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Sökning: hsv:(NATURVETENSKAP) hsv:(Data och informationsvetenskap Datateknik) > Bokkapitel

  • Resultat 1-6 av 6
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1.
  • johansson, michael, 1962-, et al. (författare)
  • Place-specific computing : conceptual design cases from urban contexts in four countries
  • 2008
  • Ingår i: DIS '08. - New York : Association for Computing Machinery (ACM). - 9781605580029 ; , s. 99-108
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • An increased interest in the notion of place has evolved in interaction design. Proliferation of wireless infrastructure, developments in digital media, and a 'spatial turn' in computing provides the base for place-specific computing as a suggested new genre of interaction design. In the REcult project place-specific computing is explored through design oriented research. This article reports six pilot studies where design students have designed concepts for place-specific computing in Berlin (Germany), Cape Town (South Africa), Rome (Italy) and Malmö (Sweden). Background and arguments for place-specific computing as a genre of interaction design are described. A total number of 36 design concepts designed for 16 designated zones in the four cities are presented. An analysis of the design concepts is presented indicating potentials, possibilities and problems as directions for future research.
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2.
  • Johansson, Michael (författare)
  • The City of Abadyl
  • 2011
  • Ingår i: Metaplasticity in Virtual Worlds. - : IGI Global. - 9781609600778 ; , s. 251-265
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In the City of Abadyl we try to explore a complex digital space in a setting that invites to participation. We provide a detailed and complex, yet open world that can be utilized in order to generate scenarios for the temporary co-creators of Abadyl, who would then interact in an optional environment and in the end producing new artefacts. Abadyl is a database that contains all the gathered information in different file formats, it is a storage facility for all of the physical artefacts, it is a website used for communication and documentation, it is a map for navigating the City. This combination of interactive situations and artefactual production we called “fieldasy”. We are concentrated on developing collaboration in the production of new media and it´s artefacts. We try to produce artwork that actually incorporates surprising visual and technical proposals that are unusual, enriching and engaging. By building prototypes and iterate it over time and amongst the co-creators, it let us explore this area in a fruitful way, moving between artistic intentions/screen writing, artefacts and digital generated expressions and script/code writing. Here the virtual object can challenge the physical with qualities that is very hard to achieve in the physical world, and in that conflict, new expressions can be developed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well. In our prototype work we focus especially on interactive installations and stage design; we realize that the digital design process both demand new forms of conceptualization and prototyping activities to support the design of the expression of the final artwork itself – and maybe in the long run propose a updated and appropriate design theory in this field.
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3.
  • Nilsson, Lars-Erik, 1949-, et al. (författare)
  • Unstructured information as a socio-technical dilemma
  • 2008
  • Ingår i: Handbook of research on digital information technologies. - Hershey, PA : Information Science Reference. - 9781599049700 ; , s. 482-505
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • This chapter employs video data together with screen captures for presenting cases where the students try to match questions to search expressions, make decisions about whether they are allowed to visit a certain site, and examine how the students make decisions about relevance and credibility. Information always appears to be unstructured to the students and restructuring of information poses a socio-technical dilemma involving appreciation of an ideological and ethical nature.
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4.
  • Siess, Andreas, et al. (författare)
  • Worldmaking : designing for audience participation, immersion and interaction in virtual and real spaces
  • 2019
  • Ingår i: Interactivity, game creation, design, learning, and innovation. - Cham : Springer. - 9783030061340 ; , s. 58-68
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Artists often try to open up new experiences for people, challenging them to extend horizons and perception. This becomes particularly relevant when thinking about experiencing built environments: Here, technologies like Cave Automatic Virtual Environments (CAVE) or Head-Mounted Displays (HMD) can be used as a tool to offer richer experiences to the audience in both art installations and exhibitions. We have been developing several exhibitions tackling the challenges that come with exhibiting in (semi -) public spaces: how do we engage visitors in our exhibitions, what role do bystanders play and how can this be considered in the development and design process? The exhibitions were built in a chronological order (2015–2018) and increasing degree of immersion and interaction. For exhibition one (“step-in/Ideal Spaces”), we built a CAVE-like “tryptic” projection showing linear pre-rendered videos of seven different built environments. In exhibition two (“fly-over/Super Nubibus”) we build a replica of a hot-air-balloon and let people experience architecture from birds eye view using a HMD. Exhibition three (“cruise/Biketopia”) is also an immersive VR using a HMD, but from a very different angle. Here we use a bike to let people actively explore a space by regulating speed and direction of the bike. By using the discreet method of observation, we ensured that the visitors were not disturbed in their experience, which in turn would falsify our findings. So we are able to compare and discuss these three approaches in regards to the above mentioned criteria within this paper.
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5.
  • Soneson, Thore, 1953-, et al. (författare)
  • ‘Wanderlost’ : a participatory art and design endeavor
  • 2018
  • Ingår i: Mediterranean cities and island communities. - Cham : Springer. - 9783319994444 - 9783319994437 ; , s. 135-160
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • ‘Wanderlost’ addresses the growing complexity of life in today’s city spaces and the imminent challenges to the development of the urban environment. It delineates experiences gained from a project’s work, which incorporated workshops, artists’ collaborations, interactive participatory setups in public, theatre and performance spaces. It is a result of two public workshops in the end of the four-year-long period in the People Smart Sculpture (PS2) framework in the cities of Kristianstad and Copenhagen, with public events in April/May 2017 and October 2017. In this article we discuss how the project was prepared, set-up and implemented. We call this storyworld ‘Wanderlost’, developed from the project CubeX “The Journey to Abadyl”. We describe this work in the sections Collaboration, Research and Methods to show how we draw knowledge, methods and research from our work in the collaborative network PRAMnet in developing participatory concepts using a virtual city, the city of Abadyl as a backdrop. We put forward our models for engaging participation in a storyworld to imagine the world and our relations anew. We conclude that the ‘Wanderlost’ concept and project can be reused and re-situated in other contexts and environments; keeping the fundamental three formats with a digitally mediated tool, physical guides and explorative walks and a map of amusing and provoking artworks as a matrix.
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6.
  • Van der Mei, Rob, et al. (författare)
  • State of the art and research challenges in the area of autonomous control for a reliable internet of services
  • 2018
  • Ingår i: Autonomous control for a reliable internet of services. - : Springer Open. ; , s. 1-22
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The explosive growth of the Internet has fundamentally changed the global society. The emergence of concepts like service-oriented architecture (SOA), Software as a Service (SaaS), Platform as a Service (PaaS), Infrastructure as a Service (IaaS), Network as a Service (NaaS) and Cloud Computing in general has catalyzed the migration from the information-oriented Internet into an Internet of Services (IoS). This has opened up virtually unbounded possibilities for the creation of new and innovative services that facilitate business processes and improve the quality of life. However, this also calls for new approaches to ensuring quality and reliability of these services. The goal of this book chapter is to first analyze the state-of-the-art in the area of autonomous control for a reliable IoS and then to identify the main research challenges within it. A general background and high-level description of the current state of knowledge is presented. Then, for each of the three subareas, namely the autonomous management and real-time control, methods and tools for monitoring and service prediction, and smart pricing and competition in multi-domain systems, a brief general introduction and background are presented, and a list of key research challenges is formulated.
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  • Resultat 1-6 av 6

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