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Creative personal projects of the elderly as active engagements with interactive media technology 长者积极参与互动媒体科技的创意个人项目
Anu Kankainen, Vilma Lehtinen
Interactive media technologies are increasingly designed to support an active life among senior citizens and not solely to diminish the effects of physical and cognitive decline. One aspect of active life in one's old age is engagement in creative "personal projects," such as new hobbies and reflection on past events. To our knowledge, research has not yet explicitly focused on the role of creative personal projects in senior citizens' media use. In our analysis of media diaries and contextual interviews with seven seniors, we focus on how interactive media technologies are involved in these projects. Proceeding from our findings, we provide suggestions on how to enhance creative personal projects with interactive media technology design.
互动媒体技术越来越多地被设计用来支持老年人积极的生活,而不仅仅是为了减少身体和认知能力下降的影响。老年人积极生活的一个方面是参与创造性的“个人项目”,比如新的爱好和对过去事件的反思。据我们所知,研究还没有明确地关注创造性个人项目在老年人媒体使用中的作用。在我们对媒体日记的分析和对七名高年级学生的背景采访中,我们关注的是互动媒体技术是如何参与这些项目的。根据我们的研究结果,我们提出了如何利用互动媒体技术设计来提升个人创意项目的建议。
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引用次数: 16
Understanding repair as a creative process of everyday design 将维修理解为日常设计的创造性过程
Leah Maestri, Ron Wakkary
This paper presents the findings from an exploratory study that looks at how creativity plays a role in the repair and reuse of objects in the home. We are interested in a particular form of creativity that manifests in the everyday -- what John Dewey [8] describes as a constant doing and undergoing, as we actively adjust to everyday situations. The goal of this study is to show evidence of repair as not only an act of restoration, but also as an act of creativity that entails the repurposing and resourcing of objects. This study is part of a larger research initiative known as the Everyday Design, where it is believed that everyone is a designer and that design is an ongoing activity that includes the repair, modification, and appropriation of design objects and systems. Furthermore, this study serves as baseline research for future investigations in how to inform the design of technologies whose lifecycle can be extended for various contexts of use through repair.
本文介绍了一项探索性研究的结果,该研究着眼于创造力如何在家中物品的修复和再利用中发挥作用。我们感兴趣的是在日常生活中表现出来的一种特殊形式的创造力——约翰·杜威[8]将其描述为在我们积极适应日常环境的过程中不断地做和经历。本研究的目的是证明修复不仅是一种修复行为,也是一种创造性行为,需要重新利用和资源的对象。这项研究是名为“日常设计”(Everyday Design)的大型研究计划的一部分,该计划认为,每个人都是设计师,设计是一种持续的活动,包括对设计对象和系统的修复、修改和挪用。此外,本研究为未来的研究提供了基础研究,以了解如何为技术设计提供信息,这些技术的生命周期可以通过修复延长到各种使用环境中。
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引用次数: 89
Traces in creative spaces 创意空间中的痕迹
J. V. Dijk, Gerrit-Willem Vos
We organized one-week 'IncompanyLabs' (i.e. on site co-design activities) at three different creative companies, seeking opportunities for an embodied interactive media tool to support creative sessions. Our concept TRACES is an interactive floor guiding the creation of shared insights and supporting taking the step from individual thinking to group-level integration. User explorations with a Wizard-of-Oz prototype revealed directions for improving the interaction quality and indicated how a system like TRACES could act as a 'scaffold' for discussion
我们在三家不同的创意公司组织了为期一周的“IncompanyLabs”(即现场协同设计活动),寻找机会使用具体的互动媒体工具来支持创意会议。我们的概念“痕迹”是一个互动的地板,引导共享见解的创造,并支持从个人思维到群体层面的整合。用户对Wizard-of-Oz原型的探索揭示了提高交互质量的方向,并指出了像TRACES这样的系统如何充当讨论的“脚手架”
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引用次数: 17
cartographs: the trans-sensory metaphor 地图:跨感官的隐喻
B. Evans
The visual music composition cartographs, a work in three short movements, is presented. [1] Each movement is an abstract animation---a visualization of a numeric process---that is then mapped into a single static image (a score)---that is then mapped into sound. Thus through the process of data mapping we hear and see a process unfold, each sense simultaneously experiencing a map (a metaphor) of what the other sense is experiencing.
