The document discusses using scent and other senses beyond sight and sound to enhance communication in a digital environment. It describes a "Big Mouth Scent Machine" project that linked scents to emotions shared on Twitter. The author believes multi-sensory experiences like traditional Asian incense ceremonies can build intimacy and community by conveying feelings in unexpected physical forms beyond words. The document explores how to use algorithms and sensory outputs to question how information is gathered and open new perspectives on communication through interactive installations.
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.
Augmented Reality & Human Connection - Seminar 1J C
This document summarizes a seminar discussion on augmented reality and its effects on human interaction and communication. It provides background on the history and current applications of AR, such as in marketing, art museums, and social media. The discussion centers around whether AR enhances or detracts from true human connection by allowing for new forms of self-expression but potentially taking people out of the present moment. Students participate in a Snapchat activity and will fill out a questionnaire about their opinions on these issues.
Augmented Reality & Human Connection - Seminar 2J C
- The document summarizes a student's research assignment investigating the effects of augmented reality on human interaction and connection. The student conducted a study using Snapchat's AR features comparing a conversation using AR to one in person.
- Most participants felt AR was enjoyable but limited true emotion and presence compared to in-person conversations. No one thought AR could replace physical connection. The student concluded AR can both enhance and hinder human connection depending on its use and time spent on technology versus the real world.
- For further research, the student proposes investigating more advanced AR forms like Google Glass and VR that may compromise body language and presence less than Snapchat.
Brands must move beyond functional attributes and marketing tactics to foster deeper connections with audiences. Consumers are seeking authentic engagement through shared experiences and communities. To stay relevant, brands must participate in consumers' lives by empowering them to tell their own stories.
Final report for SD5520 Concept Workshop. The concept is about the sustainable reading behavior. Talking about sustainable disposal ways for free newspaper in Hong Kong.
Enhancing Scholarly Communities by and through Digital Publishing nesilver
The document discusses opportunities to enhance scholarly communities in digital rhetoric and writing through new digital publishing platforms and communication spaces. It describes existing vibrant online communities but notes a lack of spaces for fully interactive long- and short-form publications. The authors seek feedback from a conference unconference on desired features for a new digital writing/rhetoric imprint with a university press and accompanying web space for sharing scholarly materials.
This document discusses the rise of virtual spaces and relationships formed through digital means. It explores how technologies like social media, games, and virtual worlds are changing how humans communicate and interact on a daily basis. While some dismiss the value of virtual relationships, others argue that humans have always engaged with the virtual in some form. The document examines definitions of "virtual" and analyzes different types of virtual spaces like social media, online games, and virtual worlds. It provides context on the academic discussion around virtual worlds and digital anthropology.
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.
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.
Augmented Reality & Human Connection - Seminar 1J C
This document summarizes a seminar discussion on augmented reality and its effects on human interaction and communication. It provides background on the history and current applications of AR, such as in marketing, art museums, and social media. The discussion centers around whether AR enhances or detracts from true human connection by allowing for new forms of self-expression but potentially taking people out of the present moment. Students participate in a Snapchat activity and will fill out a questionnaire about their opinions on these issues.
Augmented Reality & Human Connection - Seminar 2J C
- The document summarizes a student's research assignment investigating the effects of augmented reality on human interaction and connection. The student conducted a study using Snapchat's AR features comparing a conversation using AR to one in person.
- Most participants felt AR was enjoyable but limited true emotion and presence compared to in-person conversations. No one thought AR could replace physical connection. The student concluded AR can both enhance and hinder human connection depending on its use and time spent on technology versus the real world.
- For further research, the student proposes investigating more advanced AR forms like Google Glass and VR that may compromise body language and presence less than Snapchat.
Brands must move beyond functional attributes and marketing tactics to foster deeper connections with audiences. Consumers are seeking authentic engagement through shared experiences and communities. To stay relevant, brands must participate in consumers' lives by empowering them to tell their own stories.
Final report for SD5520 Concept Workshop. The concept is about the sustainable reading behavior. Talking about sustainable disposal ways for free newspaper in Hong Kong.
Enhancing Scholarly Communities by and through Digital Publishing nesilver
The document discusses opportunities to enhance scholarly communities in digital rhetoric and writing through new digital publishing platforms and communication spaces. It describes existing vibrant online communities but notes a lack of spaces for fully interactive long- and short-form publications. The authors seek feedback from a conference unconference on desired features for a new digital writing/rhetoric imprint with a university press and accompanying web space for sharing scholarly materials.
This document discusses the rise of virtual spaces and relationships formed through digital means. It explores how technologies like social media, games, and virtual worlds are changing how humans communicate and interact on a daily basis. While some dismiss the value of virtual relationships, others argue that humans have always engaged with the virtual in some form. The document examines definitions of "virtual" and analyzes different types of virtual spaces like social media, online games, and virtual worlds. It provides context on the academic discussion around virtual worlds and digital anthropology.
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.
New pace approaches for digital storytelling: a practical caseHumberto Neves
One of the new developments under digital storytelling is about the control of the story pace. Within the interactive media such as the multi-touch devices, a series of new ways for the story flow are emerging where the reader is an active part of it. This reading experience will bring new ways to conceptualize a story given the new dimensions available such as the animation, interaction and sound.
The app aims to get people talking to themselves to generate data that can then be used to create an ongoing mesh network for the individual and facilitate initial connections in their community. The benefits are that as people are freed up from compulsory public education, the app can help ground the initial chaos by connecting people based on their self-reflections. People will then be able to meet up to work on things that matter to them. While the app can help people learn how to learn, the goal is that people will sustain ongoing connectedness within their communities without needing training. The app hopes to get people in a school district talking to themselves by giving them permission to play and connect to others daily.
IMBA Application - Lorenzo sforza - Question JLorenzo Sforza
- Social interactions are being transformed by rapidly advancing digital technologies. Over the next decade, interactions will increasingly occur online rather than in-person as distances are compressed.
- By the 2020s, remote work and digital communication may replace much physical interaction in both social and professional settings. Digital identities and avatars may become the primary way people represent themselves and socialize online.
