972 resultados para Interactive experience
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Presentation from the MARAC conference in Roanoke, VA on October 7–10, 2015. S7 - The Interactive Experience: Exploring Technologies for Creating Touchscreen Exhibits.
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Presentation from the MARAC conference in Roanoke, VA on October 7–10, 2015. S7 - The Interactive Experience: Exploring Technologies for Creating Touchscreen Exhibits.
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This paper reports on the development of a playful digital experience, Anim-action, designed for young children with developmental disabilities. This experience was built using the Stomp platform, a technology designed specifically to meet the needs of people with intellectual disability through facilitating whole body interaction. We provide detail on how knowledge gained from key stakeholders informed the design of the application and describe the design guidelines used in the development process. A study involving 13 young children with developmental disabilities was conducted to evaluate the extent to which Anim-action facilitates cognitive, social and physical activity. Results demonstrated that Anim-action effectively supports cognitive and physical activity. In particular, it promoted autonomy and encouraged problem solving and motor planning. Conversely, there were limitations in the system’s ability to support social interaction, in particular, cooperation. Results have been analyzed to determine how design guidelines might be refined to address these limitations.
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Enactive approaches foreground the role of interpersonal interaction in explanations of social understanding. This motivates, in combination with a recent interest in neuroscientific studies involving actual interactions, the question of how interactive processes relate to neural mechanisms involved in social understanding. We introduce the Interactive Brain Hypothesis (IBH) in order to help map the spectrum of possible relations between social interaction and neural processes. The hypothesis states that interactive experience and skills play enabling roles in both the development and current function of social brain mechanisms, even in cases where social understanding happens in the absence of immediate interaction. We examine the plausibility of this hypothesis against developmental and neurobiological evidence and contrast it with the widespread assumption that mindreading is crucial to all social cognition. We describe the elements of social interaction that bear most directly on this hypothesis and discuss the empirical possibilities open to social neuroscience. We propose that the link between coordination dynamics and social understanding can be best grasped by studying transitions between states of coordination. These transitions form part of the self-organization of interaction processes that characterize the dynamics of social engagement. The patterns and synergies of this self-organization help explain how individuals understand each other. Various possibilities for role-taking emerge during interaction, determining a spectrum of participation. This view contrasts sharply with the observational stance that has guided research in social neuroscience until recently. We also introduce the concept of readiness to interact to describe the practices and dispositions that are summoned in situations of social significance (even if not interactive). This latter idea links interactive factors to more classical observational scenarios.
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Among the many discussions and studies related to video games, one of the most recurrent, widely debated and important relates to the experience of playing video games. The gameplay experience – as appropriated in this study – is the result of the interplay between two essential elements: a video game and a player. Existing studies have explored the resulting experience of video game playing from the perspective of the video game or the player, but none appear to equally balance both of these elements. The study presented here contributes to the ongoing debate with a gameplay experience model. The proposed model, which looks to equally balance the video game and the player elements, considers the gameplay experience to be both an interactive experience (related to the process of playing the video game) and an emotional experience (related to the outcome of playing the video game). The mutual influence of these two experiences during video game play ultimately defines the gameplay experience. To this gameplay experience contributes several dimensions, related to both the video game and player: the video game includes a mechanics, interface and narrative dimension; the player includes a motivations, expectations and background dimension. Also, the gameplay experience is initially defined by a gameplay situation, conditioned by an ambient in which gameplay takes place and a platform on which the video game is played. In order to initially validate the proposed model and attempt to show a relationship among the multiple model dimensions, a multi-case study was carried out using two different video games and player samples. In one study, results show significant correlations between multiple model dimensions, and evidence that video game related changes influence player motivations as well as player visual behavior. In specific player related analysis, results show that while players may be different in terms of background and expectations regarding the game, their motivation to play are not necessarily different, even if their performance in the game is weak. While further validation is necessary, this model not only contributes to the gameplay experience debate, but also demonstrates in a given context how player and video game dimensions evolve during video game play.
