• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 6
  • 3
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 13
  • 13
  • 6
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 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

A generative framework for computer-based interactive art in mass transport systems

Her, Jiun-Jhy January 2011 (has links)
Over the course of the past decade the MRT (Mass Rapid Transit) stations in Taiwan have become open air art galleries: with more prominent and frequent display of various artistic creations in stations, including interactive artworks. However, unlike the audiences in more meticulously choreographed exhibition contexts, those in stations are usually involuntary. New criteria for the creation and evaluation of artworks in these context are necessary to enhance the connection between the audience and the artwork, and to elicit meaningful experience via interactivity. This research aims to uncover the critical factors that can turn an indifferent passenger into an explorative participant, subsequently leading them to obtain meaningful experiences through interaction with computer-based interactive artwork. This research focuses on artworks that are permanently installed in the stations, with three case studies conducted in MRT stations forming the backbone of the research. Field observation was the first step in each case study, conducted in order to understand the fundamentals of the interactivity between the passengers and the artworks. This was followed by in-depth interviews with the passengers and three professional interview groups. A critical Analytical Framework was formed throughout the course of the research, identifying five engaging characteristics: Incentive, Transfer, Accessibility, Play, and Challenge. These five characteristics were eventually reapplied to re-examine the case studies and the content of the interviews with the professionals. The findings of this research articulate how the Analytical Framework can be adopted in future research intended to create the conditions for more meaningful art-interactions. This Analytical Framework will assist artists, designers and researchers in their pre-planning and follow up evaluations of the degree of engagement generated by computer-based interactive artworks displayed in transport hubs. The interest that the outcomes of this research has attracted in the field suggests that the framework could be extended to the examination of various computer-based interactive artworks in similar public contexts. In this context, the framework would play a valuable role in uncovering a more dynamic paradigm used to illustrate how meaningful experiences can evolve in similar public spaces.
2

Engaging with the past : structuring historic house museum visits for young children

DeSantis, Lisa, n/a January 1999 (has links)
Historic house museums have been the subject of very little structured research. As ideal learning environments for young children they have the potential to facilitate very special educational interactions, yet children's experiences in house museums remain relatively unexplored, with very little professional analysis of the nature, the value or the impact of school visits. As museums, historic houses are educational institutions, yet with limited professional expertise and restricted resources as commonplace, many house museums provide very little in the way of structured educational experiences for schools. This study aims to increase our understanding of educational encounters in house museums. Using Falk and Dierking's Interactive Experience Model this thesis explores the personal, physical and social contexts of young children's visits to house museums. It follows the progress of children aged 5-8 years, as they participate in class visits to two very different kinds of house museum. A structured, age-appropriate education program implemented at Calthorpes' House is compared to the approach taken at Blundells' Cottage, where a lack of resources and professional expertise has resulted in unstructured school visits, typical of amateur house museums throughout Australia. The study directly compares these structured and non-structured museum visits to determine the immediate and long term value of constructed learning experiences in historic houses. The thesis concludes that the structure of a school visit has a significant influence on the museum experience. Research revealed that structured education programs prepare children better for their visit, allow for more successful interactive experiences on site, encourage enjoyable social interactions and result in more detailed museum memories. Finally this thesis outlines implications for house museums as a result of this research and makes recommendations to assist under-resourced house museums provide more structured, more informed educational interactions for schools.
3

Changing the perception of pain : An interactive experience using heat and guided meditation

Lindström, Jenny January 2017 (has links)
Chronic pain is a common condition that people struggle with on daily basis and many strive to find ways to relive their pain. With the development of wearables and smart garments we are now moving from designing an object to be used, to an object to be worn. Technology is an extension of the body and the interaction in itself also becomes part of our body. This development enables different kind of treatments to be implemented in a wearable. Accordingly, this study have investigated if an interactive experience using heat and guided meditation with a wearable can support individuals living with chronic pain, and to what extent the experience can change the perception of pain. The results indicate that an interactive experience including these modalities can have the ability to change perception of pain. The study also suggests implications for design by presenting design qualities that become important in such a design, which resulted in; distraction and immersion, familiarity and practice, personalization and flexibility.
4

Designing an Interactive Experience to Facilitate Conversations, Create Empathy and Change Attitudes on Race