- Emerging technologies like artificial intelligence and robotics may further reduce the need for human labor and physical activity. If machines develop human-level intelligence, people may interact as much with technology as with each other.
- While technology will likely improve many aspects of life, its growing influence could also threaten in-person connections and exclude those without
Using the present to create the future - the Web in South AfricaDerek Keats
Using the present to create the future: How can we move South Africa from consumer to producer of web technologies. My keynote talk at the ZAWWW2011 conference, Sept 15th, 2011 in Johannesburg.
Communication technologies were created to bridge geographical distance, but people have discovered they allow new experiences by taking advantage of being apart. Being apart enables careful self-expression through crafted messages and avoids unintended emotions during difficult conversations. Technologies should not aim to replicate face-to-face interactions, but support the unique benefits of distance communication.
This document provides an overview of key concepts in digital anthropology from the book Digital Anthropology edited by Heather Horst and Daniel Miller. It discusses six principles of digital anthropology including how the digital intensifies culture's dialectical nature. The document also summarizes several chapters that address issues like disability and the digital world, how new media is incorporated into everyday life, and the challenges and potentials of digital technologies. It emphasizes that digital worlds are as culturally relative and material as analog worlds and should be studied using traditional anthropological methods like long-term ethnographic fieldwork.
The document discusses how people use social media to connect with each other and share information. It notes that while technology allows for more connections, it has also introduced distance between people. The document then examines emotions in social media and how they are used to convey intimacy and regulate interactions. It also discusses how social media allows for weak ties through networking and discusses how this has transformed organizations and knowledge sharing.
This document discusses redefining public education to focus on self-directed learning and facilitating connections between individuals. It proposes developing an app that would allow people to talk or text about things they notice, dreams they have, people/ideas they connect with, and what matters to them. This data would then connect individuals with shared interests or goals. Over time, these connections would create a network for each person, potentially facilitating new opportunities and an alternative form of credentialing based on demonstrated passions and intentions. The app aims to provide a guided, but optional, process for self-reflection and community building as an alternative to standardized testing during a transition to a more flexible public education system.
Library Bus Project - Thesis Work in progressDipti Sonawane
Re-conceptualising the Espoo City Library Bus service for the children of Espoo, Finland in collaboration with LeGroup (Learning Environment Group), Department of Spatial Design, Aalto University and the City Library of Espoo. The bus aims to integrate new media technologies for exciting experiences. The project proposed five themes to revolutionise the library bus service. The bus is scheduled to start operating in 2013.
This document summarizes Leon Liu's thesis project process book about addressing loneliness through design. Some key points:
1) Through user research including interviews, Liu found that busy lifestyles, feeling anonymous in big cities, and overuse of digital devices can contribute to feelings of loneliness among young professionals.
2) Liu's design research analyzed that the core issue was the contrast between one's inner and outer worlds. His proposed solution was to encourage users to recognize, understand, and properly respond to loneliness through intentional solitude activities like hobbies and meditation.
3) Liu created a design brief around this structure of recognizing, understanding, and responding to loneliness emotions, with the goal of helping
Personal and social media have become integrated into people's lives and shaped how they interact and participate. The main difference between traditional and personal/social media is digitization. Some controversies around these technologies include whether they encourage superficial thinking, affect social relations, and truly increase productivity. Guidelines for use include consciously managing information flow to avoid overload.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
Lucio Margulis Juego de la Prevención de Riesgos de TrabajoLucio Margulis
This document discusses the playful aspect of e-learning and how games and play can be incorporated into virtual learning environments. It argues that learning through play has always been a natural part of how humans learn, especially for children, but this aspect is often lost for adults and in traditional education settings. E-learning provides opportunities to make learning more interactive, participatory and enjoyable through multimedia games and simulations, as well as cooperative games. These types of games can help motivate students and reduce dropout rates by making the learning process more interesting and fun. The document examines different types of games that can be used, including simulations, virtual reality experiences, and cooperative games to promote collaboration and community.
This document discusses how libraries can leverage social media to become more engaging and community-focused. It provides examples of how libraries are using various social media platforms like Facebook, Twitter, Flickr, and Google+ to connect with users, share content, and foster collaboration. The key message is that libraries need an online presence and must embrace social media to remain relevant in today's technology-driven world where users increasingly access and share information online.
The document provides an overview of a PhD thesis that argues mobile devices have brought about a shift from a culture of efficiency to a culture of affect in how humans experience and relate to technology. The thesis uses case studies and examples to illustrate how affect now plays a central role in the relationship between people and technology. It explores how mobile devices mediate people's experiences of the world in a new media context by embodying experiences and facilitating the sharing of images.
This document provides a lengthy discussion and analysis of online privacy issues. It discusses how the internet allows for invisibility and omnipresence while also threatening anonymity and privacy. It examines how personal data is collected through data mining and aggregation and how this data is commoditized and used for targeted advertising. It also analyzes the philosophical underpinnings of privacy and debates around balancing privacy with national security and law enforcement.
This document provides an introduction to the Digital Design Weekend 2014 event hosted by the Victoria and Albert Museum. It discusses the value of open and collaborative making and exploring digital values through a participatory approach. The event brings together practitioners, thinkers and makers to share knowledge and explore the future of the digital world through various exhibits, talks and opportunities for public involvement. It aims to spark debate around what the digital future may hold and how everyone can get involved in shaping it.
2013 khci_virtual space syntax analysis on pervasive social computing4dspace
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.
The document discusses ideas that spread widely through social sharing. It introduces the concept of "Ideas You Love to Share" which are ideas that thrive in today's networked age due to people's ability to connect and influence each other through recommendations. The document contains principles for creating ideas that people will want to share widely with others.
The document provides information on various scholarship schemes and education loans for minority students offered by state governments, corporations, NGOs and banks in India. It summarizes 8 key scholarship schemes for pre-matric, post-matric, merit-based scholarships and reimbursement of tuition fees for students from minority communities. The schemes offer financial assistance for school, college and professional education to students belonging to religious minority groups with an annual family income below certain thresholds. The booklet aims to increase awareness of these welfare schemes among minority students so that they can avail the opportunities and contribute to nation building through education.
