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1

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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Kao, Yu. "Place-oriented design: A framework for designing interactive installations for public spaces." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/210145/1/Yu_Kao_Thesis.pdf.

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This PhD study develops a place-oriented design framework for developing interactive installations for public space. This framework aims to lead the designer to engage and develop a better understanding of the place where their design is installed. This PhD study draws from the concept of place and adopts 'research through design' as the methodology. The development of the framework is both reflective and iterative. The final version of the design framework is presented in the format of a metaphorical toolbox, in which each individual component provides a specific function for developing place-oriented interactive installations for public spaces.
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Oosthuizen, Hugo M. "Audible architecture - An exploration of the threshold in the public realm as an interactive space." Diss., University of Pretoria, 2012. http://hdl.handle.net/2263/31581.

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This project is situated in Olievenhoutbosch - a still-developing community - within a new urban design framework called the Olievenhoutbosch Osmosis Framework, which is a student project criticizing the original Olievenhoutbosch Ministerial Housing Estate Framework of July 2005. The framework addresses the issues related to connectivity in the area, and the design intervention attempts to address this issue on a human scale, on various experiential levels. The dissertation explores the use of multi-functional theatre spaces with varying degrees of interaction and levels of activity. The primary generators for this design intervention has been its urban connectivity, location, the specific site, human movement, and human activities related to the site and the programme of the intervention. In view of the context, the programme, the design intent of the framework, and the location in the framework, the design intervention will create spaces both in and around the structure in which various activities can take place, through the interplay between different tectonic elements.
Dissertation MArch(Prof)--University of Pretoria, 2012.
Architecture
MArch(Prof)
Unrestricted
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Sung, Lillian T. (Lillian Thailian). "IMAGEability of place : experimental form and public space in an exploratorium for art and interactive telecommunications." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/70239.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1994.
Includes bibliographical references (p. 104-105).
In the advent of the intelligent age, the focal point of communal activity becomes the civic forum of information exchange. The interface of art, information and communication to the civic arena anticipates a public place for collective creativity and intelligence. An Exploratorium for Art and Interactive Telecommunications can become the heart of a city's activities with different levels of individual and group participation in the public exchange of ideas, thoughts, issues and events. Such a place of discourse can become a center to create, contemplate and learn, a place that is an extension of ourselves, our city and beyond. Interactive telecommunications speaks a language of creativity and connection. It is a technology not of monologue but of conversation. This local forum can become an urban oasis for the freedom of interaction and personal expression in an unfolding chain of dramas that will impart new meaning to the city symbolic. Amidst the shifting complexity of an urban environment, such a public place of high imageability can form a stable focus for daily human existence. The imageability of the Exploratorium need not arise purely from monumentalism or novel aesthetics. The legibility of this public place can instead ensue from a rich application and ordering of experiential form. The design intention of this thesis is to create a public place with a spirit and identity that is vivid, distinct and engaging to the individual; an imageable place of public pride and civic rejuvenation that reflects both the depth and the complexity of a collective human experience.
by Lillian T. Sung.
M.Arch.
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Aasbakken, Mia, and Mari Hansen Asplem. "Evaluation of an Interactive Campaign : Exploring the use of a motion-controlled game in a public space." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18505.

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This thesis project explores and evaluates the use of a motion-controlled game as an interactive campaign in a public space. Through a collaboration with the Trondheim-based company Global Illumination, we were given the task of developing a prototype that would be tested in the field. The objective was to evaluate the relevant technology, how users relate to the prototype and what the marketing potential is.Through a literature study and using the technology, we found that while it is still new, the technology is both mature enough to be used for several different platforms and languages, and cheap enough that the cost of getting started should not be a hindrance.We developed a game prototype using the OpenNI and XNA frameworks, in which people who pass by the display would be reflected on the screen in the form of a silhouette and automatically be a part of the game. The prototype was tested at four different public locations in Trondheim, and was evaluated mainly through observation and questionnaires given to both participants and non-participants.Our findings suggest that there is definite potential for using motion-control in interactive campaigns in public settings. The game attracted a good amount of attention, and seemed to pique the curiosity of passers-by. We saw a trend emerge where participants were comfortable with playing the game in public and were easily engaged. Children and young people in groups were by far the most active participants. We also found that keeping a low threshold for interaction was essential, as adding an extra step in the form of a wave gesture to participate reduced the number of participants considerably.
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Kalina, Josef. "Design víceúčelového informačního stánku." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2016. http://www.nusl.cz/ntk/nusl-241665.

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The project‘s aim is proposal of the Multifunctional Information Station. This means a place, where anybody would get a lot of information from several branches divided in a way, that the requested reply would be delivered as quick and understandable as possible. Apart of the primary function, information carrier, the Multifunctional Information Station is offering a lot of additional services. These are related to products, which haven‘t been integrated to the Multifunctional Information Station so far, but its usage in the future have been estimated.
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Anterola, Jeremy K. "Intelligent adaptive environments : proposal for inclusive, interactive design enabling the creation of an interconnected public open space on the Iron Horse trestle interurban-railroad-subway [St. Louis, Missouri]." Manhattan, Kan. : Kansas State University, 2009. http://hdl.handle.net/2097/1493.

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Armstrong, Keith. "Towards an ecosophical praxis of new media space design." Thesis, Queensland University of Technology, 2002.

