Academic literature on the topic 'Interactive public space'

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Journal articles on the topic "Interactive public space"

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Wan Ismail, Wan Hashimah, and Lily Ting Shu Chi. "Public Library as a Social Interactive Space." Environment-Behaviour Proceedings Journal 3, no. 7 (March 2, 2018): 95. http://dx.doi.org/10.21834/e-bpj.v3i7.1270.

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This paper elaborates on the current condition of the public library, focusing on the one in Alor Gajah. One of the main issues faced by the public library today is the lack of visitors. Scholars suggest that it is crucial to integrate the users’ perspectives into the building design as the sense of attachment of the user to a place can greatly affect their attitude towards the spaces perceived. The study aims to investigate the new approaches in the design of a library, to upgrade it as a social interactive space, particularly in Alor Gajah, Melaka.
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Thornquist, Clemens. "Dressed bodies and built environments: the interactive composition of public space." Journal of Public Space, Vol. 4 N. 1 | 2019 | FULL ISSUE (May 31, 2019): 3–14. http://dx.doi.org/10.32891/jps.v4i1.662.

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The human body has been pivotal in much architectural research. Researchers of public space often underscore its interactive and transformative qualities as linking to a broader understanding of the different individual social practices taking place in such spaces. What seems to be lacking however is an analysis of the relationship between the dressed body and the built environment which together constitute a public space. The aim of this paper is to explore and elaborate on the interaction between dressed bodies and architectural structures and outline an alternative approach to understanding the different aesthetic forces at play in the constitution of public space. Using a photographic series of piloted experimental sites, this paper points out how the aesthetics of fashion enrich, contribute to, and change the aesthetics of urban architectural environments. The result prompts a clearer understanding of the interaction between dressed bodies and architecture and offers guidance for future research designed to bridge the gap between the aesthetics of the scale of the body and the scale of building and infrastructure in the constitution of public space.
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McQuire, Scott, Sonja Pedell, Martin Gibbs, Frank Vetere, Nikos Papastergiadis, and John Downs. "Public Screens." International Journal of E-Planning Research 1, no. 2 (April 2012): 23–43. http://dx.doi.org/10.4018/ijepr.2012040102.

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Large video screens situated in public spaces are characteristic of the mediated public environment of contemporary cities. These screens are now able to support a range of new applications, including interactive gaming. However, urban planning policy frequently treats urban screens as if they were display surfaces only. This underestimates the possibilities for public screens to become sites that incubate innovative modes of urban communication. This paper discusses a research project focusing on public use of interactive gaming on the Big Screen at Federation Square in Melbourne. The project is part of a larger research initiative exploring the impact of new media technologies on how people interact with each other in public space. Material was gathered from a combination of observation and interviews. In addition to informing further development of interactive projects at public sites, the findings also raise important questions for urban planning in the context of pervasive networked media.
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Xu, Yuelan. "Application and Research of Interactive Design in the Creative Expression Process of Public Space." International Journal of Information Technologies and Systems Approach 15, no. 3 (July 1, 2022): 1–13. http://dx.doi.org/10.4018/ijitsa.307028.

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The 21st century is an era full of opportunities and challenges for the media industry, the new media form has been unprecedentedly expanded, and the innovators who have a forward-looking vision try to break the traditional mode of information dissemination. The one-way information dissemination mode of traditional media cannot fully satisfy the needs of the public in the information age, and the design form of public space should no longer be tied to traditional media attributes. The interactive characteristics of new media is used to guide the audience to participate in the communication and interaction, which can effectively arouse the audience's resonance and meet the audience's demand for information reception and feedback. This paper starts with the background of the definition of new media, the interactive characteristics of new media and the public space art, focuses on interactive design thinking and interactive design method, provides guidance for the creative expression process of new media public space.
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van der Heide, Edwin. "Radioscape: Into Electromagnetic Space." Leonardo Music Journal 23 (December 2013): 15–16. http://dx.doi.org/10.1162/lmj_a_00143.

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Dale, Ann, and Ted Naylor. "Dialogue and Public Space: An Exploration of Radio and Information Communications Technologies." Canadian Journal of Political Science 38, no. 1 (March 2005): 203–25. http://dx.doi.org/10.1017/s0008423905050080.

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Abstract.The use of internet technologies, specifically interactive electronic dialogues, has the potential to revive the shrinking Canadian public sphere. Precedent for this assertion can be found in the historical effect of radio technology. The development of Canadian radio forums in the twentieth century such as the National Farm Radio Forum and the Citizen's Forum provided a crude two way interactive medium that helped to shape collective Canadian norms and values. The internet holds the potential to reintroduce national dialogues and reinvigorate the public sphere at a time when Canadians both need and want to address national issues such as environmental concerns and sustainable development. As such dialogue occurs in a “cyberspace” removed from the limitations of physical geography, internet dialogues allow participants from widely diverse groups to come together, surmounting traditional barriers to interaction. Though the danger exists that internet technologies will be abused to reinforce passive static forms of communication, the potential for highly interactive two way dialogue holds the promise of bringing the public into timely and necessary debates on public policy.Résumé.L'utilisation des technologies de l'Internet, spécifiquement les dialogues électroniques interactifs, a la capacité de ranimer le public canadien. Cette affirmation peut être prouvée en constatant l'effet historique de la technologie de la radio : au vingtième siècle, le développement canadien des tribunes radiophoniques tels que le forum de la ferme nationale et celui des citoyens ont aidé à mettre sur pied un média permettant un dialogue direct entre les participants sur les normes et les valeurs canadiennes collectives. L'Internet a la capacité de réintroduire les dialogues et de revigorer le public national à un moment où les Canadiens ont besoin et veulent discuter des problèmes nationaux tels que l'environnement et le développement durable. Lorsqu'un tel dialogue se produit dans un “ Cyberespace ”, les limites géographiques sont éliminées et ceci permet à des groupes de divers participants de s'unir, surmontant les barrières de communication traditionnelles. Bien que le danger existe où les technologies de l'Internet pourraient être abusées pour ainsi renforcer les formes passives et statiques de communication, le potentiel pour un média permettant un dialogue direct promet de rassembler le public pour des discussions nécessaires sur l'ordre public.
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Hniloskurenko, Mariia. "INTERACTIVE RECREATION IN CITY HISTORICAL ENVIRONMENT." Research and methodological works of the National Academy of Visual Arts and Architecture, no. 28 (December 15, 2019): 5–10. http://dx.doi.org/10.33838/naoma.28.2019.5-10.

