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Supporting configurability in a mixed-media environment for design students

Thomas Binder, Giorgio De Michelis, Michael Gervautz, Giulio Jacucci, Kresimir Matkovic, Thomas Psik, Ina Wagner
2004 Personal and Ubiquitous Computing  
The aim of these trials was to construct, for architecture and interaction design students, a mixed-media environment for inspirational learning.  ...  In this article, we present and discuss how the issue of configurability is dealt with, in a series of field trials with design students.  ...  Vienna, and Imagination Computer Services, as well as to students and teaching staff in Malmo¨and Vienna.  ... 
doi:10.1007/s00779-004-0294-7 fatcat:nrz7kksgqvcw7bqzg2ysmyia3a

Opening the Digital Box for Design Work: Supporting Performative Interactions, Using Inspirational Materials and Configuring of Place [chapter]

Pelle Ehn, Thomas Binder, Mette Agger Eriksen, Giulio Jacucci, Kari Kuutti, Per Linde, Giorgio De Michelis, Simon Niedenthal, Bo Petterson, Andreas Rumpfhuber, Ina Wagner
2007 Lecture Notes in Computer Science  
Acknowledgements The work reported in this chapter was supported by the European Commission as apart of the "Disappearing Computer" initiative under contract number IST-2001-33064.  ...  in the configuration of mixed media environments and the performative aspects of how people interact in them, • the importance of supporting students in configuring their learning environment of artefacts  ...  Introduction Configurable Ubiquitous Technologies and Media We started the work reported on here with the ambition to create inspirational learning environments for design and architecture students in  ... 
doi:10.1007/978-3-540-72727-9_3 fatcat:i3isf2mm5zc6vizlk6kyi4bss4

Augmented Reality Painting and Collage: Evaluating Tangible Interaction in a Field Study [chapter]

Giulio Jacucci, Antti Oulasvirta, Antti Salovaara, Thomas Psik, Ina Wagner
2005 Lecture Notes in Computer Science  
resulting rapidity in creating mixed media representations.  ...  We report on an evaluation of this AR environment in an architecture school, where 8 groups of students used it as a practical assignment.  ...  An Environment for AR Painting and Collage Components of the Environment The environment for AR painting that we have developed, supports users in mixing digital media and physical models in an immersive  ... 
doi:10.1007/11555261_7 fatcat:wnauungt5fbvznjraaocbpkriu

Computational support to record and re-experience visits

Giulio Iacucci, Juha Kela, Pekka Pehkonen
2004 Personal and Ubiquitous Computing  
Additional components make it possible to configure a mixed-media environment to navigate a multimedia path, using such physical interfaces as gesturing, and link the recorded media to other artefacts.  ...  Information technology research has mainly focussed on supporting visitors with guides, whilst a lot of opportunities for the development of technology for collecting, manipulating and re-travelling through  ...  , Andreas Rumpfhuber, Dieter Spath and the students of the Academy of Fine Arts in Vienna.  ... 
doi:10.1007/s00779-004-0261-3 fatcat:2xaik6qilvaypnutqkqvqssrjy

The Impact of a Mixed Reality Display Configuration on User Behavior with a Virtual Human [chapter]

Kyle Johnsen, Diane Beck, Benjamin Lok
2010 Lecture Notes in Computer Science  
This paper presents experimental evidence that using a mixed reality display configuration can result in significantly different behavior with a virtual human along important social dimensions.  ...  One configuration presented the virtual human at life-size and was embedded into the environment, and the other presented the virtual human using a typical desktop configuration.  ...  Acknowledgements This material is based upon work supported by the National Science Foundation under Grant No. 0643557  ... 
doi:10.1007/978-3-642-15892-6_5 fatcat:y2ijas6x6zeptgmbjgjhdzf4dq

Interactive flashlights in special needs education

Sue Cobb, Angela Mallett, Tony Pridmore, Steve Benford
2007 Digital Creativity  
This paper considers the potential for using this technology in special needs education, providing a means for children to explore their immediate environment and discover something new.  ...  Potential applications for supporting learning are proposed and a feasibility study is presented.  ...  Acknowledgements The authors would like to thank the staff and students of The Shepherd School for their enthusiastic engagement in this feasibility study and for allowing us to take up their time, space  ... 
doi:10.1080/14626260701401023 fatcat:mgioooru6rardmhvjpcpeusowy

Supporting Collaboration Ubiquitously: An augmented learning environment for architecture students [chapter]

Giulio Iacucci, Ina Wagner
2003 ECSCW 2003  
The student projects at the Academy of Fine Arts in Vienna is a relevant case to study, for the variety and distributed character of the cooperative arrangements, and for the richness of interactions with  ...  After describing current practices, we propose qualities of the environment that support collaboration and learning: creative density, multiple travels in materials and representations, re-programming  ...  Finally we would like to acknowledge Infotech Oulu for supporting this research at the University of Oulu.  ... 
doi:10.1007/978-94-010-0068-0_8 dblp:conf/ecscw/IacucciW03 fatcat:auxlyhaxqbbj5aqgmcrt6ynewq

