1. The document discusses a study analyzing the spatial behaviors of social network service users through the lens of space syntax theory and proxemics. It examines how users navigate between platforms while sharing knowledge and how intimacy and identity dimensions are formed.
2. The study collected data from undergraduate students using cultural probes during activities on Facebook, blogs and Pinterest. It found users form territories through friends lists and privacy settings and visual representations of groups define knowledge sharing structures.
3. Relationships between users were found to depend on characteristics of participants, service types and purposes of groups, varying intimacy levels. Networks develop cognitive architectures using spatial information to achieve goals in a cooperative/competitive dynamic.
Invited Talk OAGM Workshop Salzburg, May 2015dermotte
There is a gap between a user's information need and the queries they submit, known as the "intention gap". Bridging this gap is challenging due to the difficulty of translating intentions into search queries. Researchers have studied user intentions in various contexts like search, media production and sharing. However, fully understanding intentions is difficult as people have trouble expressing their own intentions and judging those of others. Future work should develop new techniques to relate content-based image retrieval to user intentions and take an interdisciplinary approach to better model intentions across domains.
The document discusses robotics and artificial intelligence. It provides definitions of robotics and describes Isaac Asimov's Three Laws of Robotics. It discusses artificial intelligence concepts like knowledge representation and goal trees. It then covers applications of robots in scientific, nuclear, military, industrial, and medical fields. It describes the key components of robots and how they work through perception using vision and speech recognition, and through physical actions like navigation and manipulation.
This document discusses using new media tools for community engagement in urban planning. It suggests that tools like virtual worlds allow users to immerse themselves and collaboratively design spaces, fostering a greater sense of ownership. Unlike traditional design programs, virtual worlds give users a sense of playfulness to experiment freely. By building and inhabiting virtual spaces, they reveal insights about real social worlds and can generate groups interested in urban design elements. The document advocates that these new media tools have potential for inclusive community engagement in the planning process.
The ability of intuition and self- learning in humans is responsible for developing their
intelligence, reasoning and socialising. All this human characteristics can enable the robots to
volve into humans. In this context i explain that robots with developing intelligence can solve the problems of various scientific phenomenon such as black-hole, time travels and even in robotics the problems in sensors and actuators which do not impart human level DOF and movement thus making them do everything we can do. Imagine a robot doing yoga, karate, even a ballet all by itself without the rusty old controls and commands. Researchers have come with all kinds of robots and best of all social robots for social interaction so we have come with all kinds of robots what’s next? Robot scientists and researchers! Why not? It is highly evident that robot can think in new dimensions to solve issues.
This document discusses building usable augmented reality interfaces. It emphasizes understanding user needs through methods like focus groups and observations. Both virtual and physical interface elements must be considered, along with the interaction metaphor. Rapid prototyping and user testing are important to develop compelling AR experiences. Evaluation of AR applications is also discussed. The goal is to design AR that effectively merges virtual and real information while addressing usability issues.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
The document discusses the development of a miniature humanoid robot called Always2gether that is meant to be worn on a person's shoulder. It is intended to help users feel less lonely by allowing friends to control the robot remotely. The robot would mimic a friend's motions and actions through motion capture technology to provide companionship. Research was conducted on naming, branding, and establishing social media presences to promote the product as providing comfort and togetherness. Wireframes and webpage layouts were explored to demonstrate the robot and allow users to learn more.
Invited Talk OAGM Workshop Salzburg, May 2015dermotte
There is a gap between a user's information need and the queries they submit, known as the "intention gap". Bridging this gap is challenging due to the difficulty of translating intentions into search queries. Researchers have studied user intentions in various contexts like search, media production and sharing. However, fully understanding intentions is difficult as people have trouble expressing their own intentions and judging those of others. Future work should develop new techniques to relate content-based image retrieval to user intentions and take an interdisciplinary approach to better model intentions across domains.
The document discusses robotics and artificial intelligence. It provides definitions of robotics and describes Isaac Asimov's Three Laws of Robotics. It discusses artificial intelligence concepts like knowledge representation and goal trees. It then covers applications of robots in scientific, nuclear, military, industrial, and medical fields. It describes the key components of robots and how they work through perception using vision and speech recognition, and through physical actions like navigation and manipulation.
This document discusses using new media tools for community engagement in urban planning. It suggests that tools like virtual worlds allow users to immerse themselves and collaboratively design spaces, fostering a greater sense of ownership. Unlike traditional design programs, virtual worlds give users a sense of playfulness to experiment freely. By building and inhabiting virtual spaces, they reveal insights about real social worlds and can generate groups interested in urban design elements. The document advocates that these new media tools have potential for inclusive community engagement in the planning process.