New pace approaches for digital storytelling: a practical caseHumberto Neves
One of the new developments under digital storytelling is about the control of the story pace. Within the interactive media such as the multi-touch devices, a series of new ways for the story flow are emerging where the reader is an active part of it. This reading experience will bring new ways to conceptualize a story given the new dimensions available such as the animation, interaction and sound.
The app aims to get people talking to themselves to generate data that can then be used to create an ongoing mesh network for the individual and facilitate initial connections in their community. The benefits are that as people are freed up from compulsory public education, the app can help ground the initial chaos by connecting people based on their self-reflections. People will then be able to meet up to work on things that matter to them. While the app can help people learn how to learn, the goal is that people will sustain ongoing connectedness within their communities without needing training. The app hopes to get people in a school district talking to themselves by giving them permission to play and connect to others daily.
IMBA Application - Lorenzo sforza - Question JLorenzo Sforza
- Social interactions are being transformed by rapidly advancing digital technologies. Over the next decade, interactions will increasingly occur online rather than in-person as distances are compressed.
- By the 2020s, remote work and digital communication may replace much physical interaction in both social and professional settings. Digital identities and avatars may become the primary way people represent themselves and socialize online.
- Emerging technologies like artificial intelligence and robotics may further reduce the need for human labor and physical activity. If machines develop human-level intelligence, people may interact as much with technology as with each other.
- While technology will likely improve many aspects of life, its growing influence could also threaten in-person connections and exclude those without
Using the present to create the future - the Web in South AfricaDerek Keats
Using the present to create the future: How can we move South Africa from consumer to producer of web technologies. My keynote talk at the ZAWWW2011 conference, Sept 15th, 2011 in Johannesburg.
Communication technologies were created to bridge geographical distance, but people have discovered they allow new experiences by taking advantage of being apart. Being apart enables careful self-expression through crafted messages and avoids unintended emotions during difficult conversations. Technologies should not aim to replicate face-to-face interactions, but support the unique benefits of distance communication.
This document provides an overview of key concepts in digital anthropology from the book Digital Anthropology edited by Heather Horst and Daniel Miller. It discusses six principles of digital anthropology including how the digital intensifies culture's dialectical nature. The document also summarizes several chapters that address issues like disability and the digital world, how new media is incorporated into everyday life, and the challenges and potentials of digital technologies. It emphasizes that digital worlds are as culturally relative and material as analog worlds and should be studied using traditional anthropological methods like long-term ethnographic fieldwork.
The document discusses how people use social media to connect with each other and share information. It notes that while technology allows for more connections, it has also introduced distance between people. The document then examines emotions in social media and how they are used to convey intimacy and regulate interactions. It also discusses how social media allows for weak ties through networking and discusses how this has transformed organizations and knowledge sharing.
This document discusses redefining public education to focus on self-directed learning and facilitating connections between individuals. It proposes developing an app that would allow people to talk or text about things they notice, dreams they have, people/ideas they connect with, and what matters to them. This data would then connect individuals with shared interests or goals. Over time, these connections would create a network for each person, potentially facilitating new opportunities and an alternative form of credentialing based on demonstrated passions and intentions. The app aims to provide a guided, but optional, process for self-reflection and community building as an alternative to standardized testing during a transition to a more flexible public education system.
Library Bus Project - Thesis Work in progressDipti Sonawane
Re-conceptualising the Espoo City Library Bus service for the children of Espoo, Finland in collaboration with LeGroup (Learning Environment Group), Department of Spatial Design, Aalto University and the City Library of Espoo. The bus aims to integrate new media technologies for exciting experiences. The project proposed five themes to revolutionise the library bus service. The bus is scheduled to start operating in 2013.
This document summarizes Leon Liu's thesis project process book about addressing loneliness through design. Some key points:
1) Through user research including interviews, Liu found that busy lifestyles, feeling anonymous in big cities, and overuse of digital devices can contribute to feelings of loneliness among young professionals.
2) Liu's design research analyzed that the core issue was the contrast between one's inner and outer worlds. His proposed solution was to encourage users to recognize, understand, and properly respond to loneliness through intentional solitude activities like hobbies and meditation.
3) Liu created a design brief around this structure of recognizing, understanding, and responding to loneliness emotions, with the goal of helping
Personal and social media have become integrated into people's lives and shaped how they interact and participate. The main difference between traditional and personal/social media is digitization. Some controversies around these technologies include whether they encourage superficial thinking, affect social relations, and truly increase productivity. Guidelines for use include consciously managing information flow to avoid overload.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
Lucio Margulis Juego de la Prevención de Riesgos de TrabajoLucio Margulis
This document discusses the playful aspect of e-learning and how games and play can be incorporated into virtual learning environments. It argues that learning through play has always been a natural part of how humans learn, especially for children, but this aspect is often lost for adults and in traditional education settings. E-learning provides opportunities to make learning more interactive, participatory and enjoyable through multimedia games and simulations, as well as cooperative games. These types of games can help motivate students and reduce dropout rates by making the learning process more interesting and fun. The document examines different types of games that can be used, including simulations, virtual reality experiences, and cooperative games to promote collaboration and community.
This document discusses how libraries can leverage social media to become more engaging and community-focused. It provides examples of how libraries are using various social media platforms like Facebook, Twitter, Flickr, and Google+ to connect with users, share content, and foster collaboration. The key message is that libraries need an online presence and must embrace social media to remain relevant in today's technology-driven world where users increasingly access and share information online.
The document provides an overview of a PhD thesis that argues mobile devices have brought about a shift from a culture of efficiency to a culture of affect in how humans experience and relate to technology. The thesis uses case studies and examples to illustrate how affect now plays a central role in the relationship between people and technology. It explores how mobile devices mediate people's experiences of the world in a new media context by embodying experiences and facilitating the sharing of images.
This document provides a lengthy discussion and analysis of online privacy issues. It discusses how the internet allows for invisibility and omnipresence while also threatening anonymity and privacy. It examines how personal data is collected through data mining and aggregation and how this data is commoditized and used for targeted advertising. It also analyzes the philosophical underpinnings of privacy and debates around balancing privacy with national security and law enforcement.