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Studies of recreational processes in the city, the specifics of urban life, trends in the recreation areas organization both in domestic practice and in foreign experience are relevant and timely. Sustainable development of the city involves the stable functioning of the city structure to meet the material and spiritual needs of society, provide the rational use of available resources and potential, form the favourable conditions for human existence in the historically established environment of the city. This process is based on the search for optimal solutions of the city development, determination of the directions of urban areas functioning, taking into account the current trends and patterns of the urban structure development and the formation of relevant scenarios and plans on its bases. The urban area on the whole is an important and limited city resource, therefore the effective use of existing territories is especially important for the sustainable development of the city. The creation of interactive recreation centres within the downtown historical buildings could be the solution to many problems, because interactivity implies diversity, which in terms of city-planning requires making of recreation areas as multifunctional and flexible spaces where the residents could spend their time interesting and useful. The public social space is necessary not only for satisfying the population’s needs, but also for their forming and developing. In the context of present-day segregation of city residents and the absence of permanent information-bearer channels, it is the city-planning streets and square interiors of the city that can become an information and communicative space. The role of public space restoration will provide for the integrity of the city in its city-planning, cultural and social aspects. After all, public spaces are one of the key components of an individual’s comfortable existence and coexistence with the society in general; these are places of collective and individual development and unity of people with the rich historical, architectural and natural heritage of urban substance. A solution of a city historical environment and cultural heritage preservation issue is a significant contribution to the future national development based on the study of the historical achievements of the past, which has no alternatives in creating the attractive interactive recreation areas in the centres of historical cities.
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Clini, P., L. Ruggeri, R. Angeloni, and M. Sasso. "INTERACTIVE IMMERSIVE VIRTUALMUSEUM: DIGITAL DOCUMENTATION FOR VIRTUAL INTERACTION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2 (May 30, 2018): 251–57. http://dx.doi.org/10.5194/isprs-archives-xlii-2-251-2018.

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Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.
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Luo, Jing, Huilin Wang, and Lihui Rong. "Study on Characteristics of Public Space System in Nuohei Village from Multi-Dimensional Perspective." International Journal of Education and Humanities 6, no. 2 (December 15, 2022): 94–98. http://dx.doi.org/10.54097/ijeh.v6i2.3645.

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The village public space provides villagers with a spatial carrier for various forms of public communication activities. There is an interactive relationship between behavioral activities and spatial places. This study investigates public space, observes the characteristics of famous public space nodes and segmented streets, understands the basic attributes and specific characteristics of public space, measures and studies the characteristics of the public space system in Nuohei Village from a multi-dimensional perspective, and comprehensively interprets the characteristics of the public space of the village.
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LEE Geonoh and 이재규. "A study on the expression of interactive experiential space for public intimacy." Journal of Korea Intitute of Spatial Design 8, no. 4 (December 2013): 223–31. http://dx.doi.org/10.35216/kisd.2013.8.4.223.

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Dissertations / Theses on the topic "Interactive public space"

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Smith, Mone. "Interactive dwelling public space, private space and the space in-between /." PDF viewer required Home page for entire collection, 2007. http://archives.udmercy.edu:8080/dspace/handle/10429/47.

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Gradinar, Adrian Ioan. "Designing interactive objects and spaces for the digital public space." Thesis, Lancaster University, 2018. http://eprints.lancs.ac.uk/126620/.

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The Internet is evolving, both in form and function, at a rate which is becoming increasingly difficult to match. Through constructs such as The Internet of Things, our consumption of digital information and knowledge is slowly moving away from being primarily consumed through screens to one in which we are generators of data by interacting with the objects and spaces which surrounds us. Thus, the Internet is no longer a space we visit but rather the space we live in and experience in our daily lives. The Digital Public Space, a concept based on the democratisation of privately held knowledge, is intrinsically connected to the notions of Internet, especially around its delivery and reach. Whilst the two are arguably separated by different social and political motivational aspirations as the internet evolves so must our consideration of the Digital Public Space. The AHRC Creative Exchange research project was set to explore the myriad of potentials of the Digital Public Space from understanding, facilitation and creation of digital public spaces to privacy and ethical concerns. I approached this space by considering how our own physicality means that there will always be a tangible aspect to the consumption and production of digital information; a duality in existence which needs to be understood in order to design better experiences. In particular, I am concerned with the characteristics and particularities around the creation processes involved in the design of mixed-reality objects and spaces which might contribute to the Digital Public Space in the context imposed by the juxtaposition of the digital and the physical worlds. Therefore, this research presents the methodological framework required for the understanding of such design processes with a clear focus on the interactions and affordances mixed-reality artefacts make use of in their designs. Through the exploration of five different research projects, resulting from collaborative design-led research, conducted in close partnership between academia and the creative industries, I extract, rationalise and present ideas, individually, in order to present research insights for the design and construction of mixed-reality artefacts. The key aspects of which are summarised in a set of guidelines, taking the shape of a manifesto, to serve prospective designers in the production of mixed-reality artefacts.
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Antic, Dusan. "Encouraging social interaction in public spaces through interactive light." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21164.

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Interactive light systems create unique opportunities for different kinds of social interactions in public places. This thesis explores movement as the main interaction to discover and create new ways of engaging in social interaction as well as to encourage people of different age groups to come together and participate. To further explore and answer the questions in mind, different field studies such as interviews and user tests were implemented to gather information on how the pedestrian’s thoughts and actions were. The outcome of these field studies showed that there is a slight shyness in the Swedish people and that they need to be encouraged to start socially interacting. Which through the presented prototype and its mechanics worked and allowed the participants to express their thoughts and feelings regarding an interactive light system that could encourage social interaction in public spaces.
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Merry, Anna. "An investigation into playful interactive experiences within public space." Thesis, De Montfort University, 2018. http://hdl.handle.net/2086/17509.