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This study is an investigation in and through media arts practice. It set out to develop a novel type of new media artistic praxis built upon concepts drawn from the disciplines of scientific and cultural ecology. The rationale for this research was based upon my observation as a practising new media artist that existing praxis in the new media domain appeared to operate largely without awareness of the ecological implications of those practices. The thesis begins by explaining key concepts of ecology, spanning the arts and the sciences. It then outlines the thinking of contemporary theorists who propose that the problem of ecology is a critical issue for the 21st century, suggesting that our well-documented ecological crisis is indicative of a more general crisis of human subjectivity. It then records an investigation into particular strategies for artistic praxis which might instigate an active engagement with this problem of ecology. The study employed a methodology based in action research to focus upon the development and analysis of three new artistic works, '#14', ' Public Relations' and 'transit lounge'. These were used to explore diverse theories of ecology and to hone a series of pointers towards Ecosophical arts/new media praxis. This journey constitutes an emergent theory for new media space design. The thesis concludes with a toolkit of tactics and approaches that other arts/new media practitioners might employ to begin working on the problem of ecology.
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Armstrong, Keith M. "Towards an Ecosophical Praxis of New Media Space design." Thesis, QUT, 2003. https://eprints.qut.edu.au/9073/1/PHDTHESISKMAsmall.pdf.

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This study is an investigation in and through media arts practice. It set out to develop a novel type of new media artistic praxis built upon concepts drawn from the disciplines of scientific and cultural ecology. The rationale for this research was based upon my observation as a practising new media artist that existing praxis in the new media domain appeared to operate largely without awareness of the ecological implications of those practices. The thesis begins by explaining key concepts of ecology, spanning the arts and the sciences. It then outlines the thinking of contemporary theorists who propose that the problem of ecology is a critical issue for the 21st century, suggesting that our well-documented ecological crisis is indicative of a more general crisis of human subjectivity. It then records an investigation into particular strategies for artistic praxis which might instigate an active engagement with this problem of ecology. The study employed a methodology based in action research to focus upon the development and analysis of three new artistic works, '#14', 'Public Relations' and 'transit_lounge'. These were used to explore diverse theories of ecology and to hone a series of pointers towards Ecosophical arts/new media praxis. This journey constitutes an emergent theory for new media space design. The thesis concludes with a toolkit of tactics and approaches that other arts/new media practitioners might employ to begin working on the problem of ecology.
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Helgason, Ingi. "Complex pleasures : designing optional interactions for public spaces." Thesis, Edinburgh Napier University, 2017. http://researchrepository.napier.ac.uk/Output/1022893.

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This research aims to contribute to knowledge about the design of interactive systems sited in public spaces. In particular, the study concerns "optional interactions" where systems invite interaction from passers-by. These systems are action-orientated ratherthan goal-oriented, are designed to encourage engagement, and offer positive and rewarding experiences through the activity of interaction. This is in contrast to systems that provide functional services that are actively sought out by people, such as ticketvending machines or cash dispensers. This thesis asserts that this kind of optimal, designed experience can be examined and understood through comparisons with approaches taken by new-media artists working in interactive, technological media. Artists have different priorities, and use different methods to those employed by Human-Computer Interaction researchers, and this study aims to further understanding of the potential of these artistic approaches for interaction designers. The setting for these optional interaction systems is any public or semi-public environment, including museums, galleries, shopping centres, foyers and urban settings. As well as understanding the public and social context of these interactions, the experiential aspects of interaction are of primary importance in this study. The work is conducted with the aim of providing practical and theoretical resources to interaction designers tasked with creating engaging interactive systems that initiate and sustain experiences that are highly regarded by the participant. The thesis presents a designframework titled the Optional Interactions Design Framework.
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Izadi, Shahram. "Public interactive surfaces for communal ubiquitous computing spaces." Thesis, University of Nottingham, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.416412.

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Medina, Mejia Lis C. "Mosaic Bridge: Public Space and Social Interaction Among Diversity." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1523634873603705.

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Vesna, Victoria. "Networked public spaces : an investigation into virtual embodiment." Thesis, University of South Wales, 2000. https://pure.southwales.ac.uk/en/studentthesis/networked-public-spaces(e64f64d6-be3f-41fb-bab5-6453de03684f).html.

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Networked Public Spaces: An Investigation into Virtual Embodiment is an exploration of issues surrounding networked public spaces in relation to three artworks created by the author between 1995 to 2000: Virtual Concrete, (1995); Bodies© Incorporated (1996-2000); and Datamining Bodies (initiated in 2000). All three works have several key things in common: each exists on the Internet; each is conceptually connected to the idea of online identity and virtual embodiment, and each required extensive research to inform and inspire the creative practice. The projects are presented within three main sections, each of which attempts to link personal experience and history to a larger cultural context within which the works were produced. The first section, "Breaking with Tradition," provides an overview of historical events that have influenced the changing relationship between artist and audience and argues that the foundations for networked art were laid largely by conceptual artists working during the 1960s and 1970s. The second section, "Distributed Identity," examines the emergence of identity in online public spaces, focusing specifically on issues surrounding the appropriation and use of the term "avatar," and the current cultural preoccupation with databasing and archiving. The third and final section, "Visualizing the Invisible," explores the various efforts to map cyberspace, particularly paying attention to the implicit intersection of network data visualisations and biological systems, and the popular trend toward developing more "intelligent" networks through use of autonomous agents.
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Johnson, Bryce Wade. "Socioeconomic Diversity in Public Spaces." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83517.

