40 research outputs found
Physicality 2006 : first international workshop on physicality, Lancaster University, 6-7 February 2006.
Making audience experiences more meaningful and emotionally engaging through mixed visual and audio media.
Unlike a conventional lecture, where interaction and delivery behaviour is generally predictable, this paper presents suggestions for alternative and innovative delivery methods using different forms of visual and auditory modes to create a 'performance lecture'. A performance lecture is distinct from a conventional lecture in several ways. Its primary purpose is not simply to impart knowledge didactically, but to find ways of making spectatorship emotionally engaging. This paper first discusses the constituent parts of our evolving framework for performance lectures. We then provide a review of some initial visually-based demonstrator work, a 12 minute 'triptych' demonstrator video, followed by some preliminary analysis of a user evaluation study. Suggestions for further work conclude this paper
Lessons Learned Implementing an Educational System in Second Life
Second Life is an online 3D virtual environment that offers interesting potential for use in education due to its widespread availability, flexibility, and its use of standard platforms and input devices. Given a broad design brief for a nine-week masters student project of using Second Life for education, we explored a range of potential ways of using the environment, and designed and implemented a 3D turtle-graphics system. In this paper we present our findings together with a reflection on both the constraints that Second Life places on the range of educational uses worth pursuing, and the specific issues likely to be faced by researchers creating other such systems
Instantiating Your Imagination: Creativity across different levels of reality
Virtual reality offers a bridge between what is physical and what is imagined, which allows opportunities for designers to explore alternatives that would not be feasible in the physical world. This position paper aims to address the issue of whether this manipulation of constraints is likely to be beneficial to their overall creativity, and looks at the effectiveness of popular systems such as Second Life for supporting creative design
Physical contraptions as social interaction catalysts
Can the likelihood of social interactions between strangers beincreased by the spatial intervention of interactive physicalstructures? This paper describes three room-sized mechanicalcontraptions which were designed to neccesitate the increasedphysical awareness of, and induce cooperation between, all thosepeople present within a single space. Reactions observed uponthe installation of these intended social catalysts at art galleryevents are described. A discussion exploring the possible factorscontributing to the apparent successes of these contraptionsconcludes the paper
Physical contraptions as social interaction catalysts
Can the likelihood of social interactions between strangers beincreased by the spatial intervention of interactive physicalstructures? This paper describes three room-sized mechanicalcontraptions which were designed to neccesitate the increasedphysical awareness of, and induce cooperation between, all thosepeople present within a single space. Reactions observed uponthe installation of these intended social catalysts at art galleryevents are described. A discussion exploring the possible factorscontributing to the apparent successes of these contraptionsconcludes the paper
