1,721,071 research outputs found
Designing AR Enhanced Art Exhibitions: A Methodology and a Case Study
This paper describes a methodology for the creation of augmented reality experiences for artistic exhibitions, targeted at offering a smooth authoring path to designers with limited computer science skills. The work describes how to design a smooth and coherent experience for the visitors, in spite of the limitations of the current authoring environments, providing a cognitive and emotional impact without overwhelming the original exhibition concept. The methodology was experimented in occasion of the world-famous Biennale Art Exhibition in Venice and showed to be effective in the creation of a meaningful user experience
Testing a Storytelling Tool for Digital Humanities
This work presents an evaluation of ToBoA-3D, a social web platform for the annotation of 3D models and the creation of stories. ToBoA-3D was evaluated through a pilot study realized in a real educational context, the 2014 edition of the Fall School in Digital Humanities, held at the Universita` Ca’ Foscari Venezia in collaboration with the E ́cole Polytechnique Fe ́de ́rale de Lausanne (EPFL). The tool was presented during the School’s lectures and then used by the students for creating stories during the labs’ activities. The results of the study were collected through direct observation and a questionnaire. The answers evidenced positive feedbacks for the core features of the platform and led to define an initial set of guidelines for its educational use
Experimenting with PlayVR, a Virtual Reality Experience for the World of Theater
This paper describes the experimentation with the users of PlayVR, an educational experience focused on the world of theater and based on the use of virtual reality. The PlayVR project explores several dimensions of this domain, corresponding to different levels of cognitive and emotional involvement: from the simple tour through the locations of a well-known Italian theater to the possibility of exploring the different sceneries and to interact with the characters of a play. The two exploratory studies presented in this paper have been focused on engagement, embodiment and presence, which are fundamental for the definition of a VR experience targeted to the world of theater. The results of the studies gave experimental confirmation of what is available in literature, but gave also suggestions for the exploration of novel research issues. Overall, they were very useful for the future development of PlayVR, guiding the choice through the different design solutions and also the often contrasting technology options available for virtual reality
Designing Interactive Systems for Seniors: An Educational Experience
This paper describes the results of a three years educational design experience targeted at collecting seniors' needs and wishes and to identify some possible answers through the proposal of a set of conceptual projects. The interaction design experience involved more than 150 undergraduate students who interviewed about 60 seniors aged 70 or more and then worked on their proposals. This paper reports the most interesting conceptual projects, organized by topic and complemented by observations about the challenges faced by the young designers, with the final goal of sharing them for inspiring further design and development
From building control to eco-feedback: opportunities and challenge
In recent years a number of organizations have experimented control systems for monitoring the environmental parameters of complex buildings, with the goal of improving well-being and optimizing management costs. These solutions are often characterized by sophisticated and costly technologies that allow to monitor the situation even from remote desks and take proper actions whenever any parameter fails to comply with management constraints. Unfortunately in many cases the availability of these control infrastructures doesn’t allow people inhabiting buildings to gain awareness about the environmental parameters or the consumption issues related to these spaces. Eco-feedback techniques, which can lead to significant savings through the feedback given to users, can’t be properly applied. The control systems often lack functionalities for communicating with users and creating a social awareness related to energy consumption issues. This paper analyzes one of these systems, designed for a modern University campus, with the goal of understanding its points of strength and weaknesses. The paper describes also how the results of this analysis have been used for the design of a pilot eco-feedback system, that features a context- aware mobile app for creating a bi-directional communication between users and backend
The Time-Pillars World. A 3D Paradigm for the New Enlarged TV Information Domain
This study discusses a paradigm for exploring the digital TV information domain, characterized by a large number of channels. The proposal is based on the introduction of ambiguous schemes for organizing information related to the TV domain; these schemes, already popular and successful for seeking information on the web, are here introduced for helping people who appreciate iterative and interactive search, involving mechanisms of associative learning. Serendipity is here used as an approach complementary to exact organization schemes and useful especially for zappers who browse the TV domain without knowing, in advance, what they are looking for. The TV domain is here presented as a fully navigable 3D world populated by visual counterparts of TV channels, called time-pillars. These artifacts are composite objects that offer simplified access to TV information and a number of related functions. The paradigm introduced in this study supports users who prefer the explorative approach for navigating TV streams, and in particular the part of the TV domain that is not supported by any Electronic Program Guide (EPG) or other complementary information services. The 3D metaphor can be used also as an interface for EPGs, in order to obtain a less fragmented view of the whole TV domain. The impact on users has been validated with an iterative procedure, i.e., a pilot study and a subsequent more detailed experiment, which have confirmed the usefulness of the approach and given useful hints for future development
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