The ability of intuition and self- learning in humans is responsible for developing their
intelligence, reasoning and socialising. All this human characteristics can enable the robots to
volve into humans. In this context i explain that robots with developing intelligence can solve the problems of various scientific phenomenon such as black-hole, time travels and even in robotics the problems in sensors and actuators which do not impart human level DOF and movement thus making them do everything we can do. Imagine a robot doing yoga, karate, even a ballet all by itself without the rusty old controls and commands. Researchers have come with all kinds of robots and best of all social robots for social interaction so we have come with all kinds of robots what’s next? Robot scientists and researchers! Why not? It is highly evident that robot can think in new dimensions to solve issues.
This document discusses building usable augmented reality interfaces. It emphasizes understanding user needs through methods like focus groups and observations. Both virtual and physical interface elements must be considered, along with the interaction metaphor. Rapid prototyping and user testing are important to develop compelling AR experiences. Evaluation of AR applications is also discussed. The goal is to design AR that effectively merges virtual and real information while addressing usability issues.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
The document discusses the development of a miniature humanoid robot called Always2gether that is meant to be worn on a person's shoulder. It is intended to help users feel less lonely by allowing friends to control the robot remotely. The robot would mimic a friend's motions and actions through motion capture technology to provide companionship. Research was conducted on naming, branding, and establishing social media presences to promote the product as providing comfort and togetherness. Wireframes and webpage layouts were explored to demonstrate the robot and allow users to learn more.
Beyond measuring buzz at WARC Next Generation ResearchInSites on Stage
Beyond measuring buzz: Drawing Deeper Insights through social media research (by Simon McDonald - InSites Consulting and Krista Cornelis - RTL Nederland), presented at the WARC Next Generation Research on Thursday January 17, 2013.
This document summarizes Wenzhuo Duan's master's thesis project on designing an online interactive system using metaphors and photography. The project involved a literature review on imaging technologies, metaphor, and interaction design. An empirical study was conducted involving graduate students classifying and evaluating photographs based on a metaphor definition. Results showed metaphorical stimuli affected perceptions of usefulness and engagement. The design phase incorporated tagging, sharing, guessing and collecting based on research results. Future work could involve more participant testing and feedback to iterate the design.
This document summarizes a research project analyzing how laptop screens can act as physical barriers to team communication. A team of students designed and built a small robot called Reflector to help minimize laptop distractions in group work. The robot uses rotational, tapping, and mirror-flicking motions triggered by different distraction levels to encourage focus. An online survey and in-person studies were conducted to evaluate the robot's behaviors and effects on collaboration. Most respondents felt the robot's motions successfully conveyed attentiveness to team members and encouraged better group communication over laptops. The research demonstrates the potential for assistive robots to positively influence human-human interactions.
Hiroshi Ishiguro is a Japanese roboticist who has created highly human-like androids in his own image and the images of others. His research focuses on developing humanoid robots that can serve as social partners for humans. He believes that as robots become more human-like in their interactions, humans will be able to form genuine emotional attachments to them. However, fully realizing his vision will require overcoming significant technical challenges in areas like movement, speech recognition, and integrating all of a robot's sensors.
Social software refers to software that supports or enhances human social behavior through communication, collaboration, and sharing of information. It includes tools like email, instant messengers, social networks, blogs, wikis, and more. Mobile social software is emerging, enabled by the rise of smartphones. Research on camera phone use found that people primarily take photos to share experiences with absent friends and family or to support remote tasks. Effective design of social software considers how to support social interactions and build online communities.
This isn't what I thought it was: community in the network ageNancy Wright White
A narrated version can be found here: https://www.youtube.com/watch?v=YB82kbj-NXw This was a short remote presentation that was part of a panel at the CACUSS 12.0: Engaging Digital Citizens conference <http: /> in Vancouver BC, Canada.
This document summarizes a research paper that examined the location data of 489 users from an online social network app to analyze the relationships between users' physical mobility patterns and their social connections. It introduced metrics like location entropy to measure users' diversity of locations. The researchers found they could predict whether two users were social connections based on their co-location patterns and mobility features. Their best model achieved 92% accuracy in distinguishing friends from non-friends.