本文介绍了视觉音乐构图图,这是一部由三个短乐章组成的作品。[1]每个动作都是一个抽象的动画——一个数字过程的可视化——然后被映射成一个单一的静态图像(乐谱)——然后被映射成声音。因此,通过数据映射的过程,我们听到和看到一个过程展开,每一种感觉同时体验到另一种感觉正在体验的地图(隐喻)。
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引用次数: 0
Open house: interaction as critical reflection 开放日:作为批判性反思的互动
John R. Stenner, P. LeMieux
This paper describes Open House, a networked art installation by Jack Stenner and Patrick LeMieux that allows visitors to telematically squat in a Florida home undergoing foreclosure after the U.S. housing collapse. Virtual markets transformed this otherwise livable property into a ghost house. Prior to the collapse, the movements of global capital seemed like a distant reality to most homeowners, but in the end it was imaginary systems of value, not bricks and mortar, that fell apart. Through computer interaction that integrates computational processes, mechanical relays, and human interactions, Open House implicates the tendency to separate virtual and physical activity, an enabling mechanism and proximate cause for the current U.S. economic crisis.
这篇文章描述了Open House,一个由Jack Stenner和Patrick LeMieux设计的网络艺术装置,在美国房地产崩溃后,游客可以远程坐在佛罗里达州的一所房屋中。虚拟市场将这个原本宜居的房产变成了鬼屋。在崩溃之前,对大多数房主来说,全球资本的流动似乎是一个遥远的现实,但最终崩溃的是想象中的价值体系,而不是砖块和砂浆。通过集成计算过程、机械继电器和人类互动的计算机交互,Open House暗示了将虚拟活动和物理活动分离的趋势,这是当前美国经济危机的一种使能机制和直接原因。
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引用次数: 0
A computer system aiming to stimulate creativity for narrative 一种旨在激发叙事创造力的计算机系统
Yun-Tai Chang, Sheng-Chih Chen, Tsai-Yen Li
The goal of our research is to develop a computer system based on the concept of pictures-and-attributed-notes (PAN) aiming to stimulate creativity and imagination when users create a story. We have conducted an experiment and used the Conceptual, Operational, Perceptional and Evaluation (COPE) coding system to analyze the process of creating a story with the aid of computer system. The preliminary results revealed that the computer system based on PAN can stimulate user's creativity during the process of story creation.
我们的研究目标是开发一个基于图片和标注(PAN)概念的计算机系统,旨在激发用户在创作故事时的创造力和想象力。我们进行了一个实验,并使用概念、操作、感知和评估(COPE)编码系统来分析在计算机系统的帮助下创作故事的过程。初步结果表明,基于PAN的计算机系统可以激发用户在故事创作过程中的创造力。
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引用次数: 4
The intersection of poetry and design 诗歌与设计的交集
E. Beatty
Despite parallels between the structure of poetry composition and design tasks, no research has explored these correspondences to better understand the skilled behaviour in these two domains. In Study 1 expert poets were interviewed about their creative practices and a thematic analysis was conducted comparing these practices to key findings concerning the nature of design expertise. In Study 2, poets wrote poems while completing a 'think aloud' protocol and in Study 3 award winning expert poets were interviewed in light of the findings of earlier studies. The results were examined in regards to: (1) the role of "sources of inspiration" [4] in contextualizing activity and informing the creation of novel solution ideas; (2) the involvement of "primary generators" [3] in scoping tasks to core objectives; and (3) the nature of self-questioning and the role that questions take in forming solutions.