This document provides an introduction to the Digital Design Weekend 2014 event hosted by the Victoria and Albert Museum. It discusses the value of open and collaborative making and exploring digital values through a participatory approach. The event brings together practitioners, thinkers and makers to share knowledge and explore the future of the digital world through various exhibits, talks and opportunities for public involvement. It aims to spark debate around what the digital future may hold and how everyone can get involved in shaping it.
2013 khci_virtual space syntax analysis on pervasive social computing4dspace
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.
The document discusses ideas that spread widely through social sharing. It introduces the concept of "Ideas You Love to Share" which are ideas that thrive in today's networked age due to people's ability to connect and influence each other through recommendations. The document contains principles for creating ideas that people will want to share widely with others.
The document provides information on various scholarship schemes and education loans for minority students offered by state governments, corporations, NGOs and banks in India. It summarizes 8 key scholarship schemes for pre-matric, post-matric, merit-based scholarships and reimbursement of tuition fees for students from minority communities. The schemes offer financial assistance for school, college and professional education to students belonging to religious minority groups with an annual family income below certain thresholds. The booklet aims to increase awareness of these welfare schemes among minority students so that they can avail the opportunities and contribute to nation building through education.
1. The document discusses hexavalent chromium [Cr(VI)] and trivalent chromium [Cr(III)], describing levels of Cr(VI) detected in California groundwater and regulations to limit it.
2. Methods for treating chromium-contaminated water are reviewed, including precipitation, filtration, ion exchange, and nanotechnology. Analytical techniques like colorimetric analysis and back titration are also summarized.
3. Results are presented from treating a high-level chromium sample using various treatment methods, showing reductions in chromium concentration but not reaching regulated levels.
It’s intimidating when a company hires a designer to design a logo as part of their identity. You don’t want make the logo literally describe what the business does, but for it to become as familiar to the customer as the business name. Logos derive their meaning from the thing they symbolize, not the other way around – logos are there to identity, not to explain.
The process is complex and requires a careful understanding from the start and sometimes the project takes several turns before the designer reaches the finished product. This infographic is for the seasoned graphic designers and the beginners. Use it as a refreshing guide to make sure that you think long and hard about what is important to your client and their business.
Leyes 39 y 40 de 2015, del procedimiento administrativo. novedades. obsaeeCityclic
Las leyes 39 y 40 introducen cambios en los procedimientos administrativos para favorecer la tramitación electrónica. Establecen que la tramitación electrónica debe ser la norma en las relaciones de la administración con ciudadanos y empresas. Las leyes buscan reducir trámites, digitalizar procesos y mejorar los derechos de los ciudadanos en la administración electrónica. El congreso analizó estas novedades y concluyó que si bien España ha avanzado, queda trabajo por hacer para alinear la digitalización social y administrativa, como
Halvar Flake: Why Johnny can’t tell if he is compromisedArea41
This document discusses the difficulty of determining if a computer system is compromised. It outlines several checks that could be done to verify control, such as verifying signatures on software binaries, firmware, and scripts. However, it finds that all of these checks ultimately fail due to issues like a lack of transparency, lack of standardization, and the potential for signing keys to be stolen without detection. It argues that fundamental changes are needed to infrastructure and practices to enable determining control, such as reducing the number of trusted code signing authorities, increasing transparency in software updates and signing processes, and reducing opacity in firmware and coprocessors.
Safety Health, Environment and Quality Management is an all-embracing title.
Not harming the environment means more than just adhering to legal guidelines and internal corporate standards. It involves actively doing everything possible to mitigate any ecological damage resulting from our business activities.
The main SHEQ processes are tied into 'ISO Standards'. By including SHEQ into our integrated management system (IMS) we address most of the management commitment issues we face on a daily basis.
Main points covered:
• Enterprise-Wide Risk Management
• Competence Training
• BBC in context VS Awareness Campaign
Presenter:
Francois Labuschagne who is the Chief Executive Officer for DQS Pty) Ltd South Africa. Francois has more than 12 years’ experience in the management system development, education, and certification environment, including 8 years at an executive management level.
Link of the recorded session published on YouTube: https://youtu.be/XubeGiDBQow
The document summarizes the Eclipse Demo Camp Tokyo 2010 event which featured presentations on Quick JUnit for unit testing in Java, JAMCircle for Eclipse plugin development, and JRuby and JavaScript integration. It provides information on the presenters and links to related projects and websites for Quick JUnit and JAMCircle.
Redhat Virualization Technology: A Detailed Manual.Ankur Verma
A descriptive guide to explain the concepts and procedures to work with RedHat's Virtualization technology and its comparison with two most popular Hypervisors : VMware and VirtualBox.
The Circle Convention Centre Hyatt Zürich - MICE Presentation 2017MICEboard
The Circle is a new development located steps away from the terminal buildings at Zurich Airport. It will include hotels, a convention center, medical facilities, education spaces, shops, restaurants, and offices. The development aims to be a focal point for business, lifestyle, culture and entertainment. Two Hyatt hotels - the Hyatt Regency Zurich Airport The Circle with 255 rooms and the Hyatt Place Zurich Airport/The Circle with 300 rooms - will be located at The Circle. The on-site convention center will be suitable for meetings, events and congresses for up to 1,500 people. The Circle aims to open a new premium location with strong links to the airport, Zurich and the world.
This document discusses how social interaction may change within the next 10 years due to increasing impact of technology. It outlines several ways that technology has already revolutionized communication, such as through social media and personal assistants. It predicts that technology will become even more integrated into daily life, with devices that can be controlled through touch, gestures, and voice commands. However, it also notes potential negative impacts like reduced in-person interaction and increased social isolation. The document concludes by emphasizing the importance of balancing technology use with real-world human connection.
Our shared human experiences are the true connection points between our art and our audiences. The opportunity for conversation lies in our willingness to share these stories with each other, utilising the digital tools that are enabling us to do so more easily and more widely than ever before.
In this thought-provoking and practical workshop session, Vicki Allpress Hill will facilitate a discussion about ways that we can invite, curate, create and distribute digital content in the form of text, images, video and audio in order to share our stories, and those of our audiences, opening the way for conversation as a result.
