This document discusses technology-enhanced learning and multimedia. It presents several examples of augmented reality and virtual reality technologies that can be applied to education and learning experiences, including augmented reality glasses, interactive tables, and mobile applications. Videos and images are included that demonstrate different systems for integrating digital content and virtual elements into the real world in educational contexts.
This document summarizes and discusses several research projects focused on openness, sharing, and collaboration in scientific research using web 2.0 technologies. It describes projects that aim to make scientific literature and data more openly accessible and connect researchers. This includes tools for finding additional information about researchers and conference presentations, visually browsing and clustering related research papers, and a proposed open collaborative platform for sharing research data, services, and applications. The document discusses challenges and opportunities for further developing these Research 2.0 ideas.
This document discusses Research 2.0 and new approaches to research that embrace openness, data sharing, and web 2.0 applications. It presents several examples throughout history that aimed to make research more open and accessible, such as universal classification systems and digital libraries. The document then introduces two applications the authors have developed - More!, a social discovery tool for finding more information about researchers and their work, and ScienceTable, an interactive visualization tool for exploring relations between research papers and authors. Both applications aim to facilitate discovery, sharing, and understanding in academic research through open data and web technologies. The document concludes by soliciting feedback on challenges, evaluations, and potential contributions to further developing open and collaborative research platforms.
1. The document describes a proposed co-working space called Open University that uses a bartering system for displaced workers in the year 2020.
2. Key aspects of the design include individual workstations, bartering stations where services can be traded, and an open gathering space for collaboration and education.
3. The space aims to foster collaboration, sharing of ideas, and mutual learning through its adaptable and transparent design that brings people together.
This document discusses using learning analytics to track student attention in online learning environments. It suggests that attention data could be used to (1) provide awareness of student activities for administrators and learners, (2) filter and suggest relevant educational resources for learners, and (3) support social interactions and link learning activities to student goals. However, challenges include defining what aspects of attention should be measured and ensuring student privacy and transparency in how data is collected and used.
Share and Reuse in an Open World: the snowflake effectErik Duval
The document discusses sharing and reusing content in an open world. It focuses on the "snowflake effect", where unique learning objects are created in isolated ways, instead of being shared and reused. It suggests learning and education can be improved by taking a more open and collaborative approach to content creation and sharing.
Eszter Nagy designed several projects to address challenges related to survival in extreme conditions. These included TONDO, a toy that tells stories through interactive figures and landscapes, NEOTRITION, which envisioned 3D printed customized food, and LIGHTZONE, a clock that shows the passage of time between a user and their loved ones in different time zones. Nagy also created PHOOKA, an interactive night light shaped as a customizable monster to help children overcome fears, and worked on solutions to help climbers and hikers survive freezing temperatures and hypothermia through integrated clothing technologies. Overall, the document outlines Nagy's portfolio and experience as a designer focused on developing products, experiences and systems related to storytelling
This document discusses a research group that studies interaction design at the intersection of social sciences and computer science. They take a research through design approach and conduct both exploratory design projects with fictional scenarios and collaborative industry projects. Their research focuses on social media and how it can catalyze new forms of relationships and sociability. They explore topics like alternative communication, sociability in constrained environments, empathy in education, and using data visualization and tangible interfaces to improve social connections. They develop applied research with design methods and theoretical foundations from fields like sociology, information science, and cognitive psychology.
INTERNET AS PLAYGROUND AND FACTORY
ABSTRACT
SOFTWARE ART-WORK FOR-ITSELF
With software, not only is the programmer's work difficult to identify
(often hidden behind the interface) but the user's labour also
disappears into the operating system. In a contemporary scenario, this
is exemplified by the operations of 'social media', wherein the social
relation is produced in restrictive form, underpinned by the
socio-technical hierarchical logic of server-client relations. The
participatory work-play ethic of social media can thus be understood as
an expression of new forms of control, such that the value stolen no
longer relates simply to labour power but to subjectivity too. The
associated dislocation of social antagonism remains useful to
conceptualise the way that exploitation is 'subsumed' into the wider
social realm. Consequently, the control of social media, and the labour
related to it, are key sites of antagonism that need to be identified
for alternatives to be engaged. The presentation will refer to a number
of artist projects that draw attention to the contradictions expressed
in the complexities of production, and the continued importance of
antagonism as a mechanism for social change. The phrase
software-art-work is expressed in a deliberately ambiguous way - to
indicate the work involved in making software, the work involved in
using software, as well as the work that software does in-itself - taken
together to establish the necessity of software-art-work to operate
'for-itself'.