Chaney, Nichole M. 28 June 2021 (has links)
No description available.
5

Playing in a World of Voices

Långdal, Saga, Sjöquist, Linda January 2020 (has links)
In this Bachelor thesis we navigate the ample world of vocal storytelling. Stories are told in all types of media today, but it all started with voices and narrative—from when poetry was sung and theatrical performances such as opera were amongst the most popular and beloved arts. We lift the ground where voices lie today and take them to their deserved place, from solely being an audial companion in media to a main element in interactive storytelling. Hand in hand with Design Fiction as a chosen design perspective and Research through Design as our research approach, we explore ways of creating an immersive, dynamic experience both creative and academically. We found ourselves in infinite ideations of futuristic scenarios which we wanted to symbolize with a world and characters through voices. With Research through Design, we learn not only by doing research, but through actually designing a functional prototype that grants agency to the person interacting with it. The learning process in building this prototype helped us gain significant knowledge in programming, implementation technique and writing for games, especially considering that we had very little experience with these subjects prior to this project. One could say that we were confident in our audio production skills and came with blind eyes when approaching this theme for the first time. The results of our work lead us to the conclusion that, with the adequate knowledge and methods, voices can function as a main element in interactive media prototypes. Narrative, voice design and implementation techniques combined create a group of powerful tools that can achieve interactive storytelling. / I denna kandidatuppsats utforskar vi i en värld av röstligt berättande. Berättelser berättas i alla typer av media idag, men det hela började med röster. Vi vill lyfta fram röster och deras förmåga att driva en berättelse, från att endast vara en osynlig del i ett audiovisuellt verk till ett huvudelement i en interaktiv berättelse. Med hjälp av Design Fiction som designperspektiv och Research through Design som forskningsmetod utforskar vi ett sätt att skapa en uppslukande, dynamisk upplevelse både kreativ och akademisk. Vi lär oss inte bara genom forskning, utan genom att faktiskt utforma en funktionell prototyp där användaren aktivt interagerar med narrativet. Berättelsen befinner sig i tankar om futuristiska scenarier som vi försöker få till liv. Resultatet av vår undersökning leder oss till slutsatsen att med tillräcklig kunskap och rätt metoder så kan röster fungera som ett huvudelement i interaktiva medieproduktioner. Berättande, röstdesign och implementeringstekniker skapar tillsammans en grupp kraftfulla verktyg för att uppnå interaktivt berättande.
6

Enhancing Historical Engagement through Interactive Memory Booth: A Study from the Uppsala Castle Laboratory Project

sayehban, saina January 2024 (has links)
No description available.
7

Det Personliga museet : Känslomässigt engagemang genom interaktion i museer

Viidas, Isabelle, Nauclér Löfving, Johan January 2019 (has links)
Detta kandidatarbete undersöker hur interaktiv teknologi kan användas för att förmedla kulturarv genom att förstärka en utställning i ett museikontext. Med samhällets växande digitalisering kommer en möjlighet för museer att erbjuda nya upplevelser med mervärde utöver fakta och bilder. För att ta till vara på denna digitalisering har vi valt att undersöka de möjligheter nya medier har för att förstärka en galjonsfigur samt lägga fokus på känslomässiga aspekter av en upplevelse. Med stöd i tidigare forskning och ett designetnografiskt perspektiv har vi framställt en gestaltning som förslag på hur en kan förstärka en utställning i ett museikontext. Denna gestaltning bygger på projektion, gestkontroller och mikroelektronik. Undersökningen erbjuder ett perspektiv på användningen av interaktiv teknologi i kultursektorn och öppnar upp för vidare diskussion och studier. / This bachelor thesis examines how interactive technologies can be used to convey cultural heritage by enhancing an exhibition in a museum context. Following the growing digitalization of society, an opportunity arises for museums to offer new experiences with added value besides facts and pictures. In order to take advantage of this digitalization, we have chosen to explore possibilities for new media to enhance a figurehead exhibition and focus on emotional aspects of the experience. Supported in previous research and a design ethnographic perspective, we have presented a design product as a proposal for how one can enhance an exhibition in a museum context. This design product is based on projection, gesture controls and microelectronics. This bachelor thesis offers a perspective on the use of interactive technology in the cultural sector and opens up for further discussion and investigation.
8

Urban Sounds : Interactive feel of urbanization / Urbana Ljud : Interaktiv känsla av urbanisering

