1,721,178 research outputs found

    Can I touch you online?: Embodied, Empathic Intimate Experience of Shared Social Touch in Hybrid Connections

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    Experience of touching and feeling touched is fundamental to human well-being, of safety and trust. Being in touch with others can be emotional and spiritual, it enables space for movement and transformation: to touch, kiss, play, dance, make love, tune and breath together.Until recently, research into Human Computer Interaction has focussed on the performative potential of technology and physiological aspects of social touch; and less on human experience. However, recent research shows that ethical aspects of vulnerability, inclusiveness, agency, autonomy, responsibility and response ability, and trust are core to human experience of technically mediated social touch. Recent neuroscience research focuses on mirror neuron activity in empathic processes through touch; on synaesthetic mirror-touch perception; and on body ownership perception in visuo-haptic motor data interaction.Media Performance Art has started to explore digital systems for shared experience of sensory, intercorporal connections and emphatic spectatorship with human and non-human others, in various hybrid social and spatial configurations. This thesis expands these emergent and fragmented foci in a new, interdisciplinary Art, HCI, Design and Neuro Science perspective, for distributed, hybrid, XR, online, human-agent and robot interaction. The thesis shows the importance for new performance scripts, for orchestrating ‘Shared Social Touch’: Shared embodied intimate experience of technically mediated social touch, for multiple participants. A first interaction model for orchestrating social touch: ‘Can I Touch You Online?’ (CITYO) is presented to this purpose. This novel interaction model has been tested internationally, in six participatory case-studies, Artistic Social Labs (ASL). These ASLs have made use of innovative A.I. Facial Technologies, Streaming platforms and Multi-Brain Computer Interfaces (BCI) in multi actor networks. They have been designed to facilitate a new sense of bodily togetherness between familiar and unfamiliar others, lovers, friends, family, and strangers. The literature, and testing insights, show that performance scripts for Shared Social Touch experience rely on the design of a) Sensory Disruption (of physical touching and being touched, in reciprocal influence, and shared empathic vulnerable interplay) combined with b) Shared Reflection on the experience, through hosted dialogue. The research method has been based on combined Artist Research and Research through Design.The CITYO interaction model support these characteristics and present new perspectives for Art, Design, HCI and Science, and Education, on emotional well-being (including social connection, disconnection, and isolation (e.g. through trauma, dementia, depression); neurodiversity and autism) design of e-learning and presence design; in hybrid, A.I., XR, mixed and merging realities.System Engineerin

    The Extent of the Users’ Acceptance and the Use Behaviour in the Use of Master List Online System in BKPM, Indonesia (Case Study)

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    Nowadays, investment holds an important role in Indonesia since the investors are facilitated by the Indonesian government to invest in various sectors. On top of everything, Indonesia has a lot of natural and human resources that encourages the Indonesian government to promote investment in front of foreign and domestic investors to boost economic matters. Over and above, Indonesian government through finance minister regulation empowers the investors by offering import duty facilities for machinery and raw material production (master list) to attract the investors to invest in Indonesia. For the sake of attracting investors, Indonesia Investment Coordinating Board (Badan Koordinasi Penanaman Modal – BKPM in Bahasa Indonesia) as the official agency for investment in the territory of the Republic of Indonesia is responsible for administering the investors by remarkable services. One of the services provided by BKPM is Master List Online System to process approval of master list. This innovation has been implemented and used by employees of BKPM and investors since June 2015. Offering 24 hours and 7 days of access, the system is expected to help the users. Along with this line, this study scrutinizes users’ acceptance and behaviour in the use of this system according to Task-Technology Fit (TTF), trust, usability, and Unified Theory of Acceptance and Use of Technology (UTAUT) by spreading questionnaires to the employees of BKPM and investors. Not to mention, the results of this research attest to what degree the effort expectancy and trust in public e-service affect the behavioural intention, then behavioural intention and usability of the system influenced the users' acceptance and the use behaviour. Once and for all, this study can be used as the evaluation and inputs for BKPM.Technology, Policy and ManagementManagement of Technolog

    Engagement in Applied Games

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    Games have been widely used for purposes other than entertainment due to their engaging nature. However, the concept of game engagement is still not well-defined, which limits its use in analysis and game design. The primary objective of this dissertation is to conceptualize game engagement to guide the analysis and design of applied games.The dissertation first explores the requirements for conceptualizing applied game engagement, identified through an analysis of three applied gaming projects and an empirical study. It then uses these requirements to develop the Applied Games Engagement Model (AGEM). The AGEM posits that engagement is the process of focusing attention on a task and that attention can be purposefully directed through design.The practical use of the AGEM is then explored by analyzing applied games. The theory is extended with relevant game design knowledge and applied to game design practice. This results in the Lens of Engagement for Applied Games, a unique way to view the design of an applied game.Overall, this dissertation provides a comprehensive perspective on applied game engagement, emphasizing the role of attention and its relation to game design. It offers a practical and workable method of considering and discussing game engagement, which can be used by anyone creating or studying applied games

    Energy resilience through self-organization

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    Power systems are large-scale, complex socio-technical systems that provide modern society with one of its most indispensible assets: electricity. Electricity supply is not only an irreplaceable asset in daily activities, it is also vital for operation of other critical infrastructures of the technological age. Crucial socio-economic systems depend on electricity supply to support infrastructures such as telecommunications, transportation, water and natural gas supply, as well as financial and healthcare services. Therefore, ensuring secure and reliable operation of power systems as an enabling infrastructure is crucial...