Vicki will draw on her current work in the area of content marketing with arts organisations here and internationally to present examples of the ways artists and arts organisations are now using digital content to generate audience engagement. As part of this session, you will participate in a creative brainstorming session with your peers to unearth the stories that exist within and around your own organisations.
If you are responsible for developing website, social media, video, email, media or publication content in your organisation, and/or your role is focused on audience development and engagement, this session will be of interest to you.
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.
Optimizing interconnectivity inhabiting virtual cities of common practiceJonathan Buffa
This document discusses the design of online social environments and virtual communities. It argues that online spaces should be designed as social technologies that facilitate human interaction, rather than just as tools for sharing information. The author proposes using the city as a metaphor to think about designing virtual spaces, and discusses how identity formation works differently online compared to in-person due to the lack of physical cues. The document outlines the author's thesis, which develops approaches for creating online spaces that better support social interaction and the communication of identity through visualization tools and information architectures.
Describe some effects that cybertechnology has had so far for our se.pdfcalderoncasto9163
Describe some effects that cybertechnology has had so far for our sense of self. Questions to
think about as you write: In the age of information how are we beginning to conceive ourselves
in relation to nature? How is cybertechnology changing the way he view ourselves and others?
Does cybertechnology bring us closer together or create a rift? Are humans becoming more
computer-like? How?
MUST BE AT LEAST 300 WORDS IN TOTAL.
Solution
Information technologies are in a stable level of change and break-through.We can see that
information technologies have brought great social changes compared to the past years before
they appeared.In the past days of disconnect,we plugged into each other\'s nervous system by
passing our books,on discussions with others and by sharing our thoughts and dreams.But
connectedness made one become others databases snd servers learning on eachother\'s
memories.The expanded technology increased the lenghts of people\'s thoughts with this
increasing world.It brought people\'s imaginations and thoughts into existence.
The effects of technology has to do with whether humans desire greater simplicity or complexity
as they progress. Many technology creators acclaim the value of convergence. While that might
severely reduce the number of ‘devices’ that we need and use, it also adds complexity to the task
of using a device.Alternately, people have written about how we desire purity, and will therefore
look for technologies that will do one thing, and do it extremely well. The challenge before
technology innovators, clearly, is to enable technologies to communicate with each other, and
sort problems out, the way humans do.Technology will enable diverse cultures to collaborate
more efficiently, in every sphere. It will bring people and organizations together, closer.
Technology will allow people to live multiple lives, assume and live out multiple
identities.Every day, as millions of people interact over the internet, they navigate worlds that are
simulated, they create virtual personalities, and forge online relationships. Fantasy and role-play,
both natural and important functions of child development, are fostered by adult chatrooms and
virtual reality. In a distributed, yet isolated world, people desire connections. In doing so, they
think not of identity but identity crises.
Technological world is a brilliant opportunity for global connections and it gives the exprience of
leading different lives and cultures.We must believe that internet brings us together as without
internet it is not so easy to communicate with eachother.But on the other hand, it does have some
negative effects on people, tearing them apart in way of face to face communication making such
relations undervalued.
Computers, or operating systems to be exact, are lacking in the the fundamental capabilities
possessed by all sentient systems: the ability to reason, to learn from observation and experience,
to grow intelectually over time. As of today, computers .
Language is the primary method of human communication and plays a key role in human interaction and society. It defines individuals and how they are perceived by others. Language can be used as a tool of power and influences people's lives in the workplace and their communities. Different communication methods also impact individuals and their ability to effectively convey meaning.
Baym, nancy k. (2015). personal connections in the digital ageRAJU852744
This document summarizes Nancy Baym's book "Personal Connections in the Digital Age" which examines how people incorporate digital media like the internet and mobile phones into their relationships. The book identifies seven key concepts for differentiating digital media: interactivity, temporal structure, social cues, storage, replicability, reach, and mobility. It uses these concepts to compare different media and explore how capabilities of various digital platforms influence relationship formation and maintenance.
Top10 Chinese Social Trends (2020) Report -Monzayin Consultingjeqh0228
This report presents 10 trends in the social field in Chinese market, and summarizes the characteristics, cases, reasons and business applications of each trend.
Pablo Rivilla - How do you imagine social interaction within 10 years, takin...pablorivilla
In 10 years, social interaction will likely be heavily influenced by advancing technology. New communication technologies like 5G networks, holograms, and brain interfaces could allow for more immersive communication across distances. However, overreliance on online interaction could reduce real-world social skills and increase isolation, while constant social media comparison may have negative mental health impacts. The ideal future balances both digital and in-person connections.
The document provides a summary of several presentations and events at the South by Southwest (SXSW) conference in 2013. It discusses topics around digital health technologies including wearable sensors and tracking devices, gamification and big data, 3D printing applications for prosthetics, and the potential of geolocation services to provide useful health insights. The president of Razorfish Healthware believes technologies discussed at SXSW will radically transform healthcare by eliminating waste and improving outcomes.
Mini Lecture for UoL Alumni: Social Media: Uses and AbusesJennifer Jones
The document discusses social media and its uses and abuses as a social space. It addresses both utopian and dystopian views of technology and argues for moving beyond myths to see social media as a normal part of everyday life. The author advocates for participatory research methods like embedded observation to understand social dynamics from within rather than making assumptions as an outsider. The goal is to understand how social media is used rather than viewing it as a separate object.
The digital era has led to new technologies that allow people to access and share information anytime from different devices. This constant connectivity means that media has become a two-way conversation. Storytelling is a fundamental part of human nature and can be used as a tool by institutions to foster cultural identity and create an emotional connection with their community. In the digital world with many content options, institutions must tell stories through different formats on various platforms to engage audiences and promote their values and identity.
School libraries are at the heart of a new digital learning nexus. Our world changed in April 1993 when the Mosaic 1.0 browser was released to the general public. The challenges we face are equally creative as they are complex. What is your focus for tomorrow?
This document discusses using digital storytelling and participatory design to give care-experienced individuals more control over representing their own stories. It aims to disrupt the deficit narrative around those in care by focusing on individuals. Challenges include re-traumatization, confidentiality, and building empathy. Workshops used methods like empathy maps and personas. Insights suggest shifting to universal design and an inclusive university culture. Future engagements include dialogs, an Instagram project, and a creativity collider to facilitate listening, reflection, and action.