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This investigation aimed to produce methods of regeneration for underutilised public areas, encouraging social and spatial interactions through play permission. Approached from an interdisciplinary perspective, design and artistic installation merge with social science. Central skills of communication develop at a young age where play is a major contributor, but in a globalised world interactions are increasingly 'virtual' rather than physical. Research hypothesis suggests playful designs as catalysts for change will alter spatial usage and user perceptions, thus creating exciting places for public life. Ideally a 'playful interactive experience' is seemingly humorous participatory design unexpectedly intervening with public space, allowing participation with an ephemeral experience. Investigation contributions are frameworks for the creation and evaluation of playful interactive experiences, to be utilised at academic or professional levels, aiming for: playful environment creation, and analysis of user interactions. Design for research methodology tested framework parameters through the utilisation of design artefacts. Multiple methods were employed to triangulate results: onsite questionnaires, focus groups, and professional interviews provided the study with public and professional opinions. Secondly, observational behavioural mapping displays visual and statistical outcomes for data comparison. Modified user perception, increased usage and positive social engagements reveal that: play permission implemented correctly is a successful method for place creation. Conclusions indicate that humorous outcomes can be enjoyed by all as economic, fun and non traditional solutions to 'placemaking.' Findings allowed for framework development in their concluding form. Future recommendations suggest a handbook detailing the playful interactive experience. New questions prompt discussions into: impacts on anti-social behaviour, continued employment over greater time periods and additional spatial settings. This research was carried out by De Montfort University, aided by Frederick University and Urban Gorillas, NGO. It was an investigation into playful interactive experiences with intentions of improving sociability and perceptions, promoting creativity and usage within underutilised public spaces.
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Järlehag, Ella. "The Social Bench : Interactive product design for public space." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71395.

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This report covers a master’s thesis project in industrial design engineering, product design, at Luleå University of Technology. The objective for the thesis has been to develop a product that enables interaction between people in the public space. This to promote meetings and create an additional experience with the help of integrated technology. Studies of concerned theories have been research which included information about interaction design, ubiquitous computing, public space and social innovation. It was decided early in the project to focus on benches as they are a natural part of public spaces like parks. To seek an understanding for the projects context an benchmark on similar projects, interviews with experts in choosing furniture for public space and a cultural probe has been conducted. This research served as a base for the design process which started with an ideation phase where creative methods were used to generate a great amount of ideas for possible interactions. Experience prototyping was one of the key methods used and when enough ideas had been developed four different concepts where put together that focused on how the interaction would be perceived. With the help of a voting process and a concept-scoring matrix one concept was chosen to further develop. This concept was then detailed design were the design for the actual bench was decided and two prototypes were built to be able to demonstrate and test the final concept. The final result of the thesis project was the interactive bench named The Social Bench. The Social Bench has integrated technology in the form of lightning and sensors that detect when someone sits down. This triggers the interaction and enables the user to choose the color on the light underneath the bench by sitting on the different colored seating disks placed on the bench. The bench is supposed to function in a network of benches that are all connected and mimics each other’s interactional patterns. This is displayed by the choosing of color were every users choice is displayed on all of the benches in the network. The Social Bench lets the user share an experience together on remote locations. It promotes interaction between people in the public space and provides with a fun and innovative way to communicate. This thesis aims to contribute in knowledge of interaction design as a tool for promoting interaction in the public space and the thesis concludes in a discussion of the outcome and recommendations for future work.
Den här rapporten innefattar ett examensarbete inom Teknisk Design inriktning produktdesign vid Luleå Tekniska Universitet. Syftet med examensarbetet har varit att utveckla en produkt som stödjer interaktionen mellan människor i den offentliga miljön. Detta för att främja möten och skapa ytterliga användarupplevelser genom integrerad teknologi. En litteraturstudie utfördes på berörda områden och innefattade teorier om interaktionsdesign, ubiquitous computing, offentliga miljöer och social innovation. Från början av projektet gjordes en avgränsning till att titta på specifikt bänkar eftersom dessa är en naturlig del av offentliga miljöer såsom parker. Efter detta utfördes en marknadsundersökning på liknade produkter, intervjuer och en cultural probe för att undersöka arbetets kontext. Den informationsinsamling som bedrivits blev utgångspunkten för en idégenerering som sedan utfördes där olika kreativa metoder användes för att generera ett stort antal med idéer. En av dessa metoder var experience prototyping och efter att tillräckligt många idéer genererats framställdes fyra olika koncept. Dessa koncept innefattade hur interaktionen skulle upplevas och genom en röstnings-process och en utvärderingsmatris så valdes ett koncept för vidare utveckling. Detta koncept blev sedan detalj utvecklat där designen på den fysiska bänken togs fram. För att kunna testa och utvärdera det slutgiltiga resultatet framställdes också två stycken prototyper i full skala. Det slutgiltiga resultatet av examensarbetet är den interaktiva bänken The Social Bench. The Social Bench har inbyggd belysning och integrerade trycksensorer som läser av när någon sätter sig ned på bänken. Detta triggar själva interaktionen som möjliggör för användaren att välja färg på den integrerade belysningen under bänken genom att välja vilken av dom färgade sitt-ytorna som hen vill sitta på. Bänken är tänkt att fungera i ett nätverk av sammankopplade bänkar som interagerar med varandra och användarna. Detta illustreras genom att när en färg valts på en av bänkarna så visas också denna färg på dom andra bänkarna i nätverket. Bänken låter användare som befinner sig på olika platser dela en upplevelse tillsammans där fler användare som använder bänken leder till att fler färger adderas till interaktionen. Detta för att främja interaktionen mellan människor i den offentliga miljön på ett rolig och innovativ sätt. Examensarbetet ämnar till att bidra med kunskap inom interaktionsdesign som ett verktyg för att främja social interaktion i den offentliga miljön. Arbetet avslutas med en diskussion om resultatet och rekommendationer för framtida arbete.
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Ryan, Bengtsson Linda. "Re-negotiating social space : Public art installations and interactive experience." Doctoral thesis, Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-11723.