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Knowmore (House of Commons) is a large scale generative interactive installation that incorporates embodied interaction, dynamic image creation, new furniture forms, touch sensitivity, innovative collaborative processes and multichannel generative sound creation. A large circular table spun by hand and a computer-controlled video projection falls on its top, creating an uncanny blend of physical object and virtual media. Participants’ presence around the table and how they touch it is registered, allowing up to five people to collaboratively ‘play’ this deeply immersive audiovisual work. Set within an ecological context, the work subtly asks what kind of resources and knowledges might be necessary to move us past simply knowing what needs to be changed to instead actually embodying that change, whilst hinting at other deeply relational ways of understanding and knowing the world. The work has successfully operated in two high traffic public environments, generating a subtle form of interactivity that allows different people to interact at different paces and speeds and with differing intentions, each contributing towards dramatic public outcomes. The research field involved developing new interaction and engagement strategies for eco-political media arts practice. The context was the creation of improved embodied, performative and improvisational experiences for participants; further informed by ‘Sustainment’ theory. The central question was, what ontological shifts may be necessary to better envision and align our everyday life choices in ways that respect that which is shared by all - 'The Commons'. The methodology was primarily practice-led and in concert with underlying theories. The work’s knowledge contribution was to question how new media interactive experience and embodied interaction might prompt participants to reflect upon the kind of resources and knowledges required to move past simply knowing what needs to be changed to instead actually embodying that change. This was achieved through focusing on the power of embodied learning implied by the works' strongly physical interface (i.e. the spinning of a full size table) in concert with the complex field of layered imagery and sound. The work was commissioned by the State Library of Queensland and Queensland Artworkers Alliance and significantly funded by The Australia Council for the Arts, Arts Queensland, QUT, RMIT Centre for Animation and Interactive Media and industry partners E2E Visuals. After premiering for 3 months at the State Library of Queensland it was curated into the significant ‘Mediations Biennial of Modern Art’ in Poznan, Poland. The work formed the basis of two papers, was reviewed in Realtime (90), was overviewed at Subtle Technologies (2010) in Toronto and shortlisted for ISEA 2011 Istanbul and included in the edited book/catalogue ‘Art in Spite of Economics’, a collaboration between Leonardo/ISAST (MIT Press); Goldsmiths, University of London; ISEA International; and Sabanci University, Istanbul.
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An Interactive Installation with holographic 3D projections, satellite imagery, surround sound and intuitive body driven interactivity. Remnant (v.1) was commissioned by the 2010 TreeLine ecoArt event - an initiative of the Sunshine Coast Council and presented at a remnant block of subtropical rainforest called ‘Mary Cairncross Scenic Reserve’ - located 100kms north of Brisbane near the township of Maleny. V2 was later commissioned for KickArts Gallery, Cairns, re-presenting the work in a new open format which allowed audiences to both experience the original power of the work and to also understand the construction of the work's powerful illusory, visual spaces. This art-science project focused upon the idea of remnant landscapes - isolated blocks of forest (or other vegetation types) typically set within a patchwork quilt of surrounding farmed land. Participants peer into a mysterious, long tunnel of imagery whilst navigating entirely through gentle head movements - allowing them to both 'steer' in three dimensions and also 'alight', as a butterfly might, upon a sector of landscape - which in turn reveals an underlying 'landscape of mind'. The work challenges audiences to re-imagine our conceptions of country in ways that will lead us to better reconnect and sustain today’s heavily divided landscapes. The research field involved developing new digital image projection methods, alternate embodied interaction and engagement strategies for eco-political media arts practice. The context was the creation of improved embodied and improvisational experiences for participants, further informed by ‘eco-philosophical’ and sustainment theories. By engaging with deep conceptions of connectivity between apparently disparate elements, the work considered novel strategies for fostering new desires, for understanding and re-thinking the requisite physical and ecological links between ‘things’ that have been historically shattered. The methodology was primarily practice-led and in concert with underlying theories. The work’s knowledge contribution was to question how new media interactive experience and embodied interaction might prompt participants to reflect upon appropriate resources and knowledges required to generate this substantive desire for new approaches to sustainment. This accentuated through the power of learning implied by the works' strongly visual and kinaesthetic interface (i.e. the tunnel of imagery and the head and torso operated navigation). The work was commissioned by the 2010 TreeLine ecoArt event - an initiative of the Sunshine Coast Council and the second version was commissioned by Kickarts Gallery, Cairns, specifically funded by a national optometrist chain. It was also funded in development by Arts Queensland and reviewed in Realtime.
