• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 5
  • Tagged with
  • 5
  • 5
  • 4
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 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.
1

THE EXPERIENTIAL QUALITIES OF KINAESTHETIC PROGRAMMING

George Swamy, Lenard January 2019 (has links)
Moving the body in physical space with both a conscious and a subconscious awareness on the position of the limbs is in itself an engaging experience. This element of engagement has been one of the core reasons for turning to movement based technologies and interactions in the field of education. Using these technologies kids learn complex topics of maths and science at an improved rate of understand. However, one such activity or a subject where there is an absence of these movement based tools is Programming. Kids still use traditional interface tools such as a mouse and a computer to learn and write code.This is a detailed case study of a 10 week design process developing and studying the interactions with a programming environment based on whole body movement for children. Through a Research through design approach, this study borrows key elements from existing visual and tangible programming tools, concepts of Kinesthetic interactions and child centric design. The investigation is further guided by the methodologies primarily influenced by the principles of Kid Centered Design and the design by movement approach. The design process is characterized by progressive cycles of conceptual design, supported by prototyping and testing. The conceptual design is further evaluated through user studied where I identify key experiential qualities that are inherent to the kinesthetic approach to programming. The aim of this these is to provide these experiential qualities as starting points for further development of tools and technologies inspired by body movements
2

The design of a smartphone-based AR application to support the experiential quality of life-like in a museum / Utformningen av en smartphone-baserad AR-applikationen för att stödja en levande upplevelse och interaktion på ett museum

Dang, Sandra January 2018 (has links)
In the perfect scenario, augmented reality (AR) is described to blend the physical world with virtual elements in such way that the user can’t differentiate them, having the potential to make the interactions with virtual objects in an AR experience feel life-like. With the latest advancements in AR for mobile devices, applications that use this technology are increasing. Many cultural heritage sites and museums take advantage of integrating AR in their programs to create enriched environments and increased engagement from their audience. This study investigated how to design for a life-like experience in a museum environment, presenting animated virtual animals that represent the same preserved animals exhibited in the physical environment. The study was grounded in a Research through Design process where a smartphone application prototype was developed and tested to find important elements that create life-like interactions. The functionalities that were developed for the prototype were discussed by their experiential qualities and summarized into points that a designer should consider when designing for a similar life-like experience. / Augmented reality (AR) beskrivs som en förstärkning av den fysiska världen genom tillägget av virtuellaelement. I det perfekta scenariot, görs tillägget på ett sådant sätt att användaren inte kan differentiera det verkliga från det virtuella och skapar på så sätt möjligheter för utvecklare och designers att utforma interaktioner med virtuella objekt som känns levande. Med de senaste framstegen inom AR för mobila enheter, har applikationer som använder denna teknik ökat. Många kulturarv och museer integrerar AR i sina program för att skapa berikade miljöer och ökat engagemang hos sina besökare. I denna studie undersöktes hur man utformar levande upplevelser på ett museum genom att representera de fysiskt bevarade djuren på ett museumet med animerade virtuella djur. Studien grundades i en designprocess där en AR-prototyp för smartphone-telefoner utvecklades och testades. Vidare diskuterades viktiga egenskaper och funktionaliteter i prototypen som bidrog till att interaktionen kändes levande för att sedan sammanfattas i punkter som andra designers kan överväga vid utformande av liknande upplevelser och interaktioner.
3

Breathe Like a Singer : Facilitating singers’ breath practice with a wearable haptic garment

von Heijne, Lovisa January 2022 (has links)
There has been a recent increase in breathing as an activity within HCI; however, breathing as the source of voice has not been explored. This thesis explores how ADA (air-driven actuator), a haptic wearable garment, may be used by singers to connect with their breath. Primarily through first-person engagement with vocal training and first-person evaluation of ADA’s capability to support vocal practice, the thesis addresses how the garment functionally and experientially supports singers’ movements. Thematic analysis results in two main lines of functional use (demonstrations, and prompts), and engagement with the garment in these two usages builds three conceptualizations of how ADA can align with a singer’s breath (through posture adjustments, inhalation as expansion, and inhalation as tension). Further thematic analysis shows how users characterize experiences with ADA as distinguished by anticipation or layering, offering insight into what experimental qualities underlie the functional use of ADA. The thesis highlights implications for future generative work in the breathing design space, offering tension-release as a breath representation, and a suggestion to explore exhalation duration as a breath parameter through the prolongations of exhalations in singing. Furthermore, it highlights layering as a quality that may be of relevance to further development of ADA, or other experience-oriented technology that aims to support movement practice.
4

Juiciness: Exploring and designing around experience of feedback in video games

Atanasov, Simeon January 2013 (has links)
This project aims to explore the effects of feedback over experience invideo games. It acts as a part of a discussion around the concept of “Juiciness”, byattempting to define it both in theory and practice. The text describes a positionon “Juiciness” in relation to experience design and “Experiential qualities”, anddiscusses the role of aesthetics in the context of feedback. The practical aspect ofthe project is aimed towards finding where “Juiciness” can enrich a designprocess and this is done through the design, development and analysis of a videogame prototype. The project also takes a critical standpoint towards “Juiciness”,in order to question and expand on the current definitions of the concept.
5

Art Value Experience : An Immersive Procedural Content Generation Tool for Personal Visualization of Meaningful Numbers

Zhang, Yufei January 2022 (has links)
We present a Research through Design project that explores design opportunities and challenges of a personal visualization tool in artistic settings. The research process includes technical material exploration, an approach where state-of-the-art enabling techniques are examined to inspire artistic design decision-making. We propose three experiential qualities of such a tool: uniqueness, memorability, and aesthetics. They also serve as the heuristics throughout the design and evaluation process, aiming for meaningful user experience of personal visualization. Furthermore, we present how proceduralism democratizes user-generated content creation, how immersiveness improves the overall virtual experience, and how various computer graphics techniques are combined to improve the accessibility, learnability, and usability of the tool. / Vi presenterar en forskning genom ett designprojekt som utforskar möjligheter och utmaningar för ett personligt visualiseringsverktyg i konstnärliga scenarier. Forskningsprocessen inkluderar teknisk materialutforskning, ett tillvägagångssätt där state-of-the-art möjliggörande tekniker undersöks för att inspirera till beslutsfattande i konstnärlig design. Vi föreslår tre upplevelsemässiga egenskaper hos ett sådant verktyg: unikhet, minnesbarhet och estetik. Dessa egenskaper agerar även som heuristiken genom hela design- och utvärderingsprocessen, som syftar till en meningsfull användarupplevelse av personlig visualisering. Dessutom presenterar vi hur proceduralism demokratiserar användargenererat innehållsskapande, hur uppslukande förbättrar den övergripande virtuella upplevelsen och hur olika datorgrafiktekniker kan kombineras för att förbättra tillgängligheten, lärbarheten samt användbarheten av verktyget.

Page generated in 0.0892 seconds