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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Towards a Democratisation of Digital Fabrication

Nihlwing, Victor January 2018 (has links)
Digital fabrication technologies such as 3D printing is predicted to have a significant impact on our future society. However, the complexity of current 3D modelling softwares  risk deterring novices from engaging with the technology. In this thesis, a series of workshops were conducted to explore the implications for novices to create models out of tangible materials such as clay, paper and LEGO, that were then scanned and printed with a 3D printer. The results show that while the tangible materials create engaging opportunities for novices to engage with digital fabrication technologies such as 3D printing, the materials also provide limitations and constraints depending on their physical properties.
32

Visions of Couture : Designing an Interactive System for Fashion

Gradellini, Gianmarco January 2023 (has links)
Visions of Couture is a project that explores the relationship between high fashion and technology. The aim of this work was to incorporate interactivity in a context, namely fashion, that has always been a pioneer in research and innovation but where interactive artefacts have so far had quite a marginal role. After collecting insights through literature review and interviews, the project focused on creating a system for fashion showrooms that would permit users and clients to interact with holographic projections of the models through gestures. This system allows for a slower and more attentive interaction, in contrast with the frenzy of the fashion show, letting the users linger on the looks they are interested in and possibly overcoming the space and time limitations that fashion showrooms usually have. The result of this project is a system composed of a holographic projection mesh and a wearable bracelet to recognise gestures. The bracelet contains an Arduino Nano 33 BLE that has been trained through Machine Learning to recognise the selected gestures and communicates with Processing to play the right videos. The project suggests a way to use holography as a mean for a shared and embodied mixed reality experience and a path for designing comfortable gesture interactions that are intuitive and coherent with the context. Crucial to this project were the concepts of embodiment, corporality, shared mixed reality and intuitive gestures.
33

Reflections on One’s Own Body : An Approach to the Potential of Self-Image in HCI / Reflektioner över den Egna Kroppen : Ett Förhållningssätt till Självbildens Potential i HCI

Blanco Cardozo, Rebeca January 2023 (has links)
Self-image and the way we present ourselves to the world are highly relevant in today’s society, fostered to some extent by the ubiquitous use of technology. For example, the idealized body image that is disseminated in the media and on social networks can affect the relationship we have with ourselves. Beyond the idyllic images promoted by external agents, there is a personal aspect that also defines who we are and how we relate to our environment; that is self-fashioning, a constant self-driven, ameliorative change in accordance to the ideals promoted by somaesthetics. In line with this approach, our bodies could be understood as spaces for self-design to increase somaesthetic appreciation, both of ourselves and the world. This thesis discusses some early considerations for the development of self-fashioning technologies and the exploration of the design space. By conducting a soma-oriented workshop and a subsequent first-person exploration, I introduce a set of design features that might be addressed when devising embodied artifacts. They highlight the importance of "constant becoming," a situated ongoing process that shapes us, arguing that technologies for self-fashioning should support it. / Självbilden och hur vi presenterar oss för världen är högst relevanta i dagens samhälle, delvis underblåst av den allestädes närvarande användningen av teknik. Till exempel kan den idealiserade kroppsbild som sprids i medierna och på sociala nätverk påverka relationen vi har till oss själva. Utöver de idylliska bilder som främjas av externa agenter finns det en personlig aspekt som också definierar vilka vi är och hur vi förhåller oss till vår miljö; det vill säga self-fashioning, en konstant självdriven och förbättrande förändring i enlighet med de ideal som främjas av somaestetiken. I linje med detta synsätt kan våra kroppar förstås som utrymmen för självutformning för att öka somaestetisk uppskattning, både av oss själva och av världen. Denna uppsats diskuterar några tidiga överväganden för utformningen av self-fashioning teknologier och utforskningen av designutrymmet. Genom en soma-orienterad workshop och en efterföljande förstapersonsutforskning presenterar jag en uppsättning designfunktioner som kan hanteras när man designar inbäddade artefakter. De betonar vikten av "constantly becoming", en situerad pågående process som formar oss, och argumenterar för att teknologier för self-fashioning bör stödja det.
34