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While academics and policy-makers seek to address historic segregation and its harmful impacts on communities, many such efforts have been unsuccessful. Therefore, this original research examines the role of public parks as potential sites of social and economic integration. These spaces serve as third places, or social spaces where community members regularly visit, similar to their regular visitation of their home and workplaces. In the City of Roanoke, three visited public parks serve as local third places where individuals of different social and economic backgrounds visit for various activities. However, visitors typically only interact with others similar to themselves. The exception appears to be when the third place provides a source of triangulation based in common interests. This form of triangulation is useful in establishing commonality among visitors, thus bridging existing gaps between communities. Said triangulation is successful when the third place provides a physically and socially comfortable environment affected by the space's design, location, and management. These three factors must combine to maintain a careful balance between welcoming visitors of diverse backgrounds, but also establishing a sense of comfort among visitors. Public spaces which achieve this balance realize their potential by becoming equitable third places.
Master of Urban and Regional Planning
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Valentine, Anthony G. "Transforming public spaces through performance." [Tampa, Fla.] : University of South Florida, 2005. http://purl.fcla.edu/fcla/etd/SFE0001207.

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Apple, Brian. "Talking to Strangers: The Potentials of Playful Interaction in Public Space." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1460652573.

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ABBASIAN, ARMIN. "Importance of Urban Squares as Public Space in Social Life : A New Design of Fisktorget in Karlskrona City." Thesis, Blekinge Tekniska Högskola, Institutionen för fysisk planering, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13015.

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Nowadays, the impact of technological growth‏ ‏on people’s life and our society is remarkable, ‎inevitable and also worrying. The excessive influence of technology in ‎individuals’ lives has caused our community to change towards more privatisation and ‎secluded life. At this point, the role of urban public spaces in social life has become more ‎prominent and significant. Issues of social life in public spaces and the relations with creating a ‎vibrant and dynamic city has not been given too much attention in urban planning and design. ‎This thesis raises the question of considering public spaces and how urban public spaces ‎‎(especially squares) can encourage/persuade citizens ‎to increase social interaction‎. Initially, it describes a clear definition of public spaces and urban squares. Thereafter, the study addresses ‎effectual factors from the human perspective which can help to achieve the successful design of an ‎urban public square. The aim of the work is to comprehend how it might be possible to improve ‎social life and behaviour in public spaces (squares) and consequently to attain a framework in ‎order to design. Ultimately, a design is proposed for Fisktorget (Fish Square), which is one of most important public places in the Karlskrona city in Sweden. The proposed design is based on studies and analyses that have been done throughout this thesis.
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Ammar, Toumadher. "Le métissage culturel comme générateur d’ambiances et de formes urbaines spécifiques : les quartiers de Capaci Piccolo et Capaci Grandi à Sousse, à la croisée des cultures ambiantales et urbaines italienne, française et tunisienne." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAH003/document.

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La colonisation et l’immigration créent des espaces dits de l’entre-deux, des « espaces in-between », où les limites et les frontières entre identités et cultures sont remises en question, où sont générés de multiples métissages. Dans le cadre de notre recherche nous nous sommes intéressé plus particulièrement à deux quartiers situés en Tunisie, dans la ville de Sousse, dont les noms sont Gabadgi El Foukani et Gabadgi Loutani , ou en sicilien « Capaci Supra e Capaci Jusu ». Ces deux quartiers portent le nom d’une localité sicilienne, Capaci. Le plus intéressant des faits est que ces lieux ont été construits et occupés par des populations mélangées, majoritairement siciliennes issues de l’immigration. Mais il y avait aussi d’autres communautés bien diversifiées du point de vue des nationalités et des croyances. Ces quartiers ont ensuite été progressivement réinvestis par une population exclusivement tunisienne.Le contexte historique et social de ces quartiers, nous a conduit à porter notre attention sur la relation entre les ambiances, l'espace public urbain et la notion de métissage. La vérification de l'hypothèse d'une persistance de caractéristiques ambiantales spécifiques constitue un réel enjeu scientifique pour cette recherche. Nous avons choisi la notion de métissage plus qu’une autre forme de mélange étant donné qu’elle se présente comme une pensée temporelle. Nous avons par conséquent été mené à interroger les ambiances des quartiers en appréhendant le métissage comme devenir, comme processus de transformation né de la rencontre de l’autre, mais aussi comme une expérience intériorisée vécue dans la durée.Notre méthodologie de travail s’est déployée selon trois mouvements, qui se sont croisés et enrichis mutuellement : observer et raconter, décrire, expérimenter. Les deux premières phases se sont plus concentrées sur le terrain, la troisième s’est présentée sous la forme d’une expérimentation développée sous l’égide d’une installation-projection
Colonization and immigration create areas called “in-between spaces”. Limits betweencultures and identities in these “in-between spaces” are coming under some question.As a result, multiple cultural mixings are generating. As part of our research, wefocused specifically on two districts located in the city of Sousse, in the central-east of Tunisia, known as Gabadgi El Foukani and Gabadgi Loutani, or in Sicilian « Capaci Supra e Capaci Jusu3».These two districts take on Sicilian locality name, Capaci. The most interesting fact is that these places, not only, were built and occupied by mixed populations, mostly Sicilian immigrant, but also there were other communities well diversified in terms of nationalities and beliefs. These districts were then gradually reinvested by an exclusively Tunisian population.The historical and social context of these districts has led us to focus our attention on the relationship between ambiances, urban public space and the notion of cultural mixing. Verification of the hypothesis of persistent specific ambient characteristics is a real scientific challenge for this search. We have chosen the notion of cultural mixing more than another form of mixing since it presents itself as a temporal thought. We were therefore led to question the ambiences of the districts by apprehending the cultural mixing as becoming, as born transformation process of meeting others, and as an internalized experience over time.Our work methodology is deployed in three movements that have crossed and enrichedeach other: Observe & tell, describe, and experiment. The first two phases were moreconcentrated on working on the site. The third phase was presented in the form of anexperiment developed under the aegis of an installation-projection
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Johnsson, Ida. "Perceived gender dichotomies in public space in Husby : A qualitative study about how locally anchored women with interest in feminist questions reflect upon gender and public space." Thesis, Högskolan i Gävle, Avdelningen för socialt arbete och psykologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-24024.

