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Sökning: WFRF:(Hoshi Kei 1970 )

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1.
  • Hoshi, Kei, 1970-, et al. (författare)
  • Bridging the contextual reality gap in blended reality space : the case of AGNES
  • 2011
  • Ingår i: Include 2011 Proceedings. - 9781907342295
  • Konferensbidrag (refereegranskat)abstract
    • This research explores where the contextual reality gap emerges in social sharing of knowledge, understanding and experience generated between users (also between a designer and a user) in different contexts. It then examines how this 'contextual reality gap' can be bridged effectively in the sharing of meaning through mediated communication within emergent virtual/physical space, in what we call Blended Reality Space. As a concrete example, we refer to our current project, AGNES, developing User-sensitive Home-based Systems for Successful Ageing in a Networked Society, funded under the Ambient Assisted Living (AAL) Joint programme. Finally, we propose a conceptual framework for managing, structuring and composing contexts in designing interactive systems, a new approach we refer to as the Contextual Reality Framework.
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2.
  • Hoshi, Kei, 1970-, et al. (författare)
  • Designing blended reality space : conceptual foundations and applications
  • 2011
  • Ingår i: BCS-HCI '11. - : BCS Learning & Development. ; , s. 217-226
  • Konferensbidrag (refereegranskat)abstract
    • The present paper starts with a crucial discussion about the imbalance between technological and human concerns in the context of human-computer interaction, an imbalance that has arisen partly from the mechanistic aspect and its impact on interaction design. We then introduce the concept of Blended Reality Space, interactive mixed reality environments where the physical and the virtual are seamlessly combined and affect each other. The conceptual grounding and practical examples that illustrate our approach to interaction design are then discussed, adopting a standard figurative representation of blends. This helps understanding the role of blending that meaningfully bridges unbalanced separations between cognition and action, and the physical and the virtual. As a concrete example, the AGNES project, which is aimed at developing “user sensitive home-based systems for successful ageing in a networked society”, is introduced. We believe that the emphasis on ʻbalanceʼ or appropriate blending is very important in the development of better interactive systems for health, capitalizing on seamless combinations of the virtual and the physical in Blended Reality Space.
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3.
  • Hoshi, Kei, 1970- (författare)
  • Here and now : Foundations and practice of human-experiential design
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The thesis claims that an experiential approach to design really does promise the possibility of scientific design of everyday life. The purpose of this thesis is to show the promise. René Descartes conceptualized the classical formulation of a mind-body dichotomy. Various resulting and unbalanced dichotomies, such as subjective-objective, internal-external, experiential-practical and so on, raise serious concerns surrounding the concept of design. The thesis raises a crucial issue about the imbalance between technological and human concerns in the context of human-computer interaction, an imbalance that has been caused partly by the mechanistic aspect of informatics and its impact on designing human computer interaction. The thesis first explores the origin of design as a distinct activity during the industrial revolution, and reviews the tide of design history from then until today. The brief review of design history indicates that design is not merely the skill of making things or presentations. This gives direction to how design can be positioned in our modern information society. Second, the author starts a critical discussion about ordinary design approaches that, it is suggested, may have hindered true human-centred design, and then introduces an alternative approach to design and research, which the author calls Human-Experiential Design. Third, the notion of Tangible Presence in Blended Reality Space is introduced. The conceptual grounding that illustrates the experiential approach to interaction design is discussed. Fourth, the thesis presents use cases and provides examples of Human-Experiential Design in specific practical contexts. The concrete examples suggest that the emphasis on ‘balance’ or appropriate blending is very important in the development of better interactive systems for health, capitalizing on seamless combinations of the virtual and the physical in Blended Reality Space. As exemplified in the thesis, the human-experiential approach, striving for optimal combinations of tangibility and evoked presence, offers a promising tool in designing for special needs groups such as elderly people with some cognitive weaknesses, and children undertaking physical rehabilitation programmes. It is suggested that such virtual-physical blends will release human beings from the strain that existing perceived dichotomies bring. Finally, the author concludes by offering a way forward, a way that is neither subjective nor objective but rather a meaningfully integrated blend of the dichotomies, which responds to the question of what it means to be human.
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4.
  • Hoshi, Kei, 1970- (författare)
  • Reframing dichotomies : human experiential design of healthcare technologies
  • 2013
  • Ingår i: User-driven healthcare. - : IGI Global. - 9781466627710 - 1466627700 - 9781466627703 ; , s. 1303-1331
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The aim of this chapter is to propose a new way to meaningfully bridge the dichotomy between technological and human concerns in the context of E-health systems. We see 'Design' as having the responsibility to ensure that humans can fulfill themselves in the world of things (or technology). First, this chapter raises issues surrounding human-centered design of E-health, caused by three major dichotomies which create imbalances that have caused a lack of true human-centered-ness: (1) the human-user dichotomy, (2) the virtual-physical dichotomy, and (3) the experiential-practical dichotomy. Second, this chapter reframes a categorization of customer, user, person and human, which allows us to discover new aspects of 'humans' and of true 'Human-centered design'. Third, the concept of Tangible Presence in Blended Reality Space, an emerging integration of HCI concerns and Mediated Presence research, is introduced. Finally, the author proposes a new way of approaching human-centered design, what they call Human-Experiential Design, through which the experiential-practical dichotomy is effectively blended. The author believes that this view will be significantly important in attempts to go a further step in the development of better E-health, capitalizing on seamless combinations of the virtual and the physical in blended reality. Such blends will release human beings from the strain that existing dichotomies bring.
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5.
  • Hoshi, Kei, 1970-, et al. (författare)
  • Tangible presence in blended reality space
  • 2009
  • Ingår i: Proceedings of the 12th Annual International Workshop on Presence. - 9780979221736 ; , s. 1-10
  • Konferensbidrag (refereegranskat)abstract
    • We discuss issues relating to presence arising from the recent evolution of tangible interaction techniques as an alternative interaction paradigm to the familiar WIMP-based Graphical User Interfaces (GUIs). The intersection of sensory, cognitive and also emotional aspects in such interfaces takes us a significant step further than GUI techniques. We introduce our concept of Tangible Presence in Blended Reality Space, and its study as an emerging weaving of HCI and presence research. An experimental study is then described, which examined the influence of three key factors in the way blended realities may be implemented: tangibility, viewpoint and avatar identity. The study examined the effect of manipulations of these factors on rated presence and self-presence. Our findings emphasize the importance of tangibility for presence, but suggest that presence and self-presence are unrelated phenomena. Finally, as critical concerns in future work to design and implement blended reality spaces for a variety of purposes, context sensitivity and usability issues are discussed.
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  • Resultat 1-5 av 5

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