This document summarizes the process of creating 9 art editions representing audio waveforms in a tactile and graphic style. The pieces were made by manipulating original waveforms in Illustrator and laser engraving them onto MDF. This allowed the viewer to experience understanding audio visually and physically. References discussed techniques for laser engraving, understanding waveforms, materials for production, and representing concepts in a physical form. The goal was to challenge connections between sight, touch, and hearing through representing sound waves in a visual and tangible way.
Introducing cyberdrama and using digital technologies in drama for creating and sharing drama. Specific focus on school and educational contexts, drawing on MA and PhD p
This document analyzes the spatial structure and issues facing the historic city center of Sharjah, UAE using space syntax methodology. It finds that the historic center was originally highly integrated and connected to the waterfront, but modern development has pulled the city inland and segregated the historic core. This has led to problems like traffic, environmental degradation, and the center becoming unattractive. The analysis identifies solutions like reconnecting the historic core to the waterfront and promoting active land uses to revitalize the area and preserve the cultural heritage.
This document summarizes space syntax, which analyzes how spatial configurations influence human behavior. It discusses space syntax's history and definitions, applications in fields like criminology and architecture, and analysis techniques like syntactic maps and measures of integration. Case studies on Margate, Jeddah, and Beijing show how space syntax was used to address issues like economic regeneration, unplanned urban areas, and sustainable development.
Architectural Space as a Network - Physical and Virtual CommunitiesUCL
Presentation at Workshop 'Innovation at the Verge - Computational Models of Physical / Virtual Space Interaction'; Leiden/NL, 18 Dec 2012
This talk explores the role of architectural space as a network that structures patterns of co-presence of occupants. It is suggested that one outcome of the configuration of space (in buildings or cities) is to structure a field of potential co-presence between people – a ‘virtual community’ - which gives rise to real encounter networks as people move through and inhabit it. Through the structure of physical space and the associated field of potential co-presence social groupings are either conserved, or new groupings are generated. Examples are given to illustrate this.
It is furthermore suggested that society coheres by means of both spatial and transpatial solidarities, which means individuals will participate in multiple distinct networks at the same time. Spatial networks are generated through face-to-face encounter in architectural space, and are dependent on spatial relational structures, while transpatial ties result from shared values, ethos and identities.
As technologies become more and more ubiquitous, they increasingly structure people’s patterns of interaction and seemingly move them away from physical space and into a new realm of online communities. This raises the question of whether physical space still plays the role it used to play and how we can conceptualise multiple overlapping network affiliations in both physical and virtual spaces. Therefore the affordances of technology in offering means of communication and encounter across time and space are discussed and put into perspective of the real life face-to-face networks of people realised in physical space.
Space Syntax theory proposes that cities form around networks of centers at different scales, from smaller seed spaces to larger city centers. These centers are formed based on the spatial value of an initial seed, such as its destination or route value, which establishes an area of influence around the seed, or fading distance. Dhaka, Bangladesh formed through a network of centers established at different times and places based on their spatial values, from an original trade center on the Buriganga River to later imperial and modern centers, ultimately connecting to form the city of Dhaka.
Space Syntax as a theory and method to unpack spatial networks and social processes
Centre for Advanced Spatial Analysis (CASA) Research Seminar, UCL, 3 Feb 2016
Picturing the Social: Talk for Transforming Digital Methods Winter SchoolFarida Vis
This talk highlights the work of the Visual Social Media Lab and the Picturing the Social project. It summarises the key research questions and aims of the project. It highlights the value of interdisciplinarity and working closely with industry in this area. It also focuses on the way in which me might study different types of structures involved in the circulation and the scopic regimes that make social media images more or less visible. It also tries to unpack how we can start to think about APIs as 'method' and looks at the different ways in which we can get access to different kinds of social media image data. Both through public ('free') APIs and ('pay for') firehose data.
Dissertation Proposal On Virtual&Meetup Systemguest2bf64e
This document outlines a dissertation proposal for a virtual and social meetup system. The system would combine online 3D chatting in a virtual world with offline group meetings in the real world. For the virtual world, it would allow users to interact through personalized avatars in 3D scenes and chat via text. Various scenes like a home, global chat room, and exotic locations would be created. Background music would match each scene's atmosphere. The system would also encourage users to organize real-world meetups based on shared interests to foster real connections alongside the online interactions. The proposal discusses technologies like PHP, MySQL, and 3D modeling software that would be used to develop the system.