尽管诗歌创作的结构和设计任务之间有相似之处,但没有研究探索这些对应关系,以更好地理解这两个领域的熟练行为。在研究1中,专家诗人就他们的创作实践进行了采访,并进行了主题分析,将这些实践与有关设计专业知识性质的关键发现进行了比较。在研究2中,诗人在完成“自言自语”协议的同时写诗,在研究3中,获奖的专家诗人根据早期研究的发现接受了采访。研究结果从以下几个方面进行了检验:(1)“灵感来源”[4]在情境化活动和为创造新颖的解决方案提供信息方面的作用;(2)“主要产生者”[3]参与将任务界定为核心目标;(3)自我质疑的本质和问题在形成解决方案中所起的作用。
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引用次数: 4
Gesture modeling: improving spatial recognition in architectural design process 手势造型:提高建筑设计过程中的空间辨识度
Chih-Pin Hsiao
In this paper, we discuss the role of spatial cognition during the architectural design activity, and how it affects design creativity. Recognizing that current CAD applications' Windows-Icon-Menu-Pointer (WIMP) user interfaces do not fully support creative exploration in modeling geometries for design, we design a prototype system that incorporates a regular pc and a depth camera for gestural input. We present the implementation and use scenario of the system, and discuss why gestural input may advance creativity in the design process.
本文探讨了空间认知在建筑设计活动中的作用及其对设计创意的影响。认识到当前CAD应用程序的“windows -图标-菜单-指针”(WIMP)用户界面不能完全支持对设计中的几何形状建模的创造性探索,我们设计了一个原型系统,该系统结合了一台普通pc和一个用于手势输入的深度相机。我们介绍了该系统的实现和使用场景,并讨论了为什么手势输入可以在设计过程中提高创造力。
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引用次数: 0
A scale model of mixed reality 混合现实的比例模型
Evan Barba, B. MacIntyre
Augmented Reality (AR) is becoming more interesting to a variety of research communities beyond the small group of researchers that have traditionally studied AR technology. From its earliest years, AR has been presented as a subset of Mixed Reality (MR), and both have been conceived of in terms of the technologies they use. However, while the definition of AR has been fixed for a number of years, MR is much more ambiguous. Through a re-examination of the accepted definition of AR, we derive a new definition of MR that centers on human experience rather than technology. Then, through discussion of a number of paradigmatic examples that fit this new definition, we generate a classification system for MR experiences based on the concept of spatial scale and its associated cognitive processes. Finally, we discuss how this new "scale model" of MR helps to identify key concepts that can be used in the design process of future MR experiences.
除了传统上研究增强现实技术的一小部分研究人员外,各种研究社区对增强现实(AR)越来越感兴趣。从最初几年开始,AR就被视为混合现实(MR)的一个子集,两者都是根据它们使用的技术来构想的。然而,虽然AR的定义多年来一直是固定的,但MR的定义要模糊得多。通过对公认的AR定义的重新审视,我们得出了一个以人类经验而不是技术为中心的MR的新定义。然后,通过讨论一些符合这一新定义的典型例子,我们基于空间尺度及其相关认知过程的概念生成了一个MR经验分类系统。最后,我们讨论了这种新的核磁共振“比例模型”如何帮助确定可用于未来核磁共振体验设计过程的关键概念。
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引用次数: 18
An artistic dialogue with the artificial 艺术与人工的对话
D. Norton, Derrall Heath, D. Ventura
In conjunction with Brigham Young University's Visual Arts program, we conducted a study centered around a system designed to be an artificial artist, in order to synthesize the ideas of visual artists and computer scientists. Participants from both disciplines designed activities that imposed the limitations of the artificial system on their fellow participants. These activities sparked discussion and insight into the nature of the creative process and how it can be better emulated in artificial systems. We present our system and several of the activities designed around it and discuss the synergistic results.
我们与杨百翰大学的视觉艺术项目合作,围绕一个被设计成人工艺术家的系统进行了一项研究,以综合视觉艺术家和计算机科学家的想法。来自两个学科的参与者设计了一些活动,将人工系统的局限性强加给他们的同伴。这些活动引发了对创造性过程本质的讨论和洞察,以及如何在人工系统中更好地模拟它。我们介绍了我们的系统和围绕它设计的几个活动,并讨论了协同效果。
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引用次数: 10
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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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