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Digital media technologies are becoming increasingly and extensively integrated into our way of living. We communicate, inform and entertain ourselves through media technologies in disparate spaces. When digital technology is integrated into our everyday environment, the border between media interfaces and physical environments is blurred. Traditional divisions of spaces dissolve and are rearranged, complicating the linkages between private and public spheres.   The key phenomenon shaping these experiences with digital media technologies is interactivity. Interactivity intersects these spaces allowing users of mediated content to be affected by the actual, and vice versa. This study has emerged through the need for further research focusing on the term interactivity in today’s media practices, contributing with more targeted research and theoretical work concerning the interconnection between space and digital technologies. The study pursues interactivity by taking on a different perspective than earlier research, staging a qualitative study from a grounded theory perspective complemented by phenomenological theory. In this way interactivity is approached from diverse angles, moving away from earlier fixations on technology and placing it within social and spatial contexts.   The study uses three contemporary Scandinavian interactive art installations, ‘Colour by Numbers’, ‘Emotional Cities’ and ‘Climate on the Wall’, to explore how interactivity plays into the relation between humans, technology and social space. The integration of interactive art installations in public space raises issues regarding humans’ sense of space and human relations vis-à-vis interactions with such artworks. The study finds evidence that interactive art installations can shift humans’ perceptions of space, allowing them to have social experiences and feel locally connected or anchored. Humans do not necessarily become placeless due to interactive technology. It may as well enhance space by converging with existing spatial references. The mediated and the actual may re-enforce each other expanding and transcending diverse spaces.
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Chen, Kuangfan. "Playable digital intervention in public spaces: Opportunities for engaging young office workers with public space." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/213474/1/Kuangfan_Chen_Thesis.pdf.

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This project explores the potential of playful digital placemaking. The focus of the research is enquiring the concept of pleasure, deriving from the field of digital interaction and game design, applied to research into future urban design. Through qualitative and quantitative research in the context of Guiyang, China, the project has established different typologies of intervention, informed by a new design-led model for Playable digital intervention in public space.
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Jurmu, M. (Marko). "Towards engaging multipurpose public displays:design space and case studies." Doctoral thesis, Oulun yliopisto, 2014. http://urn.fi/urn:isbn:9789526206394.

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Abstract This dissertation seeks to identify and discuss challenges related to the engagement process of multipurpose public displays (MPD) in urban spaces. MPD is a public display concept based on the current emergence of passive public displays, which again is part of the growth of digital signage as a medium for commercial and non-commercial content. MPDs are separated from contemporary public displays by two traits: interactivity and new use cases. Due to these traits, a better understanding of the potential of the MPD concept is needed, and this, in its turn, necessitates both a systematic and a multidisciplinary approach. The investigation on the MPD concept and its related engagement process carried out in this thesis is divided into two phases. First, the theoretical phase is based on an extensive and analytical literature review and results in a theoretical framework based on two contributions: a layered design space for capturing the challenges related to design of MPDs in a systematic way, as well as formulation of a three-phase engagement process to model the engaging of MPDs in practice. These two formalizations facilitate reasoning on different aspects of MPD design, and thus scaffold future designs and deployments. Second, the empirical phase is based on a collection of case studies each of which investigates selected sections of the overall theoretical framework along with serving to illustrate how the sections under investigation operationalize in practice. The overall contribution of this dissertation is thus both to lay out a framework for a wider research area, as well as to raise selected findings as part of the framework through the case studies. The findings derived on the basis of the design space, as well as the engagement process indicate the complexity of the design process for MPDs, even in cases where only the aspects of human-computer interaction (HCI) are considered. They also serve to raise the importance of non-functional issues in real-world MPD deployments, most notably, the mental models embodied by current public displays that citizens implicitly transfer over to MPDs as well. For future designs, careful leveraging of existing practices and mental models is crucial to facilitate the adoption of MPDs and to fully realize their potential as flexible urban computing tools
Tiivistelmä Tämä väitöskirja pyrkii tunnistamaan ja analysoimaan monikäyttöisten julkisten näyttöjen (multipurpose public display, MPD) käyttöön liittyviä haasteita. MPD on uusi kaupunkitiloissa olevien julkisten näyttöjen konsepti, joka perustuu nykyisten passiivisten julkisten näyttöjen sekä niissä esitettävän digitaalisen kyltityksen (digital signage) pohjalle. MPD eroaa konseptitasolla nykyisistä julkisista näytöistä pääasiassa kahdella tavalla: interaktiivisuudella sekä uusilla käyttötarkoituksilla. Näistä eroavaisuuksista sekä kaupunkitilojen yleisemmästä luonteesta johtuen MPD-konseptin parempi ymmärrys ja sitä kautta hyödyntäminen tulevaisuudessa edellyttää sekä järjestelmällistä että tieteidenvälistä tutkimusotetta. Tässä työssä tehty tutkimus jakaantuu ylimmällä tasollaan kahteen vaiheeseen. Ensimmäinen teoreettinen vaihe pohjautuu laajaan kirjallisuuskatsaukseen ja kulminoituu teoreettiseen viitekehykseen, joka koostuu kahdesta osasta. Ensimmäinen osa on kerroksittainen suunnitteluavaruus (design space), jossa pyritään MPD-konseptiin liittyvien haasteiden ja mahdollisuuksien kartoittamiseen tutkimuksen nykytila huomioonottaen. Toinen osa on teorisoitu esitys MPD-konseptin käyttöprosessista (engagement process) kaupunkilaisten näkökulmasta koostuen kolmesta osittain limittyvästä vaiheesta. Nämä kaksi teoreettista osaa tarjoavat pohjaa MDP-konseptiin pohjautuvalle suunnittelulle tulevaisuudessa. Toinen empiirinen vaihe rakentuu kolmen tapaustutkimuksen kokoelmasta, jossa jokainen yksittäinen tapaustutkimus pohjautuu tiettyihin esitetyn teorian osa-alueisiin ja näin ollen myös esittelee, miten suunitteluavaruus sekä käyttöprosessin malli voivat realisoitua käytännössä. Työn kontribuutio koostuu siis laajemman teoreettisen kehyksen muodostamisesta sekä tämän kehyksen määrittämässä fokuksessa tehdyistä tapaustutkimuksista. Työssä saavutetut tulokset auttavat hahmottamaan MPD-konseptiin liittyvän suunnittelun kompleksisuutta tilanteissa, joissa on keskitytty pääasiassa ihminen-kone vuorovaikutuksen (human-computer interaction, HCI) tutkimiseen. Tapaustukimukset nostavat esille myös ns. non-funktionaalisten tekijöiden roolin autenttisissa kaupunkitiloissa tapahtuvassa empiirisessä ja konstruktiivisessa tutkimuksessa. Tässä tärkeään rooliin nousevat etenkin niin kutsutut mentaalimallit, joiden kautta kaupunkilaiset hahmottavat MPD-konseptia. Työn tulosten perusteella voidaan todeta, että MPD-konseptiin pohjautuvassa suunnittelussa tulee korostaa olemassa olevien urbaanien sosiokulttuuristen käytäntöjen roolia. Näin MPD-konseptin käytöstä voidaan tulevaisuudessa saada sujuvampaa ja luontevampaa, ja MPD-konsepti voisi tulevaisuudessa olla keskeisempi osa urbaania sosiokulttuurista rakennetta
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Teleki, Paul. "Rethinking Accountability: Making Canadian Democracy Work Toward an Interactive and Ethical Public Space." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28560.

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Canadian Westminster democracy is representational and problematic because it maintains accountability structures at the bureaucratic and hierarchical level from the top-down. This results in the exclusion of citizens from the accountability process and a public service and government that makes decisions that mayor may not represent the citizenry. Broadening the democratic context to promote inclusivity, through participatory and deliberative democratic theory, will provide the space for an ethical and active accountability to flourish. Philosophically justifying the need to transition from our current accountability regime to include Alan Gewirth's conception of the community of rights (1996) will make political leaders ethically obliged to effectuate citizen preferences in political processes. By establishing the moral obligation of political leaders to effectively engage citizens in political processes, there must be a discussion of the actual policies and procedures that could guide the process of effectuating citizen preferences. We suggest that information and communication technologies in conjunction with face-to-face consultations may provide a conduit for the successful integration of citizen preferences, thereby resulting in an interactive democratic context which facilitates active accountability for citizens.
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Parker, Callum. "Augmenting Space: Design approaches for making public interactive displays relevant in hyperconnected societies." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/18993.

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Modern society is becoming increasingly driven by digital technologies that augment urban environments through digital information. A technology that has been increasingly permeating cities over the years is the Public Interactive Display (PID), a type of public display that accepts input. With PIDs becoming commonplace, personal technologies, such as smartphones and wearables, have also proliferated and with that, society itself has shifted towards a new paradigm of hyperconnectedness, where people are constantly connected to the internet through their personal devices. Considering this, the role of a PID and its relevance to individuals in hyperconnected societies is questionable. Therefore, the overarching aim of this research is to understand how PIDs can be designed so that they are relevant to individuals in hyperconnected societies. This is achieved by first reporting on an observation of non-research, commercial public displays to gain a grounded understanding of the current real-world nature of these technologies and how they currently augment public space. It is followed by an evaluation of PID prototypes in the lab and the wild. The key contributions of this research are: • Contemporary understanding of PIDs and their purpose in the wild - gained through a field observation of non-research PIDs. • Device-free implicit personalisation framework – describing how a PID can be made relevant to individual people without the reliance on intermediary devices for personal information. • Relevance triangle – proposes three factors that can influence the relevance of PIDs to individuals: User, Locale, and Time. • Design patterns – after reviewing previous research, seven design patterns were defined for designing PIDs that are relevant to individuals. These contributions provide a structured approach for future researchers and industry practitioners to design PIDs that are relevant to individuals and have a purpose in hyperconnected societies.
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Books on the topic "Interactive public space"

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Hausendorf, H., Lorenza Mondada, and Reinhold Schmitt. Raum als interaktive Ressource. Tübingen: Narr, 2012.

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Helmuth, Berking, ed. Negotiating urban conflicts: Interaction, space and control. Bielefeld: Transcript, 2006.

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Ubiquitous interaction. Frankfurt am Main: Trademark Publishing, 2013.

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1945-, Tagliagambe Silvano, ed. People and space: New forms of interaction in the city. [New York, N.Y.]: Springer, 2009.

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City of encounters: Public spaces and social interaction in Ancient Rome. Roma: Edizioni Quasar, 2020.

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Bautès, Nicolas, and Vincent Gouëset. L'espace en partage: Approche interdisciplinaire de la dimension spatiale des rapports sociaux. Rennes: Presses universitaires de Rennes, 2017.

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The Ludic city: Exploring the potential of public spaces. New York, NY: Routledge, 2007.

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Jr, Heitor Frúgoli. São Paulo: Espaços públicos e interação social. São Paulo, SP: Marco Zero, 1995.

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Ibero-Americana, Jornadas de História. Os espaços de sociabilidade na Ibero-América (sécs. XVI-XIX). Lisboa: Edições Colibri, 2004.

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Gong gong kong jian yu wen hua sheng huo: Ji zhong ping yuan N cun diao cha = Gonggong kongjian yu wenhua shenghuo : Jizhong pingyuan N cun diaocha. Beijing: Zhongguo she hui ke xue chu ban she, 2012.

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Book chapters on the topic "Interactive public space"

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Her, Jiun-Jhy, and Jim Hamlyn. "Meaningful Engagement: Computer-Based Interactive Media Art in Public Space." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 17–24. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11577-6_3.