Dissertation Proposal On Virtue&Meetup SystemTongXu520
This document outlines a dissertation proposal for a virtual and social meetup system. The system would combine online 3D chatting in a virtual world with offline group meetings in the real world. For the virtual world, it would include personalized avatars, 3D environments to chat in, and background music. The goal is to provide an attractive space for online interaction. Offline, the system would encourage users who connect online to also meet up in person. The proposal discusses technologies like PHP and MySQL that would be used to build the system, and research methods like design, evaluation, and ethnography that would be applied.
This document discusses planning and design practice in virtual spaces such as online communities. It argues that online spaces have emerged as places with communities and identities, similarly to physical places. It suggests that planning methods used for physical spaces, such as Lynch's taxonomy of images and cognitive mapping, can also be applied to virtual spaces. The document advocates for planners to get involved in designing user interfaces, evaluating online place quality, and supporting hybrid online-physical communities through social software design.
This document summarizes research comparing four mobile dating/hookup apps: Tinder, Mixxxer, Squirt, and Dattch. It discusses how each app is designed to attract certain groups (e.g. Tinder for general dating, Mixxxer and Squirt for explicit hookups) and how they navigate issues like real name policies, content policies of app stores, and ensuring privacy and safety for users. Key differences discussed include how users can browse, search, match, and meet up based on the intended purpose and technical capabilities of each app.
Beyond measuring buzz at WARC Next Generation ResearchInSites on Stage
Beyond measuring buzz: Drawing Deeper Insights through social media research (by Simon McDonald - InSites Consulting and Krista Cornelis - RTL Nederland), presented at the WARC Next Generation Research on Thursday January 17, 2013.
This document summarizes Wenzhuo Duan's master's thesis project on designing an online interactive system using metaphors and photography. The project involved a literature review on imaging technologies, metaphor, and interaction design. An empirical study was conducted involving graduate students classifying and evaluating photographs based on a metaphor definition. Results showed metaphorical stimuli affected perceptions of usefulness and engagement. The design phase incorporated tagging, sharing, guessing and collecting based on research results. Future work could involve more participant testing and feedback to iterate the design.
This document summarizes a research project analyzing how laptop screens can act as physical barriers to team communication. A team of students designed and built a small robot called Reflector to help minimize laptop distractions in group work. The robot uses rotational, tapping, and mirror-flicking motions triggered by different distraction levels to encourage focus. An online survey and in-person studies were conducted to evaluate the robot's behaviors and effects on collaboration. Most respondents felt the robot's motions successfully conveyed attentiveness to team members and encouraged better group communication over laptops. The research demonstrates the potential for assistive robots to positively influence human-human interactions.
Hiroshi Ishiguro is a Japanese roboticist who has created highly human-like androids in his own image and the images of others. His research focuses on developing humanoid robots that can serve as social partners for humans. He believes that as robots become more human-like in their interactions, humans will be able to form genuine emotional attachments to them. However, fully realizing his vision will require overcoming significant technical challenges in areas like movement, speech recognition, and integrating all of a robot's sensors.
Social software refers to software that supports or enhances human social behavior through communication, collaboration, and sharing of information. It includes tools like email, instant messengers, social networks, blogs, wikis, and more. Mobile social software is emerging, enabled by the rise of smartphones. Research on camera phone use found that people primarily take photos to share experiences with absent friends and family or to support remote tasks. Effective design of social software considers how to support social interactions and build online communities.
This isn't what I thought it was: community in the network ageNancy Wright White
A narrated version can be found here: https://www.youtube.com/watch?v=YB82kbj-NXw This was a short remote presentation that was part of a panel at the CACUSS 12.0: Engaging Digital Citizens conference <http: /> in Vancouver BC, Canada.
This document summarizes a research paper that examined the location data of 489 users from an online social network app to analyze the relationships between users' physical mobility patterns and their social connections. It introduced metrics like location entropy to measure users' diversity of locations. The researchers found they could predict whether two users were social connections based on their co-location patterns and mobility features. Their best model achieved 92% accuracy in distinguishing friends from non-friends.
This document summarizes the process of creating 9 art editions representing audio waveforms in a tactile and graphic style. The pieces were made by manipulating original waveforms in Illustrator and laser engraving them onto MDF. This allowed the viewer to experience understanding audio visually and physically. References discussed techniques for laser engraving, understanding waveforms, materials for production, and representing concepts in a physical form. The goal was to challenge connections between sight, touch, and hearing through representing sound waves in a visual and tangible way.