Tangible Social Network System : Visual Markers for Social Network

Mannapperuma, Chanaka January 2010 (has links)
<p><em>Tangible social network system is a home-based communication solution specifically designed for elders. Former researches indicate that insufficient communication among elders cause several challenges in their daily activities such as social isolation, loneliness, depression and decreased appetite. In addition, lack of social participation increases the risk of Alzheimer´s (Ligt Enid, 1990). The major cause of these challenges are that elders are increasingly removed from communication technology using emails, text messaging, interact with social network systems and mobile phones due to cognitive and physical difficulties. To overcome this problem, new suggested social network system incorporates photo frame and photo album based interaction which allows instantaneous participation to the social network. By designing the new social network system, I tried to create an easier venue for more active cross-generational communication between elders and younger family members.This paper discusses the early results of the marker based social networking system aiming to propose digital technologies to enhance the social life of older people, who live alone their home. A prototype combining a touch screen, photo frame and a camera are described. It allows the older people to manage their participation to the social network system and get in touch with their loved ones. This paper demonstrates a User Sensitive inclusive Design (USID) process from the generation of user needs to the evaluation prototype. A key theme of tangible social network system shows how usable and emotional design derived from a user inclusive design process can encourage elders to adopt new modern technology. A first evaluation has shown the usability as well as the good acceptance of this system.</em></p> / AGNES
35

Enabling physical action in computer mediated communication : an embodied interaction approach

Khan, Muhammad Sikandar Lal January 2015 (has links)
No description available.
36

Tangible Social Network System : Visual Markers for Social Network

Mannapperuma, Chanaka January 2010 (has links)
Tangible social network system is a home-based communication solution specifically designed for elders. Former researches indicate that insufficient communication among elders cause several challenges in their daily activities such as social isolation, loneliness, depression and decreased appetite. In addition, lack of social participation increases the risk of Alzheimer´s (Ligt Enid, 1990). The major cause of these challenges are that elders are increasingly removed from communication technology using emails, text messaging, interact with social network systems and mobile phones due to cognitive and physical difficulties. To overcome this problem, new suggested social network system incorporates photo frame and photo album based interaction which allows instantaneous participation to the social network. By designing the new social network system, I tried to create an easier venue for more active cross-generational communication between elders and younger family members.This paper discusses the early results of the marker based social networking system aiming to propose digital technologies to enhance the social life of older people, who live alone their home. A prototype combining a touch screen, photo frame and a camera are described. It allows the older people to manage their participation to the social network system and get in touch with their loved ones. This paper demonstrates a User Sensitive inclusive Design (USID) process from the generation of user needs to the evaluation prototype. A key theme of tangible social network system shows how usable and emotional design derived from a user inclusive design process can encourage elders to adopt new modern technology. A first evaluation has shown the usability as well as the good acceptance of this system. / AGNES
37

Popularizing implants : Exploring conditions for eliciting user adoption of digital implants through developers, enthusiasts and users

Ericsson Duffy, Mikael January 2020 (has links)
Digital implants have become a new frontier for body hackers, technology enthusiasts and disruptive innovation developers, who seek to service this technology for themselves and to new users. This thesis has explored conditions for future user adoption of human body augmentation with digital implants. The conditions explored were mainly self-beneficial health optimization through technology, self-quantification or convenience scenarios. Applying Diffusion Of Innovation theory, Value-based Acceptance Model and research through design methods were used. The process consisted of quantitative and qualitative data gathering and analysis, using interviews, surveys and iterative prototyping with evaluation. The results show mixed user attitude towards implant usage, mainly depending on users' need for added benefits, whether the user is a technology enthusiast actively using technology for self-beneficial gain or a casual everyday consumer of technology. Certain conditions could affect adoption of implants into mainstream usage, mainly data privacy, regulation, convenience, self-quantification or health management. In order for implants to succeed as a mainstream technology, there needs to be proper secure infrastructure, easy installation and coordinated services that offer individual benefits of health or convenience, with a high consumer confidence in supported services, installation / removal and devices. Several companies are working on offering such a service, in order to evaluate such a proposition, iterative prototypes were created to evaluate a health management scenario as a streamlined consumer service, using a service design blueprint and a related interactive smartphone application prototype.
38

