an older population with a great level of heterogeneity and risk. Therefore, predicting older people’s thermal requirements in an accurate way requires an in-depth investigation of their individual intrinsic differences. This paper discusses an exploratory study that collected data from 71 participants, aged 65 or above, from 57 households in South Australia, over a period of 9 months in 2019. The paper includes a preliminary evaluation of the effects of individual intrinsic characteristics such as sex, body composition, frailty and other factors, on thermal comfort. It is expected that understanding older people’s thermal comfort from the lens of these diversity-causing parameters could lead to the development of individualised thermal comfort models that fully capture the heterogeneity observed and respond directly to older people’s needs in an effective way. (article starts at page 13)
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