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It is generally agreed that if authentic teacher change is to occur then the tacit knowledge about how and why they act in certain ways in the classroom be accessed and reflected upon. While critical reflection can and often is an individual experience there is evidence to suggest that teachers are more likely to engage in the process when it is approached in a collegial manner; that is, when other teachers are involved in and engaged with the same process. Teachers do not enact their profession in isolation but rather exist within a wider community of teachers. An outside facilitator can also play an active and important role in achieving lasting teacher change. According to Stein and Brown (1997) “an important ingredient in socially based learning is that graduations of expertise and experience exist when teachers collaborate with each other or outside experts” (p. 155). To assist in the effective professional development of teachers, outside facilitators, when used, need to provide “a dynamic energy producing interactive experience in which participants examine and explore the complex components of teaching” (Bolster, 1995, p. 193). They also need to establish rapport with the participating teachers that is built on trust and competence (Hyde, Ormiston, & Hyde, 1994). For this to occur, professional development involving teachers and outside facilitators or researchers should not be a one-off event but an ongoing process of engagement that enables both the energy and trust required to develop. Successful professional development activities are therefore collaborative, relevant and provide individual, specialised attention to the teachers concerned. The project reported here aimed to provide professional development to two Year 3 teachers to enhance their teaching of a new mathematics content area, mental computation. This was achieved through the teachers collaborating with a researcher to design an instructional program for mental computation that drew on theory and research in the field.
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Cette étude ethnographique porte sur le réseau social du tango argentin à Montréal, les valeurs esthétiques du tango, l’interprétation de l’expérience de la danse acquise au cours du processus de socialisation et les différents agents de socialisation. Dans un contexte de réappropriation et de déterritorialisation d’un savoir-faire comme le tango, les références symboliques relatives à son contexte d’origine, son imaginaire collectif et son contexte sociohistorique sont moins accessibles. Ceci semble appeler chez les danseurs montréalais une sorte de surdétermination de l’expérience immédiate, concrète et interactive de la danse dans la construction d’un sens collectif. Cette recherche s’intéresse plutôt à la transposition dans le réseau montréalais de certaines normes esthétiques en lien avec les modalités interactives de la danse. Ces normes esthétiques induisent une attention particulière portée à la qualité de l’expérience se reflétant dans les pratiques et les discours. Ces valeurs esthétiques remontent au contexte d’origine du tango et à la rencontre entre différents univers socialisateurs transnationaux à différentes étapes de son évolution. De ce type de rencontres «transesthétiques», s’est développé un dualisme entre le danser pour les autres et le danser pour soi, dans les représentations et la mise en forme d’une expérience dansée. À Montréal, c’est avec emphase qu’on observe la cohabitation de ces deux systèmes de valeurs en apparence antagonistes où, d’une part, est valorisé l’exhibition du soi et, d’autre part, sont priorisés l’intériorité et l’expérience subjective. En bref, ce mémoire explore les relations complexes qui existent entre les processus culturels et leurs produits, l’expérience et le sens, entre la subjectivité individuelle et la collectivité, et redéfinit l’agentivité des acteurs sociaux en étudiant les modes spécifiques de production du sens dans un art comme la danse.