The document discusses the evolution of the social web and internet of things. It describes how early giants like Google harnessed collective intelligence by treating every link as a vote. It also discusses concepts like ubiquitous computing, the internet of things, and how technologies are aiming to make the human and natural environment legible to computers. However, others argue this could diminish the distinct competencies of humans and machines. The document advocates for an internet of people that enhances lives through open collaboration. Affect and emotion may serve as connection points between individuals and their environment in a networked future.
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and draws on work in the area of Actor-Network theory to purposefully blur the boundary between man and machine. This allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. This device invites playful action and thrill. It bridges new territory on portable and low cost solutions for haptic controllers in a gaming context.
Parsons | MS Strategic Design and Management
Thesis: Pitch Deck for a digital platform that targets independent people who want to disconnect from their circle of friends and family in order to break the routine and discover new people with new interests.
Mass media plays an important role in education by instructing people through projects like educational television. This media-based education helps people develop basic skills and improve their standard of living. Technological advances throughout the 20th century changed media and communication, making forms of media like television and computers more human-like in how they interact. Today, the importance of media is immense due to modern technology and its significant impact on our lives and behaviors from a young age. Social media allows for quick sharing of content and real-time interaction, transforming how we do business and life, though retailers must engage customers on social media through relevant content in order to be successful. Media technology has made viewing easier over time and encourages technology use in schools, bringing
Cyrus has been released from jail after participating in protests of a fraudulent election. He believes social media played a key role but that it alone is not enough for meaningful change. At a meeting with colleagues, Cyrus advocates for involving local residents in designing changes to their neighborhood through an open source online platform and social media to create participatory culture. Later, Cyrus imagines how augmented reality and social media could help document protests and share dissatisfaction. A friend suggests they establish a nonprofit to design an open source social movement system without leaders that reflects citizens' views.
2. 32
ABSTRACT
ABSTRACT
The development of technology has fundamentally
changed our daily lives. Without it, we would not have
FaceTime to connect with loved ones when we first wake
up, Google Maps to check the traffic over breakfast, or
Pokemon Go to play on the way to work. As the quantity of
information increases, we shift our behavior to adapt to this
new digital environment.
As Diane Ackerman writes in her book A Natural History of
The Senses, “There is no way in which to understand the
world without first detecting it through the radar-net of our
sensors.”1
Each sense collects a different kind of informa-
tion, and the collaboration of multiple senses gathers and
stores information about the external world. Our brain then
processes this information and gives it order. Our senses
connect our inside selves with the outside world, and are
lenses which shape our understanding of our environment.
With the help of technology, we now receive more data
than before, but the sensory input is limited by the interface
we use, and often is just visual and auditory. By using more
senses than just sight and sound, can we get benefits from
data technology to explore neglected information? Can this
kind of information enhance feelings? Will we gain a new
understanding of ourselves?
Through my projects I wish to create multi-sensory
experiences to help people notice ignored information
and question the lenses through which information is
3. 54
gathered. These projects use algorithms that I have defined
to transform information without physical form, such as feel-
ings, the social atmosphere of a room, and the relationship
between individuals and a group. During the transformation
processes, I will observe how data is translated through
different senses, and how data enhanced by algorithms
influences people’s communication, behavior, emotions,
reactions and feedback. I hope that through these experi-
ences, people can have more opportunities to explore
themselves and their surroundings.
Photo of my prototypes at DMI the 15th Anniversary Night
6. 1110
BIG MOUTH
One of my projects was to build a useless
machine, the Big Mouth Scent Machine. It
was a dynamic interactive installation, shaped
like a mouth. When participants wrote about
their feelings using a hashtag “#” on Twitter,
such as “#happy,” the data were sent to my
computer and triggered the scent machine.
The machine generated a smell which repre-
sented that emotion. In this way, participants
could enjoy their friends’ emotions in a physi-
cal space following the smell out of the “big
mouth”. The shape of mouth was a metaphor
to show that the smell was related to a digital
stream of talk.
This project was created to reflect my under-
standing of communication. In my opinion,
communication is not only the way people
express their feelings, but also a way of ex-
changing emotions, opinions and ideas.
Big Mouth
7. CASESTUDIES
1312
Background
In my Design Symposium class in the 3rd semester, we dis-
cussed how technology has changed communication, and
asked questions such as: what new social phenomena are
created by technology? What is the role of the communica-
tion designer in our generation? These questions are not
only related to design, but also to the designer’s attitude
about society, communication, technology, beauty, and
identification. We approached these questions by discuss-
ing six topics: technology, networks, algorithms, selfies, the
Internet of things, and data visualization.
For designers, experimentation is always the best way to
help us understand our roles and think about how dynamic
media influences our lives. A practical project can push a
designer to observe his or her environment more closely,
learn more from participants’ reactions, and inspire more
thinking about what the role of a designer is.
In order to help us to think about these questions, we were
asked to build a machine without any practical function.
Useless machines were first created by Bruno Munari, the
famous Italian visual communication designer, who con-
tributed to the fundamentals of modernism, futurism, and
concrete art. He created his useless machines in the 1930s2
.
They were a series of works made with light materials such
as wood and paper, connecting with each other. Munari put
his useless machines in a vacant space, in order to observe
how the visual experience of the materials dynamically
changed with the influence of the environment and time3
.
The useless machines created beautiful shapes and
shadows in those spaces, but they didn’t have a function. In
this way, the useless machines provided an opportunity for
Munari to observe and describe the dynamic changes in a
space and develop his theory of the time-space continuum,
which he describes as “how to make a work of art that could
interact with the environment and change accordingly.”4
Munari’s work was at the vanguard of manipulating kinetic
movement to influence the experience of a space5
. Rather
than a project, the core purpose of a useless machine
is a new perspective, which allows people to create art
and design without the limitation of traditional physical
materials. The “useless machine” raises the question of
the meaning of dynamic media design, and how can these
machines become media for communication?