Introducing cyberdrama and using digital technologies in drama for creating and sharing drama. Specific focus on school and educational contexts, drawing on MA and PhD p
This document analyzes the spatial structure and issues facing the historic city center of Sharjah, UAE using space syntax methodology. It finds that the historic center was originally highly integrated and connected to the waterfront, but modern development has pulled the city inland and segregated the historic core. This has led to problems like traffic, environmental degradation, and the center becoming unattractive. The analysis identifies solutions like reconnecting the historic core to the waterfront and promoting active land uses to revitalize the area and preserve the cultural heritage.
This document summarizes space syntax, which analyzes how spatial configurations influence human behavior. It discusses space syntax's history and definitions, applications in fields like criminology and architecture, and analysis techniques like syntactic maps and measures of integration. Case studies on Margate, Jeddah, and Beijing show how space syntax was used to address issues like economic regeneration, unplanned urban areas, and sustainable development.
Architectural Space as a Network - Physical and Virtual CommunitiesUCL
Presentation at Workshop 'Innovation at the Verge - Computational Models of Physical / Virtual Space Interaction'; Leiden/NL, 18 Dec 2012
This talk explores the role of architectural space as a network that structures patterns of co-presence of occupants. It is suggested that one outcome of the configuration of space (in buildings or cities) is to structure a field of potential co-presence between people – a ‘virtual community’ - which gives rise to real encounter networks as people move through and inhabit it. Through the structure of physical space and the associated field of potential co-presence social groupings are either conserved, or new groupings are generated. Examples are given to illustrate this.
It is furthermore suggested that society coheres by means of both spatial and transpatial solidarities, which means individuals will participate in multiple distinct networks at the same time. Spatial networks are generated through face-to-face encounter in architectural space, and are dependent on spatial relational structures, while transpatial ties result from shared values, ethos and identities.
As technologies become more and more ubiquitous, they increasingly structure people’s patterns of interaction and seemingly move them away from physical space and into a new realm of online communities. This raises the question of whether physical space still plays the role it used to play and how we can conceptualise multiple overlapping network affiliations in both physical and virtual spaces. Therefore the affordances of technology in offering means of communication and encounter across time and space are discussed and put into perspective of the real life face-to-face networks of people realised in physical space.
Space Syntax theory proposes that cities form around networks of centers at different scales, from smaller seed spaces to larger city centers. These centers are formed based on the spatial value of an initial seed, such as its destination or route value, which establishes an area of influence around the seed, or fading distance. Dhaka, Bangladesh formed through a network of centers established at different times and places based on their spatial values, from an original trade center on the Buriganga River to later imperial and modern centers, ultimately connecting to form the city of Dhaka.
Space Syntax as a theory and method to unpack spatial networks and social processes
Centre for Advanced Spatial Analysis (CASA) Research Seminar, UCL, 3 Feb 2016
Picturing the Social: Talk for Transforming Digital Methods Winter SchoolFarida Vis
This talk highlights the work of the Visual Social Media Lab and the Picturing the Social project. It summarises the key research questions and aims of the project. It highlights the value of interdisciplinarity and working closely with industry in this area. It also focuses on the way in which me might study different types of structures involved in the circulation and the scopic regimes that make social media images more or less visible. It also tries to unpack how we can start to think about APIs as 'method' and looks at the different ways in which we can get access to different kinds of social media image data. Both through public ('free') APIs and ('pay for') firehose data.
Dissertation Proposal On Virtual&Meetup Systemguest2bf64e
This document outlines a dissertation proposal for a virtual and social meetup system. The system would combine online 3D chatting in a virtual world with offline group meetings in the real world. For the virtual world, it would allow users to interact through personalized avatars in 3D scenes and chat via text. Various scenes like a home, global chat room, and exotic locations would be created. Background music would match each scene's atmosphere. The system would also encourage users to organize real-world meetups based on shared interests to foster real connections alongside the online interactions. The proposal discusses technologies like PHP, MySQL, and 3D modeling software that would be used to develop the system.
Dissertation Proposal On Virtue&Meetup SystemTongXu520
This document outlines a dissertation proposal for a virtual and social meetup system. The system would combine online 3D chatting in a virtual world with offline group meetings in the real world. For the virtual world, it would include personalized avatars, 3D environments to chat in, and background music. The goal is to provide an attractive space for online interaction. Offline, the system would encourage users who connect online to also meet up in person. The proposal discusses technologies like PHP and MySQL that would be used to build the system, and research methods like design, evaluation, and ethnography that would be applied.
