11 resultados para Everyday life

em University of Queensland eSpace - Australia


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This research explores gestures used in the context of activities in the workplace and in everyday life in order to understand requirements and devise concepts for the design of gestural information appliances. A collaborative method of video interaction analysis devised to suit design explorations, the Video Card Game, was used to capture and analyse how gesture is used in the context of six different domains: the dentist's office; PDA and mobile phone use; the experimental biologist's laboratory; a city ferry service; a video cassette player repair shop; and a factory flowmeter assembly station. Findings are presented in the form of gestural themes, derived from the tradition of qualitative analysis but bearing some similarity to Alexandrian patterns. Implications for the design of gestural devices are discussed.

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The interest in experiential and embodied aspects of brand and other product usage is under-represented in tourism orientated research, which generally falls to develop a contextualised understanding of the relationships between products and consumers, and within this in particular, considerations of individuality and self, embodiment, emotion and sensation. Aiming to `reverse the causality' (Lannon and Cooper 1983:201) of consumption focused tourism research, in this paper, I draw on the tourism experiences of Audrey, a participant in a larger study to reveal how, rather than just `consuming', tourism consumers interpret the meaning and values in a wide range of products and objects, weaving individual, rich, sensory, embodied experiences which are informed by the interactions and relationships with activities and products, and by their own personalities, past experiences and aspirations. Audrey is highly conscious of her self and of elsewhereness, hers are fragile, self-indulgent, tactile experiences which offer the freedom to step out of everyday life roles into other time and situational spheres where environment, objects and sensory stimulation are paramount. [ABSTRACT FROM AUTHOR]

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The first automatic mobile phone service was launched in Australia in 1981, with the first cellular mobile service following in 1987. In 2003 there were over 14.5 million mobile phone subscribers, and the technology had become central to everyday life and culture. Despite the significance of mobile phones, little has been written about their Australian histories. This paper offers some notes on the history of mobile telecommunications in Australia. As well as reviewing the development of the mobile phone in Australia, it looks at the cultural representation of this technology.

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Music is an immensely powerful affective medium that pervades our everyday life. With ever advancing technology, the reproduction and application of music for emotive and information transfer purposes has never been more prevalent. In this paper we introduce a rule-based engine for influencing the perceived emotions of music. Based on empirical music psychology, we attempt to formalise the relationship between musical elements and their perceived emotion. We examine the modification to structural aspects of music to allow for a graduated transition between perceived emotive states. This engine is intended to provide music reproduction systems with a finer grained control over this affective medium; where perceived musical emotion can be influenced with intent. This intent comes from both an external application and the audience. Using a series of affective computing technologies, an audience’s response metrics and attitudes can be incorporated to model this intent. A generative feedback loop is set up between the external application, the influencing process and the audience’s response to this, which together shape the modification of musical structure. The effectiveness of our rule system for influencing perceived musical emotion was examined in earlier work, with a small test study providing generally encouraging results.