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ArtInTec es una organización creativa que ofrece servicios complementarios de apoyo pedagógico mediante instalaciones artísticas que integran arte y tecnología, unión que permite abarcar tres conceptos fundamentales: interactividad, lograda a través de herramientas tecnológicas convencionales y no convencionales; experiencias cognitivas significativas, mediante la generación de procesos de aprendizaje innovadores que permitan la construcción de saberes de trascendencia, y desarrollo de contenidos de diferentes temáticas que fortalezcan el aprendizaje. En su primera etapa, ArtInTec estará enfocada en el diseño, producción, comercialización, divulgación y venta de servicios transversales de apoyo pedagógico que impliquen la intermediación del arte y la tecnología, partiendo del concepto de instalación artística como género del arte contemporáneo que utiliza directamente el espacio de exposición como escenario para ser transitado por el espectador, logrando así una experiencia interactiva. Los tres servicios comparten características que se constituyen como columna vertebral de su naturaleza: tienen un objetivo altamente pedagógico, las temáticas son desarrolladas previo consenso entre la institución y ArtInTec, su componente artístico es el hilo conductor de la experiencia y se desarrollan en las instalaciones de la institución contratante. A continuación se enuncia cada uno de los servicios ofrecidos: a. Taller asistido por nuevas tecnologías. b. Instalación interactiva en gran formato. c. Instalación interactiva para dispositivos móviles.
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Brazil is going through the process from analogical transmission to digital transmission. This new technology, in addition to providing a high quality audio and video, also allows applications to execute on television. Equipment called Set-Top Box are needed to allow the reception of this new signal and create the appropriate environment necessary to execute applications. At first, the only way to interact with these applications is given by remote control. However, the remote control has serious usability problems when used to interact with some types of applications. This research suggests a software resources implementation capable to create a environment that allows a smartphone to interact with applications. Besides this implementation, is performed a comparative study between use remote controle and smartphones to interact with applications of digital television, taking into account parameters related to usability. After analysis of data collected by the comparative study is possible to identify which device provides an interactive experience more interesting for users
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Trata-se de um estudo qualitativo, utilizando-se, como referencial teórico, o Interacionismo Simbólico e, como referencial metodológico, a Grounded Theory, visando: compreender a experiência interacional de familiares visitantes e acompanhantes de adultos e idosos hospitalizados, há mais de sete dias, em um Hospital Universitário de grande porte do Estado de São Paulo, e desenvolver um modelo teórico representativo dessa experiência. As estratégias para obtenção dos dados foram a observação e a entrevista. Dos resultados, emergiram dois fenômenos: vivendo a expectativa pela internação no Hospital Universitário e assumindo o papel de familiar visitante ou de familiar acompanhante. A compreensão da experiência nos permitiu ampliar o conhecimento, referente ao movimento que eles empreenderam na vivência denominada como movendo-se perante a sinalização do enfermeiro entre os papéis de familiar visitante e familiar acompanhante: compartilhando uma experiência de poucos prazeres em solidariedade ao adulto e ao idoso hospitalizados.
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Estudo sobre as experiências vividas por mulheres negras que participam do movimento cultural hip-hop. Em particular, buscou-se discutir sobre a organização dos arranjos interativos e as relações de pertencimento, presença e empoderamento, tendo como elo a produção musical e as Tecnologias da Informação e Comunicação (TICs).Desvendar as implicações que as TICs têm com as práticas culturais juvenis contemporâneas de periferia, que funcionam como referência no combate às desigualdades de gênero e do racismo. Investigar as conexões entre as interações sociais, a cultura e ação política na esfera pública. A experiência de identidade, gênero e participação no universo on-line foi construída a partir de leituras sobre as políticas identitárias, teorias feministas e das interações sociais proporcionadas pelas TICs. Os procedimentos metodológicos incluem a pesquisa bibliográfica, entrevistas semi-estruturadas, aplicação de formulários, observação a partir da participação em eventos, além de estudo de sites dos grupos estudados e participação nas redes sociais. Entre os resultados, destaca-se que há o fortalecimento das ações e de ícones na disseminação da cultura hip-hop e que a proposição sobre o ativismo político e social das jovens envolvidas no hip-hop.