This document discusses planning and design practice in virtual spaces such as online communities. It argues that online spaces have emerged as places with communities and identities, similarly to physical places. It suggests that planning methods used for physical spaces, such as Lynch's taxonomy of images and cognitive mapping, can also be applied to virtual spaces. The document advocates for planners to get involved in designing user interfaces, evaluating online place quality, and supporting hybrid online-physical communities through social software design.
This document summarizes research comparing four mobile dating/hookup apps: Tinder, Mixxxer, Squirt, and Dattch. It discusses how each app is designed to attract certain groups (e.g. Tinder for general dating, Mixxxer and Squirt for explicit hookups) and how they navigate issues like real name policies, content policies of app stores, and ensuring privacy and safety for users. Key differences discussed include how users can browse, search, match, and meet up based on the intended purpose and technical capabilities of each app.
UX Study on Collective Spatial Intelligence Based Urban App ServicesJunie Kwon
UX Study on Collective Spatial Intelligence Based Urban App Services
: Influences of Ecological HCI Experience Factors to Empathetic Behaviours
Heejung Kwon, Ph.D.
Creative Innovation Research Centre, Yonsei Business Research Institute.
The 17th International Conference on Electronic Commerce 2015
Session E2: Mobile Service & Game
Time : 1:10 pm - 2:30 pm, Tuesday 4th August
Room : Seminar Room 3
This document discusses the possibilities and pitfalls of using social networking tools in educational settings. It begins by providing background on the prevalence of social networking use among teens and adults. It then explores the capabilities of social networks, including uses for marketing, knowledge sharing, and connecting with mentors. The document outlines how social network algorithms work to suggest connections. It acknowledges both the potential benefits of using networks like Edmodo in classrooms, while also warning of dangers like cyberbullying. It concludes by advocating for setting clear policies on appropriate social network use in schools.
1. Virtual heritage utilizes virtual reality and mixed reality to represent cultural artifacts and spaces. However, interaction design studies and consideration of end-users are often lacking.
2. Cultural presence refers to a visitor's sense of being in a foreign time or place when experiencing virtual environments related to different cultures. However, virtual places can be highly static and lack meaningful interactions.
3. Evaluating virtual heritage projects poses challenges regarding preservation of content over time and platforms, as well as training staff and users. Museums and cultural institutions are still developing strategies for utilizing augmented, virtual and mixed reality technologies.
"Supporting Community in Third Places with Situated Social Software" presentation at the 4th International Conference on Communities and Technologies (C&T 2009), http://cct2009.ist.psu.edu/
Long-Distance Romantic Relationships As Mediated Through Video Chat Applicati...Robert Beshara
This document summarizes an autoethnographic study on long-distance romantic relationships mediated through video chat applications. It discusses how advances in technology like broadband internet and video chatting have impacted intimacy in long-distance relationships by resolving issues of temporal distance through synchronous communication. While spatial distance remains, technologies have made intimacy and togetherness possible across geographic barriers. The document also examines concepts like cyberintimacy, embodiment in virtual spaces, and how identities are constructed in online contexts.
This document provides an overview of research conducted for a project exploring how extended reality technology could support reminiscing behavior. The research included user interviews, a literature review on memory and reminiscing, and analysis of existing memory-related products. Key findings included identifying six common mindsets people have when reminiscing, such as using memory for self-narrative and social connection. The document also discusses how location and technology can influence memory and reminiscing experiences. Extended reality technologies like augmented and mixed reality show potential for providing new ways to revisit past memories through more immersive experiences.
1) The document discusses principles of social interaction design, examining how social media work as systems of talk and mediated interaction. It explores how technology intervenes in natural communication and forces implicit meanings to become explicit.
2) Key aspects of social interaction addressed include talk as a form of social action, the organization of talk in social practices, and how cues and ambiguity are handled in mediated environments compared to face-to-face interaction.
3) The essay aims to better understand user experiences and social competencies in order to inform the design of social tools and their ability to facilitate meaningful self-expression and interaction online.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
SFO Art Institute 2011 projects: East meets West.Douglas Wang
This document discusses several projects related to design and technology. It describes an Onbobo smartphone platform that provides location-based services, and proposes a film project using this platform to tell a love story between two people meeting nearby. It also outlines a mixed reality interface project to visualize and navigate digital data objects in a 3D environment. Finally, it presents a Design for the Disadvantaged project conducting user research on disadvantaged groups in China, such as street vendors and garbage collectors, to design tools and spaces to improve their living conditions.