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The research aim of this study is to explore how locally anchored women with interest for feminist questions perceive and reflect upon the production and reproduction of gender dichotomies in public space in Husby. Moreover, space is flexible and part of a socio-spatial-dialectic which is both produced and reproduced through social interaction which contain power hierarchies. These dialectic notions and gender contracts have been utilized in this study in order to explore perceptions regarding production and reproduction of gender dichotomies. This is a qualitative study and data was collected through semi-structured interviews with locally anchored women in Husby with interest in feminist questions. The results revealed that patriarchal orders and fear of male violence, the city planning, habits, traditional gender contracts, lack of jobs and apartments, and intersectional tendencies were perceived by the interviewees as factors which influence production and reproduction of gender dichotomies in Husby.
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Kleinhans, Erika. "Train : from spaces of potential to places of interaction." Diss., University of Pretoria, 2012. http://hdl.handle.net/2263/31582.

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This dissertation investigates the role of Architecture in promoting participation, interaction and awareness of the public in sporting activities, specifically with regard to the underprivileged community of Hammanskraal. The problems with the existing sports facilities are the following: * the location of the facilities; and * the fact that even though they are public facilities, they do not necessarily act as public spaces. They are fenced off and cover a vast area of land without providing proper shade for the players and spectators. The proposed intervention addresses these problems through the introduction of sports facilities into the public realm. This is achieved through locating of these facilities next to a new railway station and pedestrian and vehicle route that crosses over the railway line (Fig 3). The proposal intends to create a threshold space for members of the community in which to interact through sport, trade, social and cultural activities. The programme will provide sports training fields, a multi -functional hall, a gymnasium, a station and retail facilities. The architectural response is informed by the following : * the amalgamation of sports facilities with the public space; * programmatic requirements; and * responses to contextual conditions.
Dissertation MArch(Prof)--University of Pretoria, 2012.
Architecture
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Mustard, Jonathan. "The integrated sound, space and movement environment the uses of analogue and digital technologies to correlate topographical and gestural movement with sound /." Connect to thesis, 2006. http://portal.ecu.edu.au/adt-public/adt-ECU2007.0037.html.

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Shealy, Benjamin D. "ARCHITECTURE AND DIALOGUE: Bar and Apartments as Setting for Political and Public Conversation." Thesis, Virginia Tech, 2010. http://hdl.handle.net/10919/34194.

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Human beings by nature are social creatures capable of intelligent and complex interactions. Unfortunately, planning and implementation of the built environment has not always influenced or created opportunities for social exchange and conversation. The thesis explores how architecture can influence the interconnection between people at various scales in order to promote interaction. The mixed-use building includes a social coffeehouse and bar above which is a small apartment complex. These apartments would house a small number of politicians and their interns from each political party. This setting becomes a vehicle within which various players from the political spectrum could interact and commune together. By creating a variety of both public and private spaces, different experiences and relationships between inhabitants create opportunities for social dialogue and interaction. This architectural narrative, then, is the conversation between the reader and writer. ***NOTE: The uploaded file is 72dpi for computer viewing. Please contact the author if you should require a higher resolution pdf.***
Master of Architecture
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Widqvist, Elias. "Outdoor-navigation in public spaces for the elderly visually impaired." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21876.

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The elderly visually impaired is not only a neglected user group within interaction design but also a large one in our society. Within this user group, I discovered that they do not get enough exercise because of their inability to move in public spaces without feeling unsafe. To feel safe, they would have to use both their rollator and their white cane at the same time; an impossibility. This paradoxical issue brings forth design opportunities of both physical artifacts with combined effectiveness of a white cane and a rollator. Also, it includes an exploration with a user-centered design approach on how haptic feedback could help them navigate. Haptics being the suitable alternative for a non-visual interaction. An add-on attached to the existing rollator with sensors and haptic feedback would enhance the feeling safety of an elderly visually impaired and would enable them to move in public spaces to get their exercise.
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Basu, Sunandini. "Crowd Compass: An Interaction Design Exploration of a Non-place." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21156.

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The thesis project is an exploration of interaction design possibilities within thespaces of public transport in urban India and the challenges for design in these large,disorderly contexts. These public transit spaces offer a microcosmic view of thecurrent urban environment of India, where new paradigms of technology adoptionare emerging, and provide significant scope for interaction design to learn from andcontribute to in diverse ways.As the theme of public transport and its encompassing spaces are traditionallyapproached from urban planning and engineering perspectives, this thesis aims toexplore the urbanism of transit places from the framework of place-specificcomputing, which is a perspective on mobile and ubiquitous computing, and adesign methodology that is grounded in and emanating from the social and culturalpractices of a particular place. To understand and evaluate the environment, theproject makes use of elements of participatory design, brainstorming techniques likeplacestorming, and experience prototyping methodologies, a way for users to interactdirectly with the prototype, and thus at each stage of the design process explores therole of prototyping to generate reflective discussion.The thesis proposes Crowd Compass, an information service based on crowd density,that is available freely anywhere but only of value in a certain context to support aspecific decision, and expires instantly. The thesis also presents a new paradigm fordesign in large scale, disorderly contexts: crowd density, a parameter of contextualinformation for transit; and the concepts of a semi-controlled space for earlyprototyping, analytic and generative maps for effective analysis, and the significanceof design from “the inside”.
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Johansson, Siri. "BookNode - Tactics for the Library in the Augmented City." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-91612.