Towards a Modular Network-Distributed Mixed-Reality Learning Space System [chapter]

Timothy J. Rogers, Bedřich Beneš, Gary R. Bertoline
2006 Lecture Notes in Computer Science  
We propose a Modular Mixed-Reality Learning Space System (MRLSS) that relies on middleware tools and distributed mixedreality technologies to support multi-modal communications between local, remote, and  ...  For example, an Individual Cell (ICell) could contain a participant with only a web cam and audio. A Classroom Cell (CCell) could be a single classroom.  ...  The resulting systems have engendered a lively environment for practical innovations in the design and experimentation of advanced learning spaces while simultaneously supporting new pedagogical techniques  ... 
doi:10.1007/11919629_64 fatcat:uvddz4cv3bdnxiyiihjt6hu2ue

Page 67 of Journal of Science Education and Technology Vol. 9, Issue 1 [page]

2000 Journal of Science Education and Technology  
The current study examines a three-month software design activity in which mixed teams of girls and boys (10-12 year olds) designed and implemented multimedia astronomy resources for younger students.  ...  Equitable computer collaborations in mixed-gender teams have been a pressing issue for many years.  ... 

Learning metaphor through mixed-reality game design and game play

Sarah Hatton, David Birchfield, M. Colleen Megowan-Romanowicz
2008 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games - Sandbox '08  
This paper describes a recent program for game-based learning within a mixed-reality environment, the Situated Multimedia Arts Learning Lab [SMALLab].  ...  that is student-centered, collaborative, and based in reflective practice; and (3) to demonstrate effective game-based learning using a mixed-reality platform in a conventional classroom context.  ...  design. We hope to shift focus to this in the future.  ... 
doi:10.1145/1401843.1401857 fatcat:lyfsr33orrc6tnue6dc75jeazi

Interaction design as understanding and transforming place

Per Linde, Simon Niedenthal, Mette Agger Eriksen, Janna Lindsjö
2004 Digital Creativity  
Our experience working with masters-level interaction design students in the ATELIER project has demonstrated that these "cross dressing" techniques can create a climate of awareness in which inspirational  ...  Space becomes place through a rich interplay of actors, actions and associations, and techniques drawn from performance, gaming and architecture are well adapted to helping us understand and design for  ...  Mixed-media objects Within the ATELIER project we believe that Mixedmedia objects can work as a powerful design resource for illustrating and sharing project-relevant knowledge and for supporting collaborative  ... 
doi:10.1080/1462626048520181 fatcat:p6kbzra6yfdwtgheu3mviqs3gq


F.M. Schaf, C.E. Pereira
2007 IFAC Proceedings Volumes  
The experiment is integrated in the learning environment and supports the combination of real equipments with simulated (virtual) ones.  ...  Users can easily configure a specific component to be related to a real or a simulated device by using a strategy called interchangeable components.  ...  Thanks are also given to SENAI in Brazil for the financial support to the development of the Mechatronics experiment (as described in Section 4.3).  ... 
doi:10.3182/20070523-3-es-4908.00017 fatcat:qfj2lfe3rfh3jhh3r2bw2j7ege

Design requirements for using embodied learning and whole-body metaphors in a mixed reality simulation game

Remo Pillat, Arjun Nagendran, Robb Lindgren
2012 2012 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities (ISMAR-AMH)  
This paper describes the development of a mixed reality (MR) environment that can be used in teaching STEM (Science, Technology, Engineering, and Mathematics) topics.  ...  A technical approach is presented that fulfills the requirements of this type of embodied learning environment.  ...  The first three of these requirements are taken from the design principles for an embodied learning environment described in [5] .  ... 
doi:10.1109/ismar-amh.2012.6484003 fatcat:qsfw3qkryrfvxl6h7sk4e3mdj4

Facilitated and performed 'happenings' as resources in ubiquitous computing design

Giulio Jacucci, Minna Isomursu
2004 Digital Creativity  
We also would like to acknowledge Infotech Oulu for supporting this research at the University of Oulu.  ...  Acknowledgements We are grateful to Carlo Jacucci and Ina Wagner for their comments on a previous version of this paper.  ...  We provide examples of this, from two projects: the configuration of open prototypes in a co-development project to create a mixed media environment to learn architecture design; and an evaluation technique  ... 
doi:10.1080/1462626048520183 fatcat:c6llomeat5gxvayrfyhjrrij6y

What Can You Do with Boxes? Constructing Boxes and their Surfaces into a Spatial System to Support Creative Learning

Paramita Atmodiwirjo, Kristanti Dewi Paramita
2015 International Journal of Technology  
This paper addresses the challenges in developing design ideas that can promote creativity in primary school children's learning environment.  ...  It is suggested that, essentially, the learning environment needs to be designed as an integrated system of learning spaces and objects that together can promote creative learning.  ...  Further, the media and venues available for students' creative expression are highly limited, and interaction between students is rare.  ... 
doi:10.14716/ijtech.v6i1.341 fatcat:6zvw2xd5vzdc3hr4nwlubhywzm
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