(2018.8.31開催日本人間工学会アーゴデザイン部会コンセプト事例発表会口頭発表用スライド) 本発表は、米国では「Nudge」と呼ばれている人間の認知バイアスを利用した行動変容手法の考え方を発展させ、共感バイアスを利用した行動変容手法の体系化を提案するものである。
本発表ではまず行動変容手法「Nudge」についての概要を説明した上で、「Nudge」では想定されていなかった、絵に描かれた架空の人物に対して人間が無意識に覚える共感によって人間の行動を変容させる事例を紹介し、UXデザインの一環として共感バイアスを利用した行動変容の手法をデザインパターンとして体系化することの重要性を提唱するものである。
Title :: a study of behavior change methods applying empathy bias by using game characters
Abstract :: This paper describes behavior change methods by using game characters, based on the knowledge in behavioral economics called “Nudge”.
Cross-Platform / Cross-Reality Tech Talk at VR Arcade Conference - Andrew Prell gives the history Convergence's team and the vision of the Silica neXus Project, XR Adventure opening in the SF Bay Area by October 2016.
https://youtu.be/qgLa_wAAfnE
2016 is the year that virtual reality hits the consumer market with at least five major VR platforms coming from heavyweights such as Google, Sony, Oculus, Samsung and Valve. These platforms offer different solutions to the problem of input in VR including everything from position tracking controllers to single button input schemes. Learn how to design compelling UX that is intuitive, what concepts translate across each platform, as well as a few things to avoid along the way.
Virtual Reality for Business (VR Infographic by Opace)Opace Web Design
Opace infographic about what virtual reality can do for your business
Read this highly informative infographic from Opace, focusing on the hottest new piece of tech around; virtual reality. It looks at the history of virtual reality, which despite being widely popular now, dates back to the 1950s, as well as the main competitors in the virtual reality race, which includes all the big names from Google to Samsung. It has a handy price comparison chart, plenty of facts, figures and statistics regarding both the technology now and where it’s headed in the future.
The majority of the infographic focuses on the applications of virtual reality for business, especially for marketing, social media and e-commerce, and has plenty of examples and information on how you could look into incorporating virtual reality into your business’ digital strategy.
Alongside the infographic is a detailed article examining the applications for businesses in-depth, and makes for the perfect guide for anyone looking to take their digital marketing, social media and e-commerce strategies to the next level.
For more information, see:
https://www.opace.co.uk/blog/what-can-virtual-reality-do-for-your-business/
(2018.8.31開催日本人間工学会アーゴデザイン部会コンセプト事例発表会口頭発表用スライド) 本発表は、米国では「Nudge」と呼ばれている人間の認知バイアスを利用した行動変容手法の考え方を発展させ、共感バイアスを利用した行動変容手法の体系化を提案するものである。
本発表ではまず行動変容手法「Nudge」についての概要を説明した上で、「Nudge」では想定されていなかった、絵に描かれた架空の人物に対して人間が無意識に覚える共感によって人間の行動を変容させる事例を紹介し、UXデザインの一環として共感バイアスを利用した行動変容の手法をデザインパターンとして体系化することの重要性を提唱するものである。
Title :: a study of behavior change methods applying empathy bias by using game characters
Abstract :: This paper describes behavior change methods by using game characters, based on the knowledge in behavioral economics called “Nudge”.
Cross-Platform / Cross-Reality Tech Talk at VR Arcade Conference - Andrew Prell gives the history Convergence's team and the vision of the Silica neXus Project, XR Adventure opening in the SF Bay Area by October 2016.
https://youtu.be/qgLa_wAAfnE
2016 is the year that virtual reality hits the consumer market with at least five major VR platforms coming from heavyweights such as Google, Sony, Oculus, Samsung and Valve. These platforms offer different solutions to the problem of input in VR including everything from position tracking controllers to single button input schemes. Learn how to design compelling UX that is intuitive, what concepts translate across each platform, as well as a few things to avoid along the way.
Virtual Reality for Business (VR Infographic by Opace)Opace Web Design
Opace infographic about what virtual reality can do for your business
Read this highly informative infographic from Opace, focusing on the hottest new piece of tech around; virtual reality. It looks at the history of virtual reality, which despite being widely popular now, dates back to the 1950s, as well as the main competitors in the virtual reality race, which includes all the big names from Google to Samsung. It has a handy price comparison chart, plenty of facts, figures and statistics regarding both the technology now and where it’s headed in the future.
The majority of the infographic focuses on the applications of virtual reality for business, especially for marketing, social media and e-commerce, and has plenty of examples and information on how you could look into incorporating virtual reality into your business’ digital strategy.
Alongside the infographic is a detailed article examining the applications for businesses in-depth, and makes for the perfect guide for anyone looking to take their digital marketing, social media and e-commerce strategies to the next level.
For more information, see:
https://www.opace.co.uk/blog/what-can-virtual-reality-do-for-your-business/
Location Based VR: VR Internet Cafe & VR Arcade | Jikhan JungJessica Tams
Delivered at Casual Connect USA 2016. VR has been increasing in popularity, especially HTC Vive which is proving to be a good VR experience with hand controllers and room scale tracking. However, cost and space requirements make it difficult for the normal household to have this. In a similar way that Internet Cafes became popular in Asia in early PC days, VR Internet Cafes and VR Arcades will play an important role in the popularity of VR in these early days.
Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
This is a public presentation about virtual reality and augmented reality, made for APKOMINDO Yogyakarta event "Virtual Experience" held on 3-7 September 2016 in JEC
covered mainly about VR and AR as a whole
The way we will interact with digital content is about to rapidly change, due to the emergence of Consumer Virtual Reality.
!
This KZero Worldswide report explains the state of the Consumer Virtual Reality market, the devices being created, the companies operating in it, market size forecasts and commercial application examples for key Virtual Reality markets.
SP1: Exploratory Network Analysis with GephiJohn Breslin
ICWSM 2011 Tutorial
Sebastien Heymann and Julian Bilcke
Gephi is an interactive visualization and exploration software for all kinds of networks and relational data: online social networks, emails, communication and financial networks, but also semantic networks, inter-organizational networks and more. Designed to make data navigation and manipulation easy, it aims to fulfill the complete chain from data importing to aesthetics refinements and interaction. Users interact with the visualization and manipulate structures, shapes and colors to reveal hidden properties. The goal is to help data analysts to make hypotheses, intuitively discover patterns or errors in large data collections.
In this tutorial we will provide a hands-on demonstration of the essential functionalities of Gephi, based on a real case scenario: the exploration of student networks from the "Facebook100" dataset (Social Structure of Facebook Networks, Amanda L. Traud et al, 2011). The participants will be guided step by step through the complete chain of representation, manipulation, layout, analysis and aesthetics refinements. Particular focus will be put on filters and metrics for the creation of their first visualizations. They will be incited to compare the hypotheses suggested by their own exploration to the results actually published in the academic paper afterwards. They finally will walk away with the practical knowledge enabling them to use Gephi for their own projects. The tutorial is intended for professionals, researchers and graduates who wish to learn how playing during a network exploration can speed up their studies.
Sébastien Heymann is a Ph.D. Candidate in Computer Science at Université Pierre et Marie Curie, France. His research at the ComplexNetworks team focuses on the dynamics of realworld networks. He leads the Gephi project since 2008, and is the administrator of the Gephi Consortium.
Julian Bilcke is a Software Engineer at ISC-PIF (Complex Systems Institute of Paris, France). He is a founder and a developer for the Gephi project since 2008.
Location Based VR: VR Internet Cafe & VR Arcade | Jikhan JungJessica Tams
Delivered at Casual Connect USA 2016. VR has been increasing in popularity, especially HTC Vive which is proving to be a good VR experience with hand controllers and room scale tracking. However, cost and space requirements make it difficult for the normal household to have this. In a similar way that Internet Cafes became popular in Asia in early PC days, VR Internet Cafes and VR Arcades will play an important role in the popularity of VR in these early days.
Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
This is a public presentation about virtual reality and augmented reality, made for APKOMINDO Yogyakarta event "Virtual Experience" held on 3-7 September 2016 in JEC
covered mainly about VR and AR as a whole
The way we will interact with digital content is about to rapidly change, due to the emergence of Consumer Virtual Reality.
!
This KZero Worldswide report explains the state of the Consumer Virtual Reality market, the devices being created, the companies operating in it, market size forecasts and commercial application examples for key Virtual Reality markets.
SP1: Exploratory Network Analysis with GephiJohn Breslin
ICWSM 2011 Tutorial
Sebastien Heymann and Julian Bilcke
Gephi is an interactive visualization and exploration software for all kinds of networks and relational data: online social networks, emails, communication and financial networks, but also semantic networks, inter-organizational networks and more. Designed to make data navigation and manipulation easy, it aims to fulfill the complete chain from data importing to aesthetics refinements and interaction. Users interact with the visualization and manipulate structures, shapes and colors to reveal hidden properties. The goal is to help data analysts to make hypotheses, intuitively discover patterns or errors in large data collections.
In this tutorial we will provide a hands-on demonstration of the essential functionalities of Gephi, based on a real case scenario: the exploration of student networks from the "Facebook100" dataset (Social Structure of Facebook Networks, Amanda L. Traud et al, 2011). The participants will be guided step by step through the complete chain of representation, manipulation, layout, analysis and aesthetics refinements. Particular focus will be put on filters and metrics for the creation of their first visualizations. They will be incited to compare the hypotheses suggested by their own exploration to the results actually published in the academic paper afterwards. They finally will walk away with the practical knowledge enabling them to use Gephi for their own projects. The tutorial is intended for professionals, researchers and graduates who wish to learn how playing during a network exploration can speed up their studies.
Sébastien Heymann is a Ph.D. Candidate in Computer Science at Université Pierre et Marie Curie, France. His research at the ComplexNetworks team focuses on the dynamics of realworld networks. He leads the Gephi project since 2008, and is the administrator of the Gephi Consortium.
Julian Bilcke is a Software Engineer at ISC-PIF (Complex Systems Institute of Paris, France). He is a founder and a developer for the Gephi project since 2008.
4. モバイルエクスペリエンスにおいてわずかな動きを伴
伴ったアニメーションは強制的なデザイン材料として
扱われ始めている
幼少時の⼟曜⽇朝のテレビタイムの回想
Movement breathes life into everything it touches
o touches.
「動き」が全ての触れるものに命を与える