In order to help us to establish our view on current commu-
nication through making a useless machine, we were given
restrictions. First, we had to consider the ritual view of com-
munication, which is the understanding of communication
from our unique point of view determined by our environ-
ment6
. Second, the machine had to connect to a network
via Application Program Interface (API), have an output, and
have an observable change affected by an algorithm. In
this way, we reflected our understanding of communication
today in a dynamic way, which in turn helped to form a
personal definition of dynamic media in communication.
Useless Machine, Bruno Munari
8. CASESTUDIES
1514
Thought and Concept
When we talk about communication, it is impossible not to
look at technology. Ten years ago, I couldn’t imagine the
ways in which technology would change our fundamental
human interactions. We didn’t have Facebook, Twitter
or Instagram. I remember when I was a child, my family
needed to go to the telecom company to pick up a call.
Even five years ago, if I lost my phone, it meant I had lost
most of my connections in this world. Now I can easily find
my kindergarten classmates on social media. Technology
helps us keep in touch with each other.
Zeynep Tufekci discusses technology in his article, Social
Media’s Small, Positive Role in Human Relationships7
. He
states: “Social media is an enhancing human connectivity as
people can converse in ways that were once not possible.”8
I would go further to say that the Internet has decreased
the limitations of time and space, so that people now have
more opportunities to exchange information. Now my
friends don’t need to worry about “losing” me. Everyone
can locate me via an e-mail address. This convenience
of exchanging information brings people a quantity of
information, but does it enhance the quality of communica-
tion? When we text our friends, we can see only the written
words, without the help of other contexts such as facial
expressions, voices or gestures. Compared with in person
communication, the short message lacks sensory stimula-
tion, and transfers very limited emotional information
among people.
Several centuries ago, people used multi-sensory means to
express themselves and create a community. A traditional
East Asian Ko-do ceremony uses scent to enable the
communication of abstract information in an unexpected
physical form. During the ceremony, the leader prepares
jars with different scents made by burning. The participants
pass the jars, and take turns smelling incense. Participants
voice observations about the incense, and play games to
guess what is being burned. In the past, this was a common
means of social communication. Without speakers, monitors,
or projectors, people invented a multi-sensory way to
exchange thoughts and feelings. Some scents had a very
nice smell and always brought people pleasure. Friends
were invited to scent ceremonies to experience and share
the pleasure of appealing scents. In this way, communities
were created through non-verbal communication.
Ko-do is a slow, physical form of communication that
reflects an East Asian attitude about communication. In
Japan, people use the phrase “Read Air”. In China, saying
less is considered common sense. People tend to believe
that words are limited to express the quantity of informa-
tion beneath the surface. Instead of words, people create
poetic ways to build a bridge between people with the
help of different sensory experiences. The meaning of the
communication is not to tell people something precisely,
but to create a connection with others.
This slow communication connects people more inti-
mately than e-mail, Facebook and Twitter. I believe scent
has strong potential even today to enhance the process
of communication.
Asian Ko-do ceremony
9. CASESTUDIES
1716
Research
In his news article, Smell you later: Researchers find humans
can communicate through scent, Mark Prigg introduces a
theory from Dr. Gun Semin that a smell can trigger the same
emotion in multiple people9
. As such, two people may be
able to communicate their emotions directly through smell.
Smell can likewise trigger forgotten memories10
. The
memories related to smell usually are buried deeply and
a memory that can be stored for a long time. A smell can
easily bring up a deep memory. For example, the smell of
carrot soup evokes for me my lunch time in kindergarten,
and the smell of an orange perfume brings me an image of
my grandmother.
Scent can even alert us to danger. For instance, natural gas
has the added strong and unpleasant scent of rotten eggs
so that we can’t miss a hazardous leak. Our minds store
both smells we like and those we don’t, to remind us of the
beauty and danger in our lives.
As Diane Ackerman points out in A Natural History of the
Senses, we have trouble capturing a smell with precise
language. “Instead we tend to describe how they make us
feel.”11
According to Ackerman, “When we use words such
as smoky, sulfurous, floral, fruity, sweet, we are describing
smells in terms of other things (smoke, sulfur, flowers, fruit,
sugar).”11
The scent information is translated to our brain
without help of a verbal description. The interoperation of
smell is a good bridge to connect multisensory memories of
information decoded from other senses.
Design
For my useless machine, I started by identifying the
input information. I chose a Twitter feed as the database,
because Twitter represents a new way of communication
for this generation. It only allows a reductive 140 characters
per message. Literally, when you share your ideas through
Twitter, everyone can see them.
Sherry Turkle criticizes Twitter as a place where people’s
words can be automatically heard by anonymous listeners12
.
Twitter gives people a platform for knowing what happens
among their friends, but it is not a platform for nuanced
give and take. Face to face communication allows for the
layered information given by facial expressions, context,
and ambiance.
I hoped that my useless machine would allow me to send a
sensory message that I thought would attract more atten-
tion from people than the message loading on our phones
or laptops. When the information is sent with multisensory
elements, the experience may help users have a different
perspective, deepen their online communications, and
even question the severely limited sensory input forced by
Twitter’s format.
I separated the task into several steps: finding usable
information inherent in Twitter, creating a prototype of
the scent machine, and connecting the database with the
physical machine.
Twitter API Arduino gets infromation Big Mouth is triggered
10. CASESTUDIES
1918
First, I defined my database. Tweets are marked by
hashtags to label the type of content. These metadata
labels can be used to group all related tweets for readers,
and allow developers to get real-time information. Using
the program Processing, I designed my scent machine to
connect to Twitter’s server via an API, and pull all messages
with the hashtags I defined, such as #feelinghappy. Once
people sent their messages with #feelinghappy, my ma-
chine would generate a scent which represented “happy”.
When I designated more words to described emotions, I
could create a corresponding scent.
The second step was to build a prototype of a physical
scent machine. I thought of using different perfumes to
represent different emotions. For example, a sweet cream
perfume could represent happiness. A bitter one could
represent sadness. In my prototype, I decided to use a
jasmine flower scent perfume as the example which could
represent “happy,” and a rotten egg to represent “sad.”