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In this project, the challenges facing public libraries and the emerging trend of involving users in library development have been combined with inspiration from the field of urban media design. The aim has been to explore what behaviors public media surfaces designed for culture and exchange could possess, and to argue for the benefits of integrating the library in the urban fabric. The result is a proposed set of tactics for how the library can consciously work with allowing patrons to leave and follow traces. It is manifested in a concept that creates a narrative around each library book, print as well as ebook, and makes its journey tangible by visualizing its digital patina. The system also allows patrons to leave ebooks at designated nodes around the city, thus influencing which books are made available where.
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Jergeby, Ulla. "Offentlig miljö som arena och kuliss att se, bli sedd och motas på stadens offentliga och bostadsnära platser /." Uppsala : Stockholm, Sweden : S. Academiae Ubsaliensis ; Distributor, Almqvist & Wiksell International, 1996. http://catalog.hathitrust.org/api/volumes/oclc/35820308.html.

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Lind, Rebecka. "Public space - a meeting place? : Understanding the spatial prerequisites for spontaneous interaction, and the importance of such for a socially integrated society." Thesis, Umeå universitet, Kulturgeografi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-124482.

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Tsouni, Danai. "MusicFootprints: designing interactions for outdoor places." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21394.

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This thesis is a research on how people can create a stronger connection to a place through the music that they are listening to in the specific place. It is about making a place’s identity stronger through social interactions based on people’s musical choices. A theoretical research on social interactions in public places and on the field of urban computing and urban interaction design has contributed to the formation of this thesis. Additionally, a study of design examples that have already been implemented by others and are possessed with common characteristics to the subject, as well as a set of design methodologies in terms of Research through Design process, all lead to the design of the final concept of MusicFootprints service.MusicFootprints focuses on the design quality of “imageability” and on the experimental techniques of the Situationists “dérive and détournement” in order to show that it is the way of interactivity and the position of the system in the outdoor environment that matters. Finally, it leads to the creation of a music-living archive interactive system and opens a discussion about a connection between past, present and future’s peoples’ music choices.
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Perelman, Gary. "Conception, développement et évaluation de techniques d'interactions fluides pour des environnements multidimensionnels : application aux logiciels du service public." Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30255/document.

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Les travaux de cette thèse s'inscrivent dans une collaboration avec l'entreprise Berger-Levrault, acteur majeur du développement de logiciels de gestion administrative pour les services publics. Ces travaux s'appuient sur deux constats. D'une part, la politique de numérisation des services publics induit la nécessité de disposer de logiciels adaptés aux métiers de l'ensemble des établissements publics. Ces logiciels sont complexes et particulièrement riches comparativement aux logiciels de bureautique classiquement utilisés. D'autre part, on observe que les dispositifs utilisés pour interagir avec ces logiciels n'évoluent que très peu. Depuis plusieurs décennies, la souris et le clavier restent la norme dans un environnement fixe. Or, ces dispositifs ne possèdent que peu de degrés de libertés en entrée. La manipulation de données multidimensionnelles avec ceux-ci induit un plus grand nombre d'étapes pour réaliser une tâche, rallongeant ainsi le chemin d'interaction. Dans ce contexte, l'objectif de ces travaux de thèse est de contribuer à la fluidification de l'interaction avec des données multidimensionnelles, contenues dans les logiciels du service public, au travers de l'augmentation des degrés de libertés en entrée proposés par les dispositifs. En effet, une plus grande quantité de degrés de libertés en entrée réduirait le nombre d'étapes nécessaires à la réalisation d'une tâche donnée, fluidifiant ainsi l'interaction. Nous proposons 3 contributions majeures : un dispositif à multiples degrés de libertés, la Roly-Poly Mouse ; un espace de conception, DECO ; ainsi qu'un ensemble de techniques d'interaction avec dispositifs mobiles basées sur le principe du stacking. Une première contribution de nos travaux consiste en la conception d'un nouveau dispositif à multiples degrés de liberté : la Roly-Poly Mouse (RPM). Ce dispositif, dont la base est arrondie, vise à remplacer la souris traditionnelle. Il possède 6 degrés de libertés (3 translations dont 2 exploitées et 3 rotations). Nous avons évalué ses performances et l'avons comparé à d'autres dispositifs pour une tâche nécessitant 6 degrés de libertés (manipulation d'objet 3D). Une seconde contribution de nos travaux consiste en la définition d'un espace de conception se focalisant sur l'aspect physique de la composition de dispositifs : DECO. DECO s'appuie sur deux axes : l'arrangement physique et la manipulation physique. À partir de cet espace de conception, nous avons conçu un dispositif composé : la Roly-Poly Mouse 2, un dispositif composé d'une Roly-Poly Mouse et d'une souris traditionnelle. Nous avons évalué ses performances et l'avons comparé à d'autres dispositifs au travers d'une tâche de RST (Rotate-Scale-Translate, tâche 5D). [...]
The work of this thesis is part of a collaboration with the company Berger-Levrault, a major actor in the development of administrative management software for public services. This work is based on two observations. On the first hand, the policy of digitization of public services induces the need for software adapted to the professions of all public institutions. These software are complex and particularly rich compared to classically used office software (Office, mailbox, etc.). On the other hand, we observe that the devices used to interact with these software did not evolve. Since several decades, the mouse and the keyboard remain the norm in a fixed environment. However, these devices have only few input degrees of freedom. The manipulation of multidimensional data with these devices induces a greater number of steps to perform a task, thus lengthening the interaction path. In this context, the objective of these thesis work is to improve the interaction flow with multidimensional data contained in the software of the public service through the increase of the input degrees of freedom proposed by the devices. Indeed, a larger amount of input degrees of freedom would reduce the number of steps necessary to the accomplishment of a given task, thus improving the interaction flow. We propose three major contributions: a device with multiple degrees of freedom, the Roly-Poly Mouse; a design space, DECO; as well as a set of interaction techniques with mobile devices based on the principle of stacking. A first contribution of our work is the design of a new device with multiple degrees of freedom: the Roly-Poly Mouse (RPM). This device, whose base is rounded, aims to replace the traditional mouse. It has 6 degrees of freedom (3 translations of which 2 exploited and 3 rotations). We evaluated its performance and compared it to other devices for a task requiring 6 degrees of freedom (3D object manipulation). A second contribution of our work is the definition of a design space focusing on the physical aspect of the composition of devices: DECO. DECO relies on two axes: physical arrangement and physical manipulation. From this design space, we designed a compound device: the Roly-Poly Mouse 2, a device consisting of the combination of a Roly-Poly Mouse and a traditional mouse. We evaluated its performance and compared it to other devices through a RST task (Rotate-Scale-Translate, 5D task). [...]
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DIRKS, STEFANIE. "An Appalachian Arts Project: A New Model to Promote Communal Art Interaction." University of Cincinnati / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1211923981.

