Performative Experience Design (PED) is an extension of experience design focusing on the unique time-bound encounter between performers and spectators. Technology is purposefully designed to enhance the experience be...
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ISBN:
(纸本)9781450322720
Performative Experience Design (PED) is an extension of experience design focusing on the unique time-bound encounter between performers and spectators. Technology is purposefully designed to enhance the experience between audience and performers. PED has been studied with adult participants;however, it has not been explored with children. We conducted a Cooperative Inquiry session to explore 1) how children want to interact with live performances;2) how they seek to change a story in live performances;and 3) a specific technique that might facilitate designing for such interactions. We present our initial findings regarding children's perceptions of what constitutes live performance and the ways in which children want to use technology to interact with, direct, and respond to narrative structures and characters within live performances. We include a discussion of the features of a specific co-design technique for supporting the ideation process of our child designers. Copyright 2014 ACM.
Automatic motion estimation of multiple depth cameras has remained a challenging topic in computervision due to its reliance on the image correspondence problem. In this paper, spherical objects are employed to estim...
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In this paper, a two-level parallel spatial hashing method is presented for real-time collision detection of deformable objects based on modern GPU architecture. The second-level of spatial hashing is used to improve ...
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It has been recognized that most seniors prefer to age in a place with familiar surroundings until their health makes this impossible. In an attempt to address the aging phenomenon, as well as recognize seniors' p...
It has been recognized that most seniors prefer to age in a place with familiar surroundings until their health makes this impossible. In an attempt to address the aging phenomenon, as well as recognize seniors' preference, we worked with a Canada-based company that develops a sensor-based home monitoring system for people to monitor the home activities of independently living seniors. Our role was to develop web interfaces that present sensor data to the intended web users – the seniors' informal care providers (e.g., their close friends or family members). In this paper, we present the information design and the web interface prototypes, and report the results of our formative evaluations through cognitive walkthrough and heuristic evaluation methods. The common problems discovered in both methods were problematic notification mechanism, inconsistency, background and layout. Each method also detected usability issues that the other did not. Our work adds more empirical evidence to the importance of combining evaluation methods in a study. The experiences in this study also helped us reflect on approaches and strategies when working with industry partners.
In multi-touch interactive systems, it is of great significance to distinguish which hand of the user is touching the surface in real time. Left-right hand distinction is essential for recognizing the multi-finger ges...
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Physical movement has the potential to enhance learning activities. To investigate how movement can be incorporated into children's mobile language learning, we designed and evaluated two versions of a German voca...
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Stereoscopic displays are promising and have many applications in various fields because they can provide amazing visual effects. However, one of the inevitable problems is that they also cause visual fatigue after du...
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Stereoscopic displays are promising and have many applications in various fields because they can provide amazing visual effects. However, one of the inevitable problems is that they also cause visual fatigue after durative viewing. Recent years, many researches have been proposed on the visual fatigue during stereoscopic viewing. But there are very few researches on the visual fatigue during a continuous viewing process, especially for those combine both subjective and objective evaluation. Besides, with the development and popularization of mobile devices, it is now possible for users to experience stereoscopic effects using mobile devices anytime and anywhere. In this paper, a comprehensive evaluation method is proposed. Subjective scores, Electrocardiograph (ECG) and eye movement of all subjects were collected when they were viewing stereoscopic videos. These data were then used to analyze the change of the visual fatigue during viewing. A mobile device was adopted and a comparative experiment was designed to assess the change of the visual fatigue when viewing 2D and 3D content respectively. Eighteen subjects were employed in the experiment, and the results show that the visual fatigue is generally greater when viewing 3D contents than when viewing similar 2D contents.
We believe that children as young as ten can directly benefit from opportunities to engage in computational thinking. One approach to provide these opportunities is to focus on social game play. Understanding game pla...
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作者:
Paul E van der VetHarm Nijveen1Human Media Interaction Group
Department of Computer Science University of Twente Drienerlolaan 5 Enschede 7522 NB the Netherlands. 2ZGT Academy
Ziekenhuisgroep Twente Zilvermeeuw 1 Almelo 7609 PP the Netherlands. 3Bioinformatics Laboratory
Wageningen University Droevendaalsesteeg 1 Wageningen 6708 PB the Netherlands. 4Wageningen Seed Lab
Laboratory of Plant Physiology Wageningen University Droevendaalsesteeg 1 Wageningen 6708 PB the Netherlands.
BACKGROUND:In about one in 10,000 cases, a published article is retracted. This very often means that the results it reports are flawed. Several authors have voiced concerns about the presence of retracted research in...
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BACKGROUND:In about one in 10,000 cases, a published article is retracted. This very often means that the results it reports are flawed. Several authors have voiced concerns about the presence of retracted research in the memory of science. In particular, a retracted result is propagated by citing it. In the published literature, many instances are given of retracted articles that are cited both before and after their retraction. Even worse is the possibility that these articles in turn are cited in such a way that the retracted result is propagated further.
METHODS:We have conducted a case study to find out how a retracted article is cited and whether retracted results are propagated through indirect citations. We have constructed the entire citation network for this case.
RESULTS:We show that directly citing articles is an important source of propagation of retracted research results. In contrast, in our case study, indirect citations do not contribute to the propagation of the retracted result.
CONCLUSIONS:While admitting the limitations of a study involving a single case, we think there are reasons for the non-contribution of indirect citations that hold beyond our case study.
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