Emotions can hardly be separated from feelings. In order
to tell a story of emotions I used those scents which I
experienced with different emotions to trigger similar
feelings for my participants. I set up an early prototype
(not yet connected to the live feed) in an open space, but
it was hard to recognize each of the scents, as they diffuse
and evaporate quickly. So I redesigned the scent generating
process. In order to keep scents from escaping before they
were recognized, every update would trigger a little bit of
one scent generated from a blocked bottle. My participants
were supposed to sniff the smell by putting their noses
close to the bottle. In this way, I could differentiate the
different scents and the feelings they evoked according
to the Twitter feed information. I tried different physical
methods to squeeze the scent from the bottle. In the end,
an ultrasonic vibration helped me overcome the problem.
It worked like a humidifier, by sucking the liquid perfume
from the bottle and misting it into air. With the control of a
switch, I could decide which smell I wanted to disperse.
Next, I connected my laptop to the prototype. When
Processing identified a tweet with the appropriate hashtag,
it triggered the ultrasonic vibration under the appropriate
perfume bottle, thus replacing the physical switches.
It took me a long time to think about the proper form for
this project. Psychologist J. J. Gibson invented a word,
affordance, to refer to “the actionable properties between
the world and an actor (a person or animal).”13
Based on
this, I wanted to use my interface to show people what to
do as well as to express my thinking about communication.
After some thought I decided to use an open mouth shape
which represented Twitter, the platform where you can
say anything. The mouth was a symbol of a vivid, nuanced
physical experience, unlike Twitter’s blunt, digital broadcast.
Test of a mist module
The making process
Processing sends Twitter
feeds data to Arduino
11. CASESTUDIES
2120
Testing
When I tested my machine with my audience, they were
surprised by a gap they perceived between the romantic
idea and the creepy interface. They were attracted by the
strangeness of the form, and they thought it was ridiculous
to approach the “big mouth” with their noses. There was
a lot of laughing as users experienced the mood of each
tweet. Although they couldn’t figure out the correct mean-
ing of every tweet, the scent influenced their feedback.
Most users didn’t care about the contents of the tweet
at all, but they were excited to guess what the author’s
emotion was. Through this wordless communication, people
seemed to care more about the lives of the Twitter users.
The scent caused people to slow down and consider each
tweet more thoughtfully. This project positively influenced
the relationship of the friends in a nonverbal way. As one
of my classmates Yanjun said, she expected to find that
her friend was feeling happy, and that their feelings could
trigger a nice smell when she used the machine.
Image of the Big Mouth
12. CASESTUDIES
2322
Conclusion
This project made use of the sense of smell to translate data
into an unexpected sensory experience, bringing a virtual
community back to a physical space. From the written
language that defines Twitter, I was able to create a more
abstract, slow experience of shared emotion. This vivid
experience brought more engagement than users’ verbal
expressions. The sample of users I tested understood that
the flower smell correlated to happiness, and this created
a shared understanding among the users. This experiment
supported my hypothesis that with the help of additional
and unexpected senses, designers can affect the quality
of digital communication. There is a potential to design
interfaces using our five senses. Stimulation of more senses
depicts a more vivid picture. For a further version of this
project, I want to see people’s reactions if I involve more
emotions in this project. I am also interested in testing
features of other senses for next projects.
Image of Big Mouth
13. CASESTUDIES
2524
Big Mouth
Chocolate Lift
The Birds on The Wires
Lighting Tutu
My work is centered on stimulating our five senses. In this
process, I used real-time information shaped by algorithms
as input, which generate sensory stimulations as output. In
some of the projects, I worked with an individual; in others,
with multiple people or communities. I compared my users’
feelings and reactions before and after the sensory experi-
ences. I used a chart to record participants’ feedback and
the changes I observed in each project.
Smell TouchTasteListenSee
METHODOLOGY
14. 2726
Big Mouth Chocolate Lift The Birds on The Wires Lighting Tutu
Big Mouth Chocolate Lift The Birds on The Wires Lighting Tutu
Twitter feed
Twitter
information
Happiness/
Sadness
Love/
Belief
Belonging/
Powerful
Encouragement/
Passion
Empathy Friendship/
togetherness
Sense of
community
Connection
InternetEnvironments
Existing Context
Input
Participants
Multi sensory experiences
(Changed) Perception
Feelings and emotions from participants
Two people in a
physical space
Crowd in an
open space
Concert hall
Chocolate/
Memories
Pitch of
sounds
Light
patterns
Bio-data Group size Motion
Before the multi sensory experiences
After the multi sensory experiences
How my multi sensory experiences work
PROJECTS SUMMARY Projects
15. CASESTUDIES
2928
Psychoanalyst D.W. Winnicott writes that “in childhood we
are watching the human being only gradually becoming
able to distinguish between the subjective and objective.”14
He analyzes the way infants learn about “me” and “not
me.” When babies develop a sense of proprioception,
knowing the parts of the body and how they work together,
they can begin to distinguish their inside feelings from
the outside environment. As we grow up, our responses
become automatic, so we become so familiar with this
body system that we are unable to distinguish how our
senses work to connect us to our environment. We have
lost the memory of how we learned about the relationships
between our senses and our surroundings.
Furthermore, no two people experience the environment
in the same way. As Mark Solms and Oliver Turnbull state
in The Brain and the Inner World,”emotion is … internally
directed, only you can feel your emotions.”15
All the recog-
nition of our environment is based on subjective feelings.
VALUE
WHO AM I
The shadow experinment in the You Are Here project
16. NOTES
3130
1. Ackerman xv
2. Antonello 317
3. Antonello 328
4. Robinson “Bruno Munari, The Man and His ‘Useless Machines’.”
5. Antonello 328
6. Carey 43
7. Zeynep 2012
8. Zeynep 28
9. Prigg 2012
10. Stafford “Why Can Smells Unlock Forgotten Memories?”
11. Ackerman 7
12. Turkle 2012
13. Gibson 1977
14. Winnicott 207
15. Solms 106
16. Kim ”Internet Encyclopedia of Philosophy: Wang Yangming”
17. Blakeslee 142
18. Eagleman “Can We Create New Senses for Humans?”
NOTES
17. WORKSCITED
3332
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