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Estudo sobre as experiências vividas por mulheres negras que participam do movimento cultural hip-hop. Em particular, buscou-se discutir sobre a organização dos arranjos interativos e as relações de pertencimento, presença e empoderamento, tendo como elo a produção musical e as Tecnologias da Informação e Comunicação (TICs).Desvendar as implicações que as TICs têm com as práticas culturais juvenis contemporâneas de periferia, que funcionam como referência no combate às desigualdades de gênero e do racismo. Investigar as conexões entre as interações sociais, a cultura e ação política na esfera pública. A experiência de identidade, gênero e participação no universo on-line foi construída a partir de leituras sobre as políticas identitárias, teorias feministas e das interações sociais proporcionadas pelas TICs. Os procedimentos metodológicos incluem a pesquisa bibliográfica, entrevistas semi-estruturadas, aplicação de formulários, observação a partir da participação em eventos, além de estudo de sites dos grupos estudados e participação nas redes sociais. Entre os resultados, destaca-se que há o fortalecimento das ações e de ícones na disseminação da cultura hip-hop e que a proposição sobre o ativismo político e social das jovens envolvidas no hip-hop.
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1. nowhere landscape, for clarinets, trombones, percussion, violins, and electronics
nowhere landscape is an eighty-minute work for nine performers, composed of acoustic and electronic sounds. Its fifteen movements invoke a variety of listening strategies, using slow change, stasis, layering, coincidence, and silence to draw attention to the sonic effects of the environment—inside the concert hall as well as the world outside of it. The work incorporates a unique stage set-up: the audience sits in close proximity to the instruments, facing in one of four different directions, while the musicians play from a number of constantly-shifting locations, including in front of, next to, and behind the audience.
Much of nowhere landscape’s material is derived from a collection of field recordings
made by the composer during a road trip from Springfield, MA to Douglas, WY along US- 20, a cross-country route made effectively obsolete by the completion of I-90 in the mid- 20th century. In an homage to artist Ed Ruscha’s 1963 book Twentysix Gasoline Stations, the composer made twenty-six recordings at gas stations along US-20. Many of the movements of nowhere landscape examine the musical potential of these captured soundscapes: familiar and anonymous, yet filled with poignancy and poetic possibility.
2. “The Map and the Territory: Documenting David Dunn’s Sky Drift”
In 1977, David Dunn recruited twenty-six musicians to play his work Sky Drift in the
Anza-Borrego Desert in Southern California. This outdoor performance was documented with photos and recorded with four stationary microphones to tape. A year later, Dunn presented the work in New York City as a “performance/documentation,” playing back the audio recording and projecting slides. In this paper I examine the consequences of this kind of act: what does it mean for a recording of an outdoor work to be shared at an indoor concert event? Can such a complex and interactive experience be successfully flattened into some kind of re-playable documentation? What can a recording capture and what must it exclude?
This paper engages with these questions as they relate to David Dunn’s Sky Drift and to similar works by Karlheinz Stockhausen and John Luther Adams. These case-studies demonstrate different solutions to the difficulty of documenting outdoor performances. Because this music is often heard from a variety of equally-valid perspectives—and because any single microphone only captures sound from one of these perspectives—the physical set-up of these kind of pieces complicate what it means to even “hear the music” at all. To this end, I discuss issues around the “work itself” and “aura” as well as “transparency” and “liveness” in recorded sound, bringing in thoughts and ideas from Walter Benjamin, Howard Becker, Joshua Glasgow, and others. In addition, the artist Robert Irwin and the composer Barry Truax have written about the conceptual distinctions between “the work” and “not- the-work”; these distinctions are complicated by documentation and recording. Without the context, the being-there, the music is stripped of much of its ability to communicate meaning.