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Schaper, Marie-Monique. "Co-design strategies with children in full-body interaction for situated non-formal learning experiences." Doctoral thesis, Universitat Pompeu Fabra, 2019. http://hdl.handle.net/10803/665482.

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This dissertation focuses on better achieving co-design of Full-Body interactive learning experiences with children and experts (teachers, museum curators, pedagogues, etc.). Hence, on the one hand, it has studies how to better design Full-Body Interaction for children in public spaces and, on the other, how to achieve a better involvement of co-designers during the design process to have their voice and vision in the final experiences. The study focuses specifically on learning experiences for public space. These non-formal learning contexts (such as museums, cultural heritage sites and theatres) are characterized by the relation of people’s behaviour in shared experiences and their interactions with socio-cultural contents that are meaningful for society. Previous research has pointed towards the benefits of the specific properties of Full-Body Interaction for shared experience in public spaces. However, methods to design with and for the body in this research area are still unexplored. To address this challenge, this thesis presents the design and analysis of three Full-Body interactive experiences. The main goal is to research techniques that promote children’s embodied awareness and focus on their expertise in movement, playfulness and socialization. This thesis proposes a set of Embodied Design Thinking qualities to understand the benefits and limitations of design techniques for Full-Body Interaction with children. On the other hand, the findings of this research lead to the definition of a preliminary Full-Body Interaction co-design method (FUBImethod). This method entails a set of clearly defined steps to help interaction designers in guiding intergenerational teams with children to understand and foster the role of the body in a Full-Body Interaction experience. This method summarizes the main outcomes of this research and represents a guideline for design and evaluation strategies in this research context.
Aquesta tesi es centra en aconseguir un millor codisseny entre nens i experts (professors, conservadors de museus, pedagogs, etc.) per al desenvolupament d’entorns d'aprenentatge basats en la interacció de cos sencer. D'una banda, s'ha estudiat com millorar el disseny d’interacció de cos sencer en instal·lacions interactives a espais públics per a nens. D'altra, s'ha analitzat com obtenir una millor participació dels codissenyadors durant el procés de disseny, amb la finalitat d’incloure la seva veu i la seva visió en les experiències interactives. Amb aquest propòsit, la tesis es basa concretament en experiències interactives en entorns d'aprenentatge no formal (com ara museus, patrimonis culturals i teatres), els quals es caracteritzen per la seva estreta relació amb el comportament humà durant l'experiència compartida, així com amb les seves accions i actituds envers els continguts socioculturals, els quals són de vital importancia per a la societat. Diversos investigadors han suggerit el potencial de la interacció de cos sencer per a donar suport a l'experiència compartida a espais públics. No obstant, els mètodes per dissenyar amb i per al cos en aquesta àrea de recerca encara no han sigut explorats. Per abordar aquest repte, aquesta tesi presenta el disseny i anàlisi de tres experiències interactives de cos sencer, on l'objectiu principal és investigar tècniques que promoguin una consciència corporizada (embodied awareness) en els nens, i que es centrin en la seva experiència amb el moviment, el joc i la socialització. En aquest context, aquesta tesi proposa un conjunt de qualitats del procés creatiu corporitzat (Embodied Design Thinking) per tal d’entendre els avantatges i limitacions d'utilitzar tècniques de disseny d’interacció de cos sencer amb nens. D’altra banda, els resultats d'aquesta recerca condueixen a la definició d'un mètode de codisseny preliminar d'interacció de cos sencer (Full-Body Interaction, FUBImethod). Aquest mètode comporta un conjunt de passos clarament definits per ajudar als dissenyadors d'interacció a guiar els equips intergeneracionals de nens i nenes, i així entendre i fomentar el paper del cos en una experiència d'interacció amb cos sencer. Aquest mètode resumeix els resultats principals d'aquesta investigació i representa una pauta per a les estratègies de disseny i avaluació en aquest context de recerca.
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41

Roussel, Natacha. "Mobilis In Mobile : de l'intimité au collectif : les possibilités participatives des technologies de la mobilité." Thesis, Paris 1, 2014. http://www.theses.fr/2014PA010674/document.