This document summarizes and discusses several research projects focused on openness, sharing, and collaboration in scientific research using web 2.0 technologies. It describes projects that aim to make scientific literature and data more openly accessible and connect researchers. This includes tools for finding additional information about researchers and conference presentations, visually browsing and clustering related research papers, and a proposed open collaborative platform for sharing research data, services, and applications. The document discusses challenges and opportunities for further developing these Research 2.0 ideas.
This document discusses Research 2.0 and new approaches to research that embrace openness, data sharing, and web 2.0 applications. It presents several examples throughout history that aimed to make research more open and accessible, such as universal classification systems and digital libraries. The document then introduces two applications the authors have developed - More!, a social discovery tool for finding more information about researchers and their work, and ScienceTable, an interactive visualization tool for exploring relations between research papers and authors. Both applications aim to facilitate discovery, sharing, and understanding in academic research through open data and web technologies. The document concludes by soliciting feedback on challenges, evaluations, and potential contributions to further developing open and collaborative research platforms.
1. The document describes a proposed co-working space called Open University that uses a bartering system for displaced workers in the year 2020.
2. Key aspects of the design include individual workstations, bartering stations where services can be traded, and an open gathering space for collaboration and education.
3. The space aims to foster collaboration, sharing of ideas, and mutual learning through its adaptable and transparent design that brings people together.
This document discusses using learning analytics to track student attention in online learning environments. It suggests that attention data could be used to (1) provide awareness of student activities for administrators and learners, (2) filter and suggest relevant educational resources for learners, and (3) support social interactions and link learning activities to student goals. However, challenges include defining what aspects of attention should be measured and ensuring student privacy and transparency in how data is collected and used.
Share and Reuse in an Open World: the snowflake effectErik Duval
The document discusses sharing and reusing content in an open world. It focuses on the "snowflake effect", where unique learning objects are created in isolated ways, instead of being shared and reused. It suggests learning and education can be improved by taking a more open and collaborative approach to content creation and sharing.
Eszter Nagy designed several projects to address challenges related to survival in extreme conditions. These included TONDO, a toy that tells stories through interactive figures and landscapes, NEOTRITION, which envisioned 3D printed customized food, and LIGHTZONE, a clock that shows the passage of time between a user and their loved ones in different time zones. Nagy also created PHOOKA, an interactive night light shaped as a customizable monster to help children overcome fears, and worked on solutions to help climbers and hikers survive freezing temperatures and hypothermia through integrated clothing technologies. Overall, the document outlines Nagy's portfolio and experience as a designer focused on developing products, experiences and systems related to storytelling
This document discusses a research group that studies interaction design at the intersection of social sciences and computer science. They take a research through design approach and conduct both exploratory design projects with fictional scenarios and collaborative industry projects. Their research focuses on social media and how it can catalyze new forms of relationships and sociability. They explore topics like alternative communication, sociability in constrained environments, empathy in education, and using data visualization and tangible interfaces to improve social connections. They develop applied research with design methods and theoretical foundations from fields like sociology, information science, and cognitive psychology.
INTERNET AS PLAYGROUND AND FACTORY
ABSTRACT
SOFTWARE ART-WORK FOR-ITSELF
With software, not only is the programmer's work difficult to identify
(often hidden behind the interface) but the user's labour also
disappears into the operating system. In a contemporary scenario, this
is exemplified by the operations of 'social media', wherein the social
relation is produced in restrictive form, underpinned by the
socio-technical hierarchical logic of server-client relations. The
participatory work-play ethic of social media can thus be understood as
an expression of new forms of control, such that the value stolen no
longer relates simply to labour power but to subjectivity too. The
associated dislocation of social antagonism remains useful to
conceptualise the way that exploitation is 'subsumed' into the wider
social realm. Consequently, the control of social media, and the labour
related to it, are key sites of antagonism that need to be identified
for alternatives to be engaged. The presentation will refer to a number
of artist projects that draw attention to the contradictions expressed
in the complexities of production, and the continued importance of
antagonism as a mechanism for social change. The phrase
software-art-work is expressed in a deliberately ambiguous way - to
indicate the work involved in making software, the work involved in
using software, as well as the work that software does in-itself - taken
together to establish the necessity of software-art-work to operate
'for-itself'.
The document outlines the agenda for an eCloud workshop taking place on May 13th, 2015 in Amsterdam. It includes the following sections:
- A welcome and logistics session from 09:30-09:40
- Participant introductions from 09:45-10:30 where participants will briefly introduce themselves
- Breakout group sessions from 11:30-13:00 where participants will discuss personas, scenarios, tool identification and evaluation sessions
- Presentation and discussion of the breakout group results in the afternoon sessions.
InfoVis1415: slides sessie 11, 11 mei 2015Erik Duval
This document contains the notes from a lecture on information visualization given by Erik Duval. It discusses state-of-the-art evaluation methods for information visualization, including controlled experiments, usability evaluations, case studies and natural environment studies. It also mentions challenges with evaluation and replicating results. The notes raise questions about the students' work and plans for a final demo the following week.
The document discusses different methods for evaluating information visualization, including controlled experiments comparing design elements, usability evaluations, and case studies analyzing real tasks in a natural environment. It notes that redesigning visualizations can also be a form of evaluation, and references several papers on visualization evaluation and redesign techniques.
Social Media and Science a wedding made in Heaven... or in Hell?Erik Duval
This document discusses the relationship between social media and science. It explores how scientists are using social media platforms like ResearchGate, Academia.edu, Mendeley and Twitter to collaborate, share research, and increase the visibility of their work. While social media provides opportunities for exposure, discovery and crowdsourcing, it also risks fragmentation of attention and blurring the boundaries between work and personal life. The document concludes that science has always been social, and social media both enhances and complicates its social nature.
Information visualisation: Data ink design principlesErik Duval
The document discusses Erik Duval's presentation on Edward Tufte's principles of data ink design. It outlines Tufte's key principles: showing the data above all else, maximizing the data-ink ratio by removing non-data ink, erasing redundant data ink, and revising and editing visualizations. The data-ink ratio refers to the proportion of ink devoted to displaying non-redundant data information. The principles aim to clearly display the maximum amount of data with the minimum amount of graphical elements.
A short history (and even shorter future) of information visualisationErik Duval
This document provides a short history of information visualization through examples of influential figures. It describes Charles Minard's visualization of Napoleon's 1812 campaign, William Playfair's creation of the line graph, bar chart and pie chart between 1786-1801, Florence Nightingale's polar area diagram in 1858 showing mortality rates in the Crimean War, John Snow's 1854 map showing clusters of cholera cases in London near a water pump, and Harry Beck's innovative 1933 diagram of the London Underground system. The document suggests these examples helped establish key foundations of the field of information visualization.
This document provides a brief history of human-computer interaction (HCI) from the 1940s to present day. It describes early computers like ENIAC that were programmed with switches and performed batch processing. The development of programming languages, command line interfaces, and the graphical user interface (GUI) increased usability. Pioneers like Ivan Sutherland, Douglas Engelbart, and PARC researchers developed foundational concepts like windows, the mouse, and hypertext. The commercial success of the Apple II and VisiCalc spreadsheet demonstrated the potential of personal computing. Modern interfaces in products from Microsoft and advances in augmented and virtual reality show the ongoing evolution of HCI.
InfoVis1415: slides sessie 3, 23 Feb 2015Erik Duval
This document discusses a lecture on information visualization from February 23, 2015. It covers topics like the visualization pipeline, mapping data to visual properties like size and color, Gestalt principles of perception, and challenges in designing privacy controls. Students are asked to post their slides, write a blog post reflecting on what they learned, and provide a scenario illustrated with a concrete visualization using existing tools for an upcoming class.
InfoVis1415: slides sessie 2, 16 Feb 2015Erik Duval
This document summarizes an information visualization lecture given by Erik Duval. It includes instructions for students to learn D3.js, create a blog, and develop an interactive data visualization with added value for their group presentation the following week. Guidelines are provided on effective visualization techniques, such as using common sense, avoiding 3D graphs and misleading representations, and ensuring visualizations communicate the intended story.
This document discusses emerging technologies that can augment human intelligence. It begins with an overview of Moore's Law and the exponential growth of computing power over time. Examples are given of how artificial intelligence and augmented reality technologies are being developed to enhance human capabilities. The talk acknowledges both optimism about and concerns relating to these developments, noting that their impacts are not yet distributed evenly across society.
InfoVis1415: slides sessie 1, 10 Feb 2015Erik Duval
This document provides an overview of an information visualization course, including its goals, structure, and topics. The course aims to provide insight into fundamentals and applications of information visualization and teach concrete skills for designing, implementing, and evaluating visualization applications. It will include lectures, a project in groups of 3 students, and examples of visualizations using techniques like D3.js.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
The document outlines the agenda for an eCloud workshop taking place on May 13th, 2015 in Amsterdam. It includes the following sections:
- A welcome and logistics session from 09:30-09:40
- Participant introductions from 09:45-10:30 where participants will briefly introduce themselves
- Breakout group sessions from 11:30-13:00 where participants will discuss personas, scenarios, tool identification and evaluation sessions
- Presentation and discussion of the breakout group results in the afternoon sessions.
InfoVis1415: slides sessie 11, 11 mei 2015Erik Duval
This document contains the notes from a lecture on information visualization given by Erik Duval. It discusses state-of-the-art evaluation methods for information visualization, including controlled experiments, usability evaluations, case studies and natural environment studies. It also mentions challenges with evaluation and replicating results. The notes raise questions about the students' work and plans for a final demo the following week.
The document discusses different methods for evaluating information visualization, including controlled experiments comparing design elements, usability evaluations, and case studies analyzing real tasks in a natural environment. It notes that redesigning visualizations can also be a form of evaluation, and references several papers on visualization evaluation and redesign techniques.
Social Media and Science a wedding made in Heaven... or in Hell?Erik Duval
This document discusses the relationship between social media and science. It explores how scientists are using social media platforms like ResearchGate, Academia.edu, Mendeley and Twitter to collaborate, share research, and increase the visibility of their work. While social media provides opportunities for exposure, discovery and crowdsourcing, it also risks fragmentation of attention and blurring the boundaries between work and personal life. The document concludes that science has always been social, and social media both enhances and complicates its social nature.
Information visualisation: Data ink design principlesErik Duval
The document discusses Erik Duval's presentation on Edward Tufte's principles of data ink design. It outlines Tufte's key principles: showing the data above all else, maximizing the data-ink ratio by removing non-data ink, erasing redundant data ink, and revising and editing visualizations. The data-ink ratio refers to the proportion of ink devoted to displaying non-redundant data information. The principles aim to clearly display the maximum amount of data with the minimum amount of graphical elements.
A short history (and even shorter future) of information visualisationErik Duval
This document provides a short history of information visualization through examples of influential figures. It describes Charles Minard's visualization of Napoleon's 1812 campaign, William Playfair's creation of the line graph, bar chart and pie chart between 1786-1801, Florence Nightingale's polar area diagram in 1858 showing mortality rates in the Crimean War, John Snow's 1854 map showing clusters of cholera cases in London near a water pump, and Harry Beck's innovative 1933 diagram of the London Underground system. The document suggests these examples helped establish key foundations of the field of information visualization.
This document provides a brief history of human-computer interaction (HCI) from the 1940s to present day. It describes early computers like ENIAC that were programmed with switches and performed batch processing. The development of programming languages, command line interfaces, and the graphical user interface (GUI) increased usability. Pioneers like Ivan Sutherland, Douglas Engelbart, and PARC researchers developed foundational concepts like windows, the mouse, and hypertext. The commercial success of the Apple II and VisiCalc spreadsheet demonstrated the potential of personal computing. Modern interfaces in products from Microsoft and advances in augmented and virtual reality show the ongoing evolution of HCI.
InfoVis1415: slides sessie 3, 23 Feb 2015Erik Duval
This document discusses a lecture on information visualization from February 23, 2015. It covers topics like the visualization pipeline, mapping data to visual properties like size and color, Gestalt principles of perception, and challenges in designing privacy controls. Students are asked to post their slides, write a blog post reflecting on what they learned, and provide a scenario illustrated with a concrete visualization using existing tools for an upcoming class.
InfoVis1415: slides sessie 2, 16 Feb 2015Erik Duval
This document summarizes an information visualization lecture given by Erik Duval. It includes instructions for students to learn D3.js, create a blog, and develop an interactive data visualization with added value for their group presentation the following week. Guidelines are provided on effective visualization techniques, such as using common sense, avoiding 3D graphs and misleading representations, and ensuring visualizations communicate the intended story.
This document discusses emerging technologies that can augment human intelligence. It begins with an overview of Moore's Law and the exponential growth of computing power over time. Examples are given of how artificial intelligence and augmented reality technologies are being developed to enhance human capabilities. The talk acknowledges both optimism about and concerns relating to these developments, noting that their impacts are not yet distributed evenly across society.
InfoVis1415: slides sessie 1, 10 Feb 2015Erik Duval
This document provides an overview of an information visualization course, including its goals, structure, and topics. The course aims to provide insight into fundamentals and applications of information visualization and teach concrete skills for designing, implementing, and evaluating visualization applications. It will include lectures, a project in groups of 3 students, and examples of visualizations using techniques like D3.js.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
A Free 200-Page eBook ~ Brain and Mind Exercise.pptxOH TEIK BIN
(A Free eBook comprising 3 Sets of Presentation of a selection of Puzzles, Brain Teasers and Thinking Problems to exercise both the mind and the Right and Left Brain. To help keep the mind and brain fit and healthy. Good for both the young and old alike.
Answers are given for all the puzzles and problems.)
With Metta,
Bro. Oh Teik Bin 🙏🤓🤔🥰
How to Download & Install Module From the Odoo App Store in Odoo 17Celine George
Custom modules offer the flexibility to extend Odoo's capabilities, address unique requirements, and optimize workflows to align seamlessly with your organization's processes. By leveraging custom modules, businesses can unlock greater efficiency, productivity, and innovation, empowering them to stay competitive in today's dynamic market landscape. In this tutorial, we'll guide you step by step on how to easily download and install modules from the Odoo App Store.
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
1. Capita Selecta
Mens Machine Interactie
& Multimedia
Erik Duval
Dept. Computerwetenschappen
http://www.cs.kuleuven.ac.be/~erikd/
Thursday 21 October 2010
2. technology
enhanced
learning
science
music
Thursday 21 October 2010
3. ...
technology
glasses
enhanced
learning pod (More!)
pad (coming...)
lap (Mendeley...)
science desk
table (ScienceTable)
dome
music ...
Thursday 21 October 2010
16. Paper Table
Research Pad
...
Thursday 21 October 2010
17. Contact
Me Contact
Me
Contact
Me
Contact
Me
Person D Person A
Person B
Person E
Towards the Next Generation of Tabletop Gaming Experiences
Carsten Magerkurth, Maral Memisoglu, Timo Engelke, Norbert Streitz
Fraunhofer IPSI “AMBIENTE - Workspaces of the Future” Dolivostrasse 15
D-64293 Darmstadt, Germany {magerkurth, memisoglu, engelke, streitz} Tangled Interaction: On the Expressiveness
@ipsi.fraunhofer.de +49 (0) 6151/869-997
Abstract of Tangible User Interfaces
In this paper we present a novel hardware and software platform (STARS) to realize computer JOHANREDSTRO ̈M Interactive Institute
This is an analysis and exploration of a basic aesthetic issue in interaction design: how an am- bition to
augmented tabletop games that unify the strengths of traditional board games and computer design strong and persistent relations between appearance and functionality, evident in approaches such as
games. STARS game applications preserve the social situation of traditional board games and tangible user interfaces, in crucial ways in which conflicts with the ways miniaturization of technology have
provide a tangible interface with physical playing pieces to facilitate natural interaction. The changed the relation between the object’s surface and its inter- nal complexity. To further investigate this
virtual game components offer exciting new opportunities for game design and provide richer issue, four conceptual design experiments are presented exploring the expressiveness and aesthetic potential
of overloading the object’s surface by adding several layers of interaction, thus creating a kind of tangled
gaming experiences impossible to realize with traditional media. interaction.
This paper describes STARS in terms of the hardware setup and the software platform used to Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation]: User Interfaces—User-
develop and play STARS games. The interaction design within STARS is discussed and centered design; interaction styles; theory and methods; H.5.m [Information Interfaces and Presentation]:
Miscellaneous
sample games are presented with regard to their contributions to enhancing user experience. General Terms: Human Factors, Theory
Finally, real- world experiences with the platform are reported. Additional Key Words and Phrases: Aesthetics, design theory, interaction design, tangible user interfaces
Key words: Gaming, tabletop games, tangible interfaces.
Towards the Next Generation of Tabletop Gaming Experiences
Carsten Magerkurth, Maral Memisoglu, Timo Engelke, Norbert Streitz
Fraunhofer IPSI “AMBIENTE - Workspaces of the Future” Dolivostrasse 15
D-64293 Darmstadt, Germany {magerkurth, memisoglu, engelke, streitz}
@ipsi.fraunhofer.de +49 (0) 6151/869-997
Abstract
In this paper we present a novel hardware and software platform (STARS) to realize computer
augmented tabletop games that unify the strengths of traditional board games and computer
Tangled Interaction: On the Expressiveness games. STARS game applications preserve the social situation of traditional board games and
provide a tangible interface with physical playing pieces to facilitate natural interaction. The
of Tangible User Interfaces virtual game components offer exciting new opportunities for game design and provide richer
JOHANREDSTRO ̈M Interactive Institute gaming experiences impossible to realize with traditional media.
This is an analysis and exploration of a basic aesthetic issue in interaction design: how an am- bition to
design strong and persistent relations between appearance and functionality, evident in approaches such as This paper describes STARS in terms of the hardware setup and the software platform used to
tangible user interfaces, in crucial ways in which conflicts with the ways miniaturization of technology have develop and play STARS games. The interaction design within STARS is discussed and
changed the relation between the object’s surface and its inter- nal complexity. To further investigate this sample games are presented with regard to their contributions to enhancing user experience.
issue, four conceptual design experiments are presented exploring the expressiveness and aesthetic potential
of overloading the object’s surface by adding several layers of interaction, thus creating a kind of tangled
Finally, real- world experiences with the platform are reported.
interaction. Key words: Gaming, tabletop games, tangible interfaces.
Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation]: User Interfaces—User-
centered design; interaction styles; theory and methods; H.5.m [Information Interfaces and Presentation]:
Miscellaneous
General Terms: Human Factors, Theory
Additional Key Words and Phrases: Aesthetics, design theory, interaction design, tangible user interfaces
Thursday 21 October 2010
18. praktisch
1. literatuur
2. desktop research
infinite loop
3. brainstorm is a feature,
not a bug...
4. ontwerp
5. evaluatie (!)
6. uitwerking
7. goto step 5
17
Thursday 21 October 2010