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Zhang, Mu. "On the Experience Design of Interactive Installations in Public Space." In Lecture Notes in Computer Science, 411–25. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05431-0_28.

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Zhou, Ping, and Zhiyong Fu. "Discussion on the Dynamic Construction of Urban Public Space with Interactive Public Art." In Cross-Cultural Design, 495–506. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57931-3_39.

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Chen, Chien-Hsu, Hsiao-Mei Hung, I.-Jui Lee, Yu-Wen Chen, and Fong-Gong Wu. "Observe the User Interactive Behavior with a Large Multi-touch Display in Public Space." In Lecture Notes in Computer Science, 141–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21666-4_16.

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Chen, Yuanyuan. "Research on Prototype Design Methods and Systems of Interactive Media Art in Public Space." In HCI International 2018 – Posters' Extended Abstracts, 162–68. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92285-0_23.

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Liśkiewicz, Maciej. "Interactive proof systems with public coin: Lower space bounds and hierarchies of complexity classes." In Lecture Notes in Computer Science, 129–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/bfb0023454.

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Zhou, Ping, and Zhiyong Fu. "Design Research on Urban Public Space Share Interactive Mode Under the Background of Internet Plus." In Cross-Cultural Design, 638–46. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40093-8_63.

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Gehl, Jan, and Birgitte Svarre. "Public Space, Public Life: an Interaction." In How To Study Public Life, 1–8. Washington, DC: Island Press/Center for Resource Economics, 2013. http://dx.doi.org/10.5822/978-1-61091-525-0_1.

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Herruzo, Ana. "Interactive Media in Public Spaces:." In Communications in Computer and Information Science, 135–50. Singapore: Springer Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-1280-1_9.

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Harbola, Shubhi, Martin Storz, and Volker Coors. "Augmented Reality for Windy Cities: 3D Visualization of Future Wind Nature Analysis in City Planning." In iCity. Transformative Research for the Livable, Intelligent, and Sustainable City, 241–50. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-92096-8_15.

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AbstractEffective government management, convenient public services, and sustainable industrial development are achieved by the thorough utilization and management of green, renewable resources. The research and the study of meteorological data and its effect on devising renewable solutions as a replacement for nonrenewable ones is the motive of researchers and city planners. Sources of energy like wind and solar are free, green, and popularly being integrated into sustainable development and city planning to preserve environmental quality. Sensor networks have become a convenient tool for environmental monitoring. Wind energy generated through the use and maintenance of wind turbines requires knowledge of wind parameters such as speed and direction for proper maintenance. An augmented reality (AR) tool for interactive visualization and exploration of future wind nature analyses for experts is still missing. Existing solutions are limited to graphs, tabular data, two-dimensional space (2D) maps, globe view, and GIS tool designed for the desktop and not adapted with AR for easy, interactive mobile use. This work aims to provide a novel AR-based mobile supported application (App) that serves as a bridge between three-dimensional space (3D) temporal wind dataset visualization and predictive analysis through machine learning (ML). The proposed development is a dynamic application of AR supported with ML. It provides a user interactive designed approach, presenting a multilayered infrastructure process accessed through a mobile AR platform that supports 3D visualization of temporal wind data through future wind analysis. Thus, a novel AR visualization App with the prediction of wind nature using ML algorithms would provide city planners with advanced knowledge of wind conditions and help in easy decision-making with interactive 3D visualization.
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Conference papers on the topic "Interactive public space"

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Rieser, M., and C. Randell. "Hosts: an interactive cinema work in public space." In 4th International Conference on Intelligent Environments (IE 08). IEE, 2008. http://dx.doi.org/10.1049/cp:20081116.

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Müller, Jörg, Florian Alt, Daniel Michelis, and Albrecht Schmidt. "Requirements and design space for interactive public displays." In the international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1873951.1874203.

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Biermann, BC. "Augmented reality, art, and public space." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3214745.3214747.

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Braun, Michael, Florian Roider, Florian Alt, and Tom Gross. "Automotive Research in the Public Space." In AutomotiveUI '18: 10th International Conference on Automotive User Interfaces and Interactive Vehicular Applications. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3239092.3265964.

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Bennett, Cynthia, Emily Ackerman, Bonnie Fan, Jeffrey Bigham, Patrick Carrington, and Sarah Fox. "Accessibility and The Crowded Sidewalk: Micromobility's Impact on Public Space." In DIS '21: Designing Interactive Systems Conference 2021. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3461778.3462065.

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Karamouzi, Aimilia, Dimitris Papalexopoulos, Athina Stavridou, Sonia Tzimopoulou, and Tasos Varoudis. "D.L.D., Dynamic Lighting Design: Parametric Interactive Lighting Software in Urban Public Space." In 2013 9th International Conference on Intelligent Environments (IE). IEEE, 2013. http://dx.doi.org/10.1109/ie.2013.13.

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Malouta, Alexandra, Angeliki Chrysanthi, and Vlasios Kasapakis. "Herstory: an AR storytelling application presenting women's heroic lives in public space." In 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET). IEEE, 2022. http://dx.doi.org/10.1109/imet54801.2022.9929872.

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Choi, Inkyung, and Dain Kim. "Toning: New Experience of Sharing Music Preference with Interactive Earphone in Public Space." In TEI '20: Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3374920.3374983.

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"Exploration and Application of Digital Shared Interactive System in Public Space of University Campus." In 2018 5th International Conference on Electrical & Electronics Engineering and Computer Science. Francis Academic Press, 2018. http://dx.doi.org/10.25236/iceeecs.2018.009.

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Chien-Hsu Chen, Ken-Hao Nien, and Hsiao-Mei Hung. "The user interactive behavior model for a large multi-touch display in public space." In 2013 1st International Conference on Orange Technologies (ICOT 2013). IEEE, 2013. http://dx.doi.org/10.1109/icot.2013.6521206.

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Reports on the topic "Interactive public space"

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Zinenko, Olena. THE SPECIFICITY OF INTERACTION OF JOURNALISTS WITH THE PUBLIC IN COVERAGE OF PUBLIC EVENTS ON SOCIAL TOPICS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11056.

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Consideration of aspects of the functioning of mass media in society requires a comprehensive approach based on universal media theory. The article presents an attempt to consider public events in terms of a functional approach to understanding the media, proposed by media theorist Dennis McQuayl in the theory of mass communication. Public events are analyzed, on the one hand, as a complex object of journalistic reflection and, on the other hand, as a situational media that examines the relationship of agents of the social and media fields in the space of communication interaction. Taking into account philosophical approaches to the interpretation of the concept of event, considering its semantic spectrum, specificity of use and synonyms in the Ukrainian language, a working definition of the concept of public event is given. Based on case-analysis of public events, In accordance with the functions of the media the functions of public events are outlined. This is is promising for the development of study on typology of public events in the context of mass communication theory. The realization of the functions of public events as situational media is illustrated with such vivid examples of cultural events as «Gogolfest» and «Book Forum in Lviv». The author shows that a functional approach to understanding public events in society and their place in the space of mass communication, opens prospects for studying the role of media in reflecting the phenomena of social reality, clarifying the presence and quality of communication between media producers and media consumers.
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Aslam, Saba, and Megan Schmidt-Sane. Evidence Review: COVID-19 Recovery in South Asian Urban Informal Settlements. SSHAP, June 2022. http://dx.doi.org/10.19088/sshap.2022.012.

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The global pandemic has brought renewed attention toward the everyday challenges in informal settlements. COVID-19 reminds us that southern urban life is rooted in ‘collective’ experiences where toilets and kitchens are shared by multiple families; where the categories of work and home, private and public space overlap; and where the majority live in vulnerable conditions. Despite these challenges, some of the most innovative and collective responses to COVID-19 have emerged from these areas. While informal settlements did face a host of risks and vulnerabilities during the pandemic, local responses have highlighted the resilience of informal settlement communities. However, few informal settlements are actually ‘resilient’ and any local responses must be robustly supported by system-wide change including support from local and national governments, improvements to built infrastructure, and improved access to health care services, among other priorities. The category of ‘informal settlements’ also captures a wide range of settlement types, from a legal slum to an informal settlement with no legal status, with many other types in between. This underscores the need to address fundamental issues that ‘perpetuate conditions of inequity, exclusion and vulnerability’ while also recognising the needs and contexts of different kinds of informal settlements. Whether COVID-19 helps governments recognise conditions of insecurity and vulnerability to address safe and secure housing and infrastructures remains to be seen. This is an update to the previous SSHAP brief on ‘COVID-19 in Informal Urban Settlements’ (March 2020). This evidence review highlights local responses, grassroots efforts, and challenges around COVID-19 recovery within urban informal settlements in South Asia. It focuses on specific examples from Karachi, Pakistan and Mumbai, India to inform policy responses for COVID-19 recovery and future epidemic preparedness and response. We show how local level responses are shaped in these cities where national and international responses have not reached communities at municipal and sub-municipal levels. This brief was written by Saba Aslam (IDS Alumni) and Megan Schmidt-Sane (IDS), with reviews from Professor Amita Bhide (Tata Institute of Social Sciences, India), Dr Asad Sayeed (Collective for Social Science Research, Pakistan), Annie Wilkinson (IDS), and contributions from Swati Mishra (LSHTM), Prerana Somani (LSHTM), Saleemullah Odho (Deputy Commissioner, Korangi district Karachi), Dr Noman Ahmed (NED University, Karachi), Tahera Hasan (Imkaan Foundation, Karachi), Atif Khan (District Health Officer, Korangi district Karachi), Dr Harris (District Focal person, Korangi), Aneeta Pasha (Interactive for Research and Development, Karachi), Yasmeen Shah (Pakistan Fisherfolk Forum), Ghulam Mustafa (HANDS Pakistan), and Dr Shehrin Shaila Mahmood (icddr,b). This brief is the responsibility of SSHAP.
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Yatsymirska, Mariya. MODERN MEDIA TEXT: POLITICAL NARRATIVES, MEANINGS AND SENSES, EMOTIONAL MARKERS. Ivan Franko National University of Lviv, February 2022. http://dx.doi.org/10.30970/vjo.2022.51.11411.

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The article examines modern media texts in the field of political journalism; the role of information narratives and emotional markers in media doctrine is clarified; verbal expression of rational meanings in the articles of famous Ukrainian analysts is shown. Popular theories of emotions in the process of cognition are considered, their relationship with the author’s personality, reader psychology and gonzo journalism is shown. Since the media text, in contrast to the text, is a product of social communication, the main narrative is information with the intention of influencing public opinion. Media text implies the presence of the author as a creator of meanings. In addition, media texts have universal features: word, sound, visuality (stills, photos, videos). They are traditionally divided into radio, TV, newspaper and Internet texts. The concepts of multimedia and hypertext are related to online texts. Web combinations, especially in political journalism, have intensified the interactive branching of nonlinear texts that cannot be published in traditional media. The Internet as a medium has created the conditions for the exchange of ideas in the most emotional way. Hence Gonzo’s interest in journalism, which expresses impressions of certain events in words and epithets, regardless of their stylistic affiliation. There are many such examples on social media in connection with the events surrounding the Wagnerians, the Poroshenko case, Russia’s new aggression against Ukraine, and others. Thus, the study of new features of media text in the context of modern political narratives and emotional markers is important in media research. The article focuses review of etymology, origin and features of using lexemes “cмисл (meaning)” and “сенс (sense)” in linguistic practice of Ukrainians results in the development of meanings and functional stylistic coloring in the usage of these units. Lexemes “cмисл (meaning)” and “сенс (sense)” are used as synonyms, but there are specific fields of meanings where they cannot be interchanged: lexeme “сенс (sense)” should be used when it comes to reasonable grounds for something, lexeme “cмисл (meaning)” should be used when it comes to notion, concept, understanding. Modern political texts are most prominent in genres such as interviews with politicians, political commentaries, analytical articles by media experts and journalists, political reviews, political portraits, political talk shows, and conversations about recent events, accompanied by effective emotional narratives. Etymologically, the concept of “narrative” is associated with the Latin adjective “gnarus” – expert. Speakers, philosophers, and literary critics considered narrative an “example of the human mind.” In modern media texts it is not only “story”, “explanation”, “message techniques”, “chronological reproduction of events”, but first of all the semantic load and what subjective meanings the author voices; it is a process of logical presentation of arguments (narration). The highly professional narrator uses narration as a “method of organizing discourse” around facts and impressions, impresses with his political erudition, extraordinary intelligence and creativity. Some of the above theses are reflected in the following illustrations from the Ukrainian media: “Culture outside politics” – a pro-Russian narrative…” (MP Gabibullayeva); “The next will be Russia – in the post-Soviet space is the Arab Spring…” (journalist Vitaly Portnikov); “In Russia, only the collapse of Ukraine will be perceived as success” (Pavel Klimkin); “Our army is fighting, hiding from the leadership” (Yuri Butusov).
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van den Boogaard, Vanessa, Wilson Prichard, Rachel Beach, and Fariya Mohiuddin. Strengthening Tax-Accountability Links: Fiscal Transparency and Taxpayer Engagement in Ghana and Sierra Leone. Institute of Development Studies, November 2020. http://dx.doi.org/10.19088/ictd.2020.002.