Ambient Informatics in Urban Cafes, a CoCollage presentation at the Digital Cities 6 workshop - "Concepts, Methods and Systems of Urban Informatics" - at the 4th International Conference on Communities & Technologies (C&T 2009). Notes from the workshop can be found here: http://gumption.typepad.com/blog/2009/06/digital-cities-6.html
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
The document provides information about emerging practices in design computing for 2019. It includes links to various resources about emerging technologies, discussions of concepts like analysis, evaluation, and synthesis in the context of technology projects. It also provides guidance on project structure and methods for a #ctec702 course, including analyzing a case study of an emerging practice through close reading and informed by readings on the social and political aspects of technology. Assessment rubrics are outlined and example technologies discussed include the Aina Ring, OLPC, Segway, and Google Glass.
Similar to 2013 khci_virtual space syntax analysis on pervasive social computing (20)
2013 khci_virtual space syntax analysis on pervasive social computing
1. Virtual Space Syntax Analysis on Pervasive Social
Computing Platforms
: Spatial Oriented Knowledge Sharing Behaviors of
Social Network Service Users!
HCI 2013 “Love Me Tender,” The Soul in Technology
Session : SE4 Design
Hours : 11:20-11:50am Fri. 1st Feb. 2012
Venue : Forrest G, Highone Convention
Heejung Kwon, Ph.D. Candidate
School of Business, Yonsei University
2. 1. Introduction!
• What conditions do we have for Pervasive Computing services
in 2013?
• Service designers for multi-platform applications are
noticing empirical behaviors of users such as;
(1) People follow friends.
(2) People keep moving physically, as well as virtually.
(3) People use/reuse digital information on many different devices/
services/platforms, and all connected.
(4) People prefer reading visuals to reading texts.
(5) People find augmented information unconsciously everywhere.
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 2
3. 1. Introduction!
• The conditions led us to address some questions related to service
design and science interests.
– Why do people feel more intimate to human-like entities, or what
properties of subjects let perceivers think they are human-like?
– How does the cognitive attribute affect the new market strategy for
pervasive computing services?
– What will be the measure of abstract psychological distance such as
intimacy in the context of pervasive computing?
• Such questions share the same root of interests of artificial
intelligences, and human behavior complexities in social context.
Human like computer, and collaborative behaviors in network systems
have been long and steady research topics in the common area of
computer science and cognitive science.
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 3
4. 2. Theoretical Background!
• Turing[8] asked the question in a very simple manner in
1950. “Can machines think?” By the question, he grounded a
basis of an artificial intelligence research, and developed
an experiment, Turing test, that modified his research
question into a logic game of AI design.
• The recent computation changes may revise his research
question in more emotional aspects. “Can machines feel?” or
“Can users feel machines feel like a mankind?” To elaborate
the idea, the research adopts an anthropologist hypothesis
on spatial intimacy.
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 4
5. 2. Theoretical Background!
• Hall[4] suggested the concept of proxemics to clarify the
social distance and personal intimacy relationships.
• Hall evaluated not only the way man interacts with others
in his daily life, but also the organization of space in
his houses and buildings, and ultimately the layout of his
towns.
• His categorization on personal spaces is a useful
instrument to analysis the intimacy of human relationships.
He scaled it by intimate, personal, social, and public
distances in observation of body spacing and postures.
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 5
6. 2. Theoretical Background!
Public
Social
Personal
Intimate
Figure 1. Proxemics
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 6
7. App on proxemics !
• Circles from
Facebook Friends
• Psychological
Distance vs.
Physical Distance
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 7
8. 2. Theoretical Background!
Personal
Un-‐Friend Friend
In#macy
(-‐) In#macy
(+)
Why & How ?
Human-‐like
Inhuman eg.
Avatar
Non-‐Personal
Figure 2. Identity and Intimacy dimensions
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 8
9. 2. Theoretical Background!
• Symbolic communications between human and architectures and urban
environments have been successfully accumulated by Hillier[6,7]
since his first volume on space affordance and languages, “The
social logic of space.”
• Comparing to proxemics, the space syntax hypothesis embraces more
macro level of a social collision and position.
• The spatial language literacy may give us an ability to explain how
non-verbal signifiers of spatial components influence the
participants’ decision in groups and organizations of social
systems.
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10. 2. Theoretical Background!
• Space Syntax
– a tool to help
architects simulate the
likely social effects of
their designs.