Knot – A Signature Based Notification System

Jusis, Camilla January 2012 (has links)
The thesis project underlines the importance of designing calm and subtle technologies, by exploring how mobile communicative technologies, such as cell phones, could notify their users about incoming information in a more natural, and non-intrusive manner. The aim of the thesis was to find a way for cell phones to act more appropriately in public and social settings, where they now often are considered intrusive due to their uninhibited manifestations.The thesis provides a theoretical understanding of how normative expectations of cell phone conduct are constituted and maintained within public and social settings. The theories are further grounded in practical work, where the project employ user centered design methods and techniques to, in a collaborative manner, together with users explore the research field to generate insights. Solutions have further been prototyped and evaluated together with users in their everyday settings.Taking inspiration from calm technology, the project looks into how information can be notified, in a more subtle manner in the periphery of the user’s attention. Users’ own priming abilities have been considered as a personal way to recognize the notification and to further associate it as relevant information.As a solution for intrusive cell phones, the thesis proposes Knot; a signature based notification system, which builds on friends’ abilities to recognize each other’s characteristic traits. The system consists of a notification rope, which is a free standing phone accessory that twists and turns, when new information is arriving to the user’s cell phone. It can present whom the information is from by shaping itself into the sender’s representative Knot-signature. If the user can recognize the signature, it will immediately trigger a meaningful association to the person who sent the information.The solution builds upon the restrictiveness between those who can associate a certain signature to a certain person, and those who cannot. For those who have the ability to associate to the signature, its role as a notifier will become meaningful and informative, while for others, who do not share this ability, the signature would be subtle and meaningless, and hence not interfering. The thesis exemplifies how interfaces could provide users with output in a more natural way, by considering users’ previous skills and knowledge, and primarily their priming abilities.
39

TEXTILE - Augmenting Text in Virtual Space

Hansen, Simon January 2016 (has links)
Three-dimensional literature is a virtually non-existent or in any case very rare and emergent digital art form, defined by the author as a unit of text, which is not confined to the two-dimensional layout of print literature, but instead mediated across all three axes of a virtual space. In collaboration with two artists the author explores through a bodystorming workshop how writers and readers could create and experience three-dimensional literature in mixed reality, by using mobile devices that are equipped with motion sensors, which enable users to perform embodied interactions as an integral part of the literary experience.For documenting the workshop, the author used body-mounted action cameras in order to record the point-of-view of the participants. This choice turned out to generate promising knowledge on using point-of-view footage as an integral part of the methodological approach. The author has found that by engaging creatively with such footage, the designer gains a profound understanding and vivid memory of complex design activities.As the outcome the various design activities, the author developed a concept for an app called TEXTILE. It enables users to build three-dimensional texts by positioning words in a virtual bubble of space around the user and to share them, either on an online platform or at site-specific places. A key finding of this thesis is that the creation of three-dimensional literature on a platform such as TEXTILE is not just an act of writing – it is an act of sculpture and an act of social performance.
40

Presence through actions : theories, concepts, and implementations

Khan, Muhammad Sikandar Lal January 2017 (has links)
During face-to-face meetings, humans use multimodal information, including verbal information, visual information, body language, facial expressions, and other non-verbal gestures. In contrast, during computer-mediated-communication (CMC), humans rely either on mono-modal information such as text-only, voice-only, or video-only or on bi-modal information by using audiovisual modalities such as video teleconferencing. Psychologically, the difference between the two lies in the level of the subjective experience of presence, where people perceive a reduced feeling of presence in the case of CMC. Despite the current advancements in CMC, it is still far from face-to-face communication, especially in terms of the experience of presence. This thesis aims to introduce new concepts, theories, and technologies for presence design where the core is actions for creating presence. Thus, the contribution of the thesis can be divided into a technical contribution and a knowledge contribution. Technically, this thesis details novel technologies for improving presence experience during mediated communication (video teleconferencing). The proposed technologies include action robots (including a telepresence mechatronic robot (TEBoT) and a face robot), embodied control techniques (head orientation modeling and virtual reality headset based collaboration), and face reconstruction/retrieval algorithms. The introduced technologies enable action possibilities and embodied interactions that improve the presence experience between the distantly located participants. The novel setups were put into real experimental scenarios, and the well-known social, spatial, and gaze related problems were analyzed. The developed technologies and the results of the experiments led to the knowledge contribution of this thesis. In terms of knowledge contribution, this thesis presents a more general theoretical conceptual framework for mediated communication technologies. This conceptual framework can guide telepresence researchers toward the development of appropriate technologies for mediated communication applications. Furthermore, this thesis also presents a novel strong concept – presence through actions - that brings in philosophical understandings for developing presence- related technologies. The strong concept - presence through actions is an intermediate-level knowledge that proposes a new way of creating and developing future 'presence artifacts'. Presence- through actions is an action-oriented phenomenological approach to presence that differs from traditional immersive presence approaches that are based (implicitly) on rationalist, internalist views.

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