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There is increasingly strong evidence that taxation can contribute to expanded government responsiveness and accountability. However, such positive connections are not guaranteed. Rather, they are shaped by the political and economic context and specific policies adopted by governments and civil society actors. Without an environment that enables tax bargaining, there is a risk that taxation will amount to little more than forceful extraction. We consider how such enabling environments may be fostered through two mixed methods case studies of tax transparency and taxpayer engagement in Sierra Leone and Ghana. We highlight two key sets of findings. First, tax transparency is only meaningful if it is accessible and easily understood by taxpayers and relates to their everyday experiences and priorities. In particular, we find that taxpayers do not just want basic information about tax obligations or aggregate revenue collected, but information about how much revenue should have been collected and how revenues were spent. At the same time, taxpayers do not want information to be shared with them through a one-way form of communication, but rather want to have spaces for dialogue and interaction with tax and government officials, including through public meetings and radio call-in programmes. Second, strategies to encourage taxpayer engagement are more likely to be effective where forums for engagement are perceived by taxpayers to be safe, secure, and sincere means through which to engage with government officials. This has been most successful where governments have visibly demonstrated responsiveness to citizen concerns, even on a small scale, while partnering with civil society to foster trust, dialogue and expanded knowledge. These findings have significant implications for how governments design taxpayer education and engagement programmes and how civil society actors and development partners can support more equitable and accountable tax systems. Our findings provide concrete lessons for how governments can ensure that information shared with taxpayers is meaningful and accessible. Moreover, we show that civil society actors can play important roles as translators of tax information, enablers of public forums and dialogues around tax issues, and trainers of taxpayers, supporting greater tax literacy and sustained citizen engagement.
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Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. The most popular platform for mass information and social interaction is, first of all, network journalism, which is characterized by mobility and unlimited time and space. Authors have complete freedom to express their views in direct language, including their own word formation. Phonetic, lexical, phraseological and stylistic means of speech create expression of the text. A figurative word, a good aphorism or proverb, a paraphrased expression, etc. enhance the effectiveness of a multimedia text. This is especially important for headlines that simultaneously inform and influence the views of millions of readers. Given the wide range of issues raised by the Internet as a medium, research in this area is interdisciplinary. The science of information, combining language and social communication, is at the forefront of global interactions. The Internet is an effective source of knowledge and a forum for free thought. Nonlinear texts (hypertexts) – «branching texts or texts that perform actions on request», multimedia texts change the principles of information collection, storage and dissemination, involving billions of readers in the discussion of global issues. Mastering the word is not an easy task if the author of the publication is not well-read, is not deep in the topic, does not know the psychology of the audience for which he writes. Therefore, the study of media broadcasting is an important component of the professional training of future journalists. The functions of the language of the media require the authors to make the right statements and convincing arguments in the text. Journalism education is not only knowledge of imperative and dispositive norms, but also apodictic ones. In practice, this means that there are rules in media creativity that are based on logical necessity. Apodicticity is the first sign of impressive language on the platform of print or electronic media. Social expression is a combination of creative abilities and linguistic competencies that a journalist realizes in his activity. Creative self-expression is realized in a set of many important factors in the media: the choice of topic, convincing arguments, logical presentation of ideas and deep philological education. Linguistic art, in contrast to painting, music, sculpture, accumulates all visual, auditory, tactile and empathic sensations in a universal sign – the word. The choice of the word for the reproduction of sensory and semantic meanings, its competent use in the appropriate context distinguishes the journalist-intellectual from other participants in forums, round tables, analytical or entertainment programs. Expressive speech in the media is a product of the intellect (ability to think) of all those who write on socio-political or economic topics. In the same plane with him – intelligence (awareness, prudence), the first sign of which (according to Ivan Ogienko) is a good knowledge of the language. Intellectual language is an important means of organizing a journalistic text. It, on the one hand, logically conveys the author’s thoughts, and on the other – encourages the reader to reflect and comprehend what is read. The richness of language is accumulated through continuous self-education and interesting communication. Studies of social expression as an important factor influencing the formation of public consciousness should open up new facets of rational and emotional media broadcasting; to trace physical and psychological reactions to communicative mimicry in the media. Speech mimicry as one of the methods of disguise is increasingly becoming a dangerous factor in manipulating the media. Mimicry is an unprincipled adaptation to the surrounding social conditions; one of the most famous examples of an animal characterized by mimicry (change of protective color and shape) is a chameleon. In a figurative sense, chameleons are called adaptive journalists. Observations show that mimicry in politics is to some extent a kind of game that, like every game, is always conditional and artificial.
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