Ackefjord, Sandra, Tuvesson, Young-Jae Peder January 2019 (has links)
To make use of animation and audio as a media to convey a sense of change, was an important aspect when we chose to focus on urbanisation. It is an opportunity that allows the participants to discuss how influenceable we are to the sounds we hear in our surroundings. This bachelor thesis aims to demonstrate and educate about the effects and impact of urbanisation on humans and their well-being. In order to achieve a result, we created an audiovisual interactive installation that will portray the changes that have taken place over a period of 100 years, from the early 1900s into the 2000s. Factors such as urbanization, mental health, audio and images will be treated in-depth in what way they affect human well-being in urban areas. It gave us the knowledge to understand the historical value of the use of sound and images to be able to convey our message, with the cooperation of Blekingearkivet. We chose to start with Nina Hällgrens theories about how we can create auditory sustainable urban environments in order to understand how influenceable we are by noise. Yvonne Eriksson and Anette Göthlund gave us the tools to appreciate the importance of the visual expression. In the survey, we have used methods and techniques specifically suited to support to and complete the design process that has been made. / Att använda sig av animering och ljud som medier för att förmedla en känsla av förändring, är en viktig aspekt när vi har valde att fokusera på urbanisering. Det är en möjlighet som ger deltagarna att diskutera hur påverkbar vi är av de ljud vi hör vår omgivning. Detta kandidatarbete syftar till att påvisa och uppmärksamma om urbaniseringens påverkan på människor och dess välmående. För att uppnå ett resultat utförde vi en audiovisuell interaktiv installation som ska gestalta förändringarna som har skett under en period på 100 år, från tidigt 1900-tal in på 2000-talet. Faktorer som urbanisering, mental hälsa, ljud och bild kommer behandlas djupgående på vilket sätt de påverkar människors välmående i urbana miljöer. Det gav oss kunskap till att förstå det historiska värdet av att använda oss av ljud och bild för att kunna förmedla vårt budskap, när vi har samarbetat med Blekingearkivet. Vi valde att utgå från Nina Hällgrens teorier om hur vi kan skapa auditiva hållbara stadsmiljöer för att förstå hur påverkbara vi är av buller. Yvonne Eriksson och Anette Göthlund gav oss verktyg för att uppskatta fotografiets betydelse i det visuella uttrycket. I undersökningen har vi använt oss av metoder och tekniker speciellt anpassade stöd för att genomföra och fullfölja den designprocess som har gjorts.
9

Drömkök åt alla : Världens mest prisbelönta webbkampanj / Dream kitchen for everyone : The world’s most award winning web campaign

Waldenryd, Madelene January 2010 (has links)
Målet med uppsatsen var att se hur man producerar fram en reklamkampanj, framför allt hur man gör det för första gången samt hur retoriken kan bidra till ett lyckat koncept. Vilka förutsättningar krävs? Arbetar man på ett annorlunda sätt? Vilka medel använder man för att få en framgångsrik reklam? Detta har undersökts genom att intervjua personer som varit med och producerat den prisbelönta och världskända reklamkampanjen från IKEA  ”Drömkök åt alla” ur ett retoriskt perspektiv. Resultatet visar på en resa rätt i tiden  i hur man med ny teknik får fram något helt unikt. / The purpose of this essay was to see how to produce a commercial campaign, and most of allhow to do it for the first time and how rhetoric’s can contribute to a successful concept. Whatare the conditions? Does it demand a different work approach? Which means do you use tocome up with a successful advertising? This has been investigated by interviewing the peoplewho produced the award winning and world famous commercial-campaign from IKEA"Dream kitchen for everyone" from a rhetoric point of view. The results display a journeymade at the right period of time, and how you with new technology, can come up withsomething unique.
10

於資源有限的動態情境以模糊認知圖為基礎之心理驅動式服務分派研究 / A FCM-Based Mental-Driven service dispatcher in resource bounded dynamic contexts

陳怡璇, Chen, I Hsuan Unknown Date (has links)
本研究所關切的議題為,當服務已被良好的設計出來後,為了不辜負這個被良好設計的服務,該怎麼使用它,進而能為所有重要關係人帶來最大的利益,特別是在資源有限的動態情境中。因此,我們將研究問題著眼於服務的傳遞過程中。現有的研究已回答了服務該如何被傳遞,但卻缺少了該在什麼時候,傳遞怎樣的服務才能發揮該服務的功效,帶來預期的好處(例如,贏得顧客滿意度及延續公司競爭力)。於是,本研究試圖提出一以模糊認知圖為基礎架構並考量顧客的心理狀態的服務分派機制,以期在如此動態且資源有限的情境下,能觀測當時的情境變化,透過管理顧客的期望與情緒,做出即時且適當服務分派決策,進而在對的時間針對對的人做對的服務。也就是冀望這樣一個顧客心理狀態的管理過程,能夠使得顧客感到滿意的可能性提高,並有助於所有重要關係人達成其目的,創造整個服務生態體系的平衡。考慮到會展服務即為一動態且資源有限的服務應用情境,本研究將以會展服務做為例子,加以描述整個研究的內容。 / There are already some researches providing the answer to how to deliver services but the issue “when to deliver which service” is still not so clear. Especially under the dynamic and resource-limited situation, bringing the effectiveness of each service into full play and allocating them appropriately to earn the most benefits are imperatives for service providers to keep both service quality and competitiveness. Therefore, the FCM-based mental-driven service dispatcher proposed here tries to pull service receivers’ mental information in to make real-time service deployment decisions which are capable of achieving each stakeholder’s purposes and satisfying service receivers. With the mental information – expectation and emotion, we are given a hand to do the right things at the right time to the right person by building up such a customer- mentality-centric service dispatching system.

Page generated in 0.2458 seconds