• Analysis Methods
– Integration
– Choice
– Depth Distance
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11. 3. Research Method!
• In the research it investigates the embedded social computing residents’
“way-finding” behaviors on diversified social network service platforms.
• By the exploratory research methodology and process, it addresses several
research agenda that are reasoning the application of traditional space
syntax architecture theories to the contemporary information architecture
problem solving.
– Do they have signals, symbols, and signs of architectures that help their mobilization,
and settlement?
– Do they have spatial configurations mutually recognized, and have been formed?
– Do they have geographical grids that define their routes, and habitations?
• These research questions will be clarified by observing and analyzing some
highly populated SNSs for embedded computing, such as Facebook, Google+, and
Twitter in cross-media use context.
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 11
12. 3. Research Method!
Identity Diffusion
SN LBS/Mashup
Lifelog Services
Services
Blog / Facebook / Foursquare/
Photo Sharing / Twitter/ Path/
Video Sharing Google+ Instagram/
Flipboard/
Pinterest
Figure 4. Identity Diffusion Through the SNS Evolution
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 12
13. 3. Research Method!
• Samples :
– 35 first year undergraduate students who is taking a digital media
design foundation course.
• Study Procedures
– Manito game that simulates gift-giving culture for emotional design
– Life-logging on blog, facebook, and pinterest
• The double framed Cultural Probes technique
– First layer frame : Cultural probes for future oriented design tasks
– Second layer frame : Digital Cultural Probes on Pinterest
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14. Unobtrusive Observation !
Through Double Framed Lenses !
Digital Based Cultural Probes Cultural Probes
SecondFor the Frame
First Layer Frame
Layer Manito Game For Co-Creation
The First Layer Frame
The Second Layer Frame
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15. 3. Research Method!
Curiosity Discovery
Mutual Friends
What friends like
Who follows who
What events friends go
.
.
.
.
Figure 5. Wayfinding to co-create
HCI Korea 2013 “Love Me Tender,” The Soul in Technology 15
16. 4. Findings!
• The flocking conditions of the services are deliberately followed
by third parties’ substances that generate the content of texts,
photos, music, and movies in the manner of co-creation.
• Therefore SN services are becoming more and more dependent upon
third parties, and consist of huge eco-systems of computing
experiences of the next stages.
• The emergent phenomenon alerts the structural changes of computing
environments, user experiences, and their natures in future. From
the notion of the changes, the research embraces the leading SN
services, and the neighbor services providing service substances as
the objects of the research.
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17. 5. The Complexity of Cooperation
and Competition!
• Proxemic behaviors among social computing users are varied by the
characteristics of participants, service natures, and purposes of
aggregations.
• In the center of the cognitive mechanism, the research found
circles, friends list, and privacy negotiations with the services.
• They configured the territories and representations of the
information spaces.
• They defined relationship distances or intimacy, visual
representations of self/group identities, and finally knowledge
sharing structures.
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18. 5. The Complexity of Cooperation
and Competition!
• Who to co-create with
– The collective behaviors have sensed and have been sensed among the
participants in the manner of IPD(The Iterated prisoner’s dilemma)[1].
R / (1− w ) ≥ T + wP / (1− w )
– TIT FOR TAT is evolutionarily stable if and only if the interactions
between the individuals have a sufficiently large probability of
continuing
• As a result, user agents develop their own cognitive architecture that
will utilize the spatial information, and achieve their usage goals.
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19. REFERENCES!
[1] Axelrod, R. (1997). The Complexity of Cooperation: Agent-Based Models of
Competition and Collaboration, New Jersey: Princeton University Press.
[2] Crysler, C.G. (2003). Writing Spaces : Discourses of Architecture, Urbanism
and the Built Environment, 1960-2000, London:Routledge.
[3] Gibson, J. J. (1986). The Ecological Approach to Visual perception.
Hillsdale, New Jersey: Lawrence Erlbaum Associates.
[4] Hall, E.T. (1969). The Hidden Dimension, New York: Anchor Books.
[5] Hill, J. (2003). Actions of Architecture: Architects, and Creative Users,
London:Routledge.
[6] Hillier, B. & Hanson, J.(1984). The Social Logic of Space,
Cambridge:Cambridge University Press.
[7] Hillier B. (1999), Space is the Machine: A Configurational Theory of
Architecture, Cambridge:Cambridge University Press.
[8] Turing, A.M. (1950). “Computing Machinery and Intelligence,” Mind, New
Series, Vol. 59, Mo. 236., pp. 433-460.
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