    Harnessing Heterogeneity: Understanding Urban Demand to Support the Energy Transition

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    This thesis demonstrates that heterogeneous spatio-temporal demand profiles are required for a realistic representation of urban energy systems. This is needed to prepare them for the energy transition. Therefore, existing and future urban energy system models should be expanded with more detailed spatio-temporal local demand data that account for both household and non-household consumers, in particular for the thus far omitted service sector consumers. This thesis describes methods and approaches that allow for such detailed modelling of urban demand profiles based on the few publicly available data sources. Using the developed detailed spatio-temporal demand profiles, this thesis provides new insights in the impact of renewable energy resources in realistic, heterogeneous urban areas. The presented results can support governments, communities, and companies in theirendeavours to bring the energy transition to fruition.System Engineerin

    Can I touch you online?: Reshaping Touch Communication: An Interdisciplinary Research Agenda.

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    This paper introduces art and research on disrupted, touch in networked environments in which realities merge. Aesthetic sensory disruption and haptic distribution are purposefully designed for reflection, in a new type of ‘dialogue space’. The effects of embodied cognition, with respect to trust and experience, are explored in Artistic Social Labs (ASLs) designed to this purpose. Two ASLs are described in this paper.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.System Engineerin

    Saving Face: Shared experience and dialogue on social touch, in playful smart public space

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    Can shared experience and dialogue on social touch be orchestrated in playful smart public spaces? In smart city public spaces, in which physical and virtual realities are currently merging, new forms of social connections, interfaces and experiences are be- ing explored. Within art practice, such new connections include new forms of affective social communication with additional social and sensorial connections to enable and enhance empathic, intimate experience in playful smart public space.This chapter explores a novel design for shared intimate experience of playful social touch in three orchestrations of ‘Saving Face’, in different cultural and geographical environments of smart city (semi-) public spaces, in Beijing, Utrecht, Dessau-Berlin. These orchestrations are purposefully designed to create a radically unfamiliar sensory synthesis to disrupt the perception of ‘who sees and who is being seen, who touches and who is being touched’. Participants playfully ‘touch themselves and feel being touched, to connect with others on a screen’. All three orchestrations show that shared experience and dialogue on social touch can be mediated by playful smart cities tech- nologies in public spaces, but rely on design of mediated, intimate and exposed forms of ‘self-touch for social touch’, ambivalent relations, exposure of dialogue and hosting.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.System Engineerin

    A Methodology to Develop Agent-Based Models for Policy Design in Socio-Technical Systems Based on Qualitative Inquiry

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    Agent-based models (ABM) for policy design need to be grounded in empirical data. While many ABMs rely on quantitative data such as surveys, much empirical research in the social sciences is based on qualitative research methods such as interviews or observations that are hard to translate into a set of quantitative rules, leading to a gap in the phenomena that ABM can explain. As such, there is a lack of a clear methodology to systematically develop ABMs for policy design on the basis of qualitative empirical research. In this paper, a two-stage methodology is proposed that takes an exploratory approach to the development of ABMs in socio-technical systems based on qualitative data. First, a conceptual framework centered on a particular policy design problem is developed based on empirical insights from one or more case studies. Second, the framework is used to guide the development of an ABM. This step is sensitive to the purpose of the model, which can be theoretical or empirical. The proposed methodology is illustrated by an application for disaster information management in Jakarta, resulting in an empirical descriptive ABM.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.System EngineeringTransport and Logistic

    Requirements for Location-based Games for Social Interaction

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    Social interaction is part of the fabric of society and is essential to challenge many types of social barriers. Location-based games (LBGs) provide a means to foster such interaction in local communities. The design of such games is currently based primarily on designer experience and on the literature on game design in general, and not on an understanding of user requirements. This article explores the preferences and desires of adolescents in neighborhoods of Rotterdam South to socially interact with others and engage with their own neighborhood via LBGs. Adolescents are informants in the exploration of gaming activities for social interaction, which, when subjected to expert review with the mechanics-dynamics-aesthetics framework, produce gameplay requirements for the desired purpose: social interaction in public space. Such requirements provide researchers and game designers insights on the game dynamics best suited to foster location-based social interaction.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.System EngineeringPolicy Analysi
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