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L’évidence concrète et permanente de la présence technologique est un phénomène collectif qui transforme les usages artistiques. Il se met en place un nouveau paradigme entre la personne et le transfert d’informations qui lui est associé. Les œuvres numériques hybrides, dorénavant contextuelles, s'inscrivent dès lors dans une histoire contemporaine de la création. Cependant, ces technologies ne sont pas neutres, et leur capacité connective en fait des outils complexes. Lorsqu’elles sont réappropriées par les artistes, ils en questionnent la nature même, leurs usages, leur économie, et même leur structure. Par ailleurs, les artistes utilisent les technologies mobiles pour faire émerger images et sons dans notre espace intime ; la participation physique devient un élément de communication, et les données générées par les mouvements atteignent l’individu. De telles œuvres mettent en jeu notre rapport à l’espace personnel et collectif, à la fois physique et informationnel. Cette étude se concentre sur les enjeux collectifs de multiples interventions artistiques et performatives. Nous y réclamerons l’espace de communication comme un nouvel espace public, pour constater que désormais il est en construction autour de nos corps mêmes, et qu’il est essentiel d’en négocier les modalités. La performance Interac Wearing est à l’origine de cette recherche, elle prend la forme d’un système de costumes communicant le rythme de la marche de ses utilisateurs ; et permettra de comprendre les enjeux de ces nouvelles relations artistiques
The permanent and material evidence of technological presence is part of a collective phenomenon that transforms also artistic practices. A new paradigm is established between the individual and the information associated to the person; contextual and hybrid digital works are part of contemporary milieu, they also are actual tools for artistic endeavour. However, these technologies are not neutral and connective capacity makes for the emergence of complex tools. When they are re-appropriated, the very nature of technologies is questioned, artists probe different uses, they argument upon their economies, and even their structure. Moreover, artists use mobile technologies to produce images and sounds as close as our most intimate spaces. As participation is associated to physical exchanges, data generated from movements is associated to the art-work ; networked it reaches each individual participant. Therefore, these works address our relationship to personal and collective spaces both physical and informational. This study also focuses on collective issues raised by many artistic and performative interventions. We will reclaim communication space as a public space, and finally acknowledge that this space is now under construction around our own body, hence, it is essential to negotiate the new terms for this communication. Interact Wearing triggered this research, this system of communicating suits follow the rhythm of its walking users. This performance will guide us in understanding the issues raised by those new artistic relations
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42

Paay, Jeni. "Indexing to situated interactions /." Connect to thesis, 2006. http://eprints.unimelb.edu.au/archive/00001711.

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43

Rojo, Carrascal Juan Carlos. "El deterioro del espacio público y su impacto en las áreas destinadas a la socialización y al desarrollo de la accesibilidad en las ciudades medias mexicanas. Caso Culiacán, Sinaloa." Doctoral thesis, Universitat Autònoma de Barcelona, 2017. http://hdl.handle.net/10803/459121.

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El siglo veinte transformó las calles de las ciudades. Aquellas que conformaban el espacio público continuo fueron convertidas en arterias distribuidoras de automóviles y otros vehículos motorizados -más individuales que colectivos- con espacios muy limitados para el resto de las funciones que originalmente tenían. La socialización entre las personas se trasladó a los parques y a las plazas con todo y las reducidas condiciones que ahí existe para que suceda. La consecuencia ha sido el paulatino abandono de estos espacios y el traslado de la actividad social del ciudadano a espacios cerrados, de carácter privado como los grandes centros comerciales que hoy proliferan en la mayoría de las ciudades medias latinoamericanas. En la práctica, la calle dejó de ser espacio público. Solo parques y plazas se conciben en el uso común de las personas como los espacios públicos, los espacios donde todos tienen iguales condiciones de uso. Y estos, en las ciudades, cada día están más vulnerables. Este proceso ha impactado negativamente en el desarrollo de las ciudades. Las calles dejaron de ser el espacio de encuentro de las personas donde había eventuales posibilidad de circulación de algunos vehículos motorizados para convertirse hoy en el espacio vial con alta jerarquía para la circulación de los vehículos motorizados con disminuidos espacios para las personas de a pie. La presente investigación se enfoca en los procesos de crecimiento de las ciudades medias mexicanas en el periodo de 1980 a 2010 y cómo este proceso transformó su espacio público. Concretamente, la socialización de las personas analizado en el caso de la ciudad de Culiacán y tres vialidades prototipo seleccionadas estratégicamente. La evaluación del espacio público se refuerza con un proceso de investigación donde se sustrajo la opinión de hombres y mujeres de diversos estratos sociales mediante entrevista y grupos focales, así como entrevistas con actores claves, para luego analizarlo de una manera transversal con una exploración etnográfica realizada por el autor donde se detallaron las condiciones percibidas por él mismo en un recorrido a lo largo de tres calles de la ciudad que reúnen las diferentes características que engloban el conjunto de prototipos de calle existentes en la ciudad de Culiacán. Es así como la presente investigación reúne, mediante una mezcla de metodologías, una interpretación de los cambios que ha sufrido el espacio público en la ciudad de Culiacán desde la percepción en sitio por el autor en sus recorridos, así como de la opinión de sus habitantes con la finalidad de evaluar el cambio de uso que en ellos se ha realizado y cómo la socialización de la gente que antes existía en ellas hoy es limitada en función de las características, uso y destino que estos espacios tienen en la ciudad.
The twentieth century transformed the streets of the cities which defined the continuing public space into distributive arteries for automobiles and other motorized vehicles-- more the individual than the collective-- with very limited spaces for the rest of the functions for which the streets were originally designed. Social interaction among people transitioned to parks and plazas and reduced conditions soon followed. The consequence was the gradual abandonment of these spaces and the activities of social citizen transitioned into closed spaces from whose private domains came the great commercial centers which today proliferate the majority of the Latin American cities. In practice, the street is no longer a public space, so only parks and plazas are available for the common use under equal conditions. Yet day by day, these are becoming more vulnerable in cities. This process has negatively impacted the development of cities. Therefore, streets have left the public space where individuals can meet and interact and will possibly continue to transform into an exclusive space with a greater hierarchy given to motor vehicles and gradually diminished space for pedestrians. The present research focuses on the growth process of average Mexican cities in the period from 1980 to 2010, how this process has transformed public space and how it has impacted the socialization of people in the case study of Culiácan. This study has analyzes three previously selected prototypes as valid alternatives. The analysis of this thesis is presented in two stages: the first will lay out the current situation in Mexican cities with an emphasis on the twenty preselected medium-sized cities (between 500,000 and one million inhabitants), and the second will address Culiacán and the transformative process of its public space within the last three decades. The evaluation of the public space supports a research process where I took the opinion of men and women from diverse social classes by means of focus groups and interviews with key actors, in order to create through a variety of methods an ethnographic study, which details the conditions along the three main streets of the city, and combines the diverse characteristics including the combination of prototypes for existing streets in Culiacán. As such this research through a variety of means presents a mix of methodologies, it interprets the changes which the public space has suffered in the city of Culiacán from the viewpoint by the author through his tours and from the opinion of the inhabitants. The latter’s view derives from their experience. and how the socialization of the people, which before existed in the streets, is now limited in function, use and space
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Rydälv, Kåreby Kristina. "The planet, my city and I : How to design information in public places so that people understand how their individual choices can help creating a sustainable society." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86194.

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The greenhouse effect is the biggest environmental challenge of today, and in line with UN’s Sustainable Development Goals, we must drastically decrease our global production of carbon dioxide. A sustainable society needs knowledgeable citizens who can vote for competent decision makers, and as knowledge is power, the environmental issue becomes a question of democracy. This pinpoints the importance of the general public getting dependable and accurate environmental information from trustworthy sources. So, how and where to design information about sustainability in a meaningful way for the individual, connected to his or her everyday context? The literature review was concentrated to the areas of Social visualization, Placemaking and Interaction design. The empirics were directed at the general public near Malmö Central Station and concentrated around the area of travel and transport. It included a triangulation of contextual methods; observations, questionnaires and interviews. Data and key figures from the regional public transportation company were also used. The result of the empirics shows that people experience environmental information as diverse and complicated, especially numbers and statistics. They want concrete tips of what they can do in their everyday life, and they want to understand the effect of their sustainable choices. The majority of the respondents are positive to using public places as information carriers for environmental issues, preferably in places where they stay for a while, for example waiting halls or staircases. They want easy-to-grasp, concise information from trustworthy sources. With these insights, the theoretical and empirical findings were used as the basis for the storyboard in an iterative design process that resulted in a graphical animation. The concept can easily be transferred to other areas of sustainability. My research shows that in order to feel included in the work for a more sustainable society, the general public needs help to see the correlation between large-scale environmental activities and their own, individual everyday efforts.
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45

Evans, Michaela Skye. "The elusive clean machine : rational order and play in a public railway." University of Western Australia. School of Social and Cultural Studies, 2009. http://theses.library.uwa.edu.au/adt-WU2009.0106.

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[Truncated abstract] Rational order and play are often conceptualised as oppositional forces. In modern urban life especially, rational order is presented as destructive of a playful orientation towards life eschewing mystery through coherence, spontaneity through predictability, and contingency through systematic planning. In turn, the postmodern debate often asserts the reinvigoration of free, playful, and contingent individuals whose collective acts are destructive of the rationality of modern order with the present, in contrast to the past, offering a condition of enduring and unremitting uncertainty. This thesis explores the dynamic relation between rational order and play in urban society through an ethnographic account of a public commuter railway in Perth, Western Australia. Notwithstanding this ethnographic setting, the thesis addresses questions of broader significance through an analysis of the railway as an instance of public space and state techno-bureaucratic order. I investigate the creative process through which the state attempts to standardise the various operational components of the railway as well as the reasons underpinning the state's desire to produce what I term a 'clean machine'. In turn, I investigate how differentially positioned actors live within this carefully crafted machine. I do so by following the stories, experiences, and practices of: government administrators charged with building the railway; the managers who oversee the network's operation; the staff members who operate trains, clean stations, and discipline passengers; and the railway's end-users, including passengers and graffiti artists. ... In examining the two tensions of rational order/play and revelation/ concealment, I attempt to explicate how it is that people experience life as simultaneously coherent and serendipitous. In the thesis, I document the ways in which railway officials, passengers, and graffiti artists express a pervasive ambivalence towards their experience of the railway system. On the one hand, these actors experience the railway as a system of constraint that produces 'robotic' behaviours and automated transactions. On the other, they see the railway as a liberating space that enables autonomous expression and spontaneous interaction. By examining these contending experiences and associated sentiments, I highlight the railway as a stimulating site within which to explore the meaning and significance of urban modernity. Lastly, this thesis contributes to debate on the challenges posed by the character of contemporary social processes to anthropological research methodology. I illustrate the utility of such methods as written and photographic diaries as well as mental-mapping exercises, but primarily advocate the documentary and analytical advantages of participant observation in a mobile field-site. I assert that while participant observation poses a number of personal and professional challenges in this setting, these challenges uncover the stimulating complexity of contemporary urban life. To this end, I contest emergent academic commentary that propounds the destabilisation of anthropological techniques in what is frequently described as an equally destabilised world.
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46

Daniel, Maxime. "Afficheurs cylindriques à changement de forme : application à la physicalisation des données et l'interaction périphérique pour la maîtrise de l'énergie." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0236/document.

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Au milieu des espaces collectifs et publics, les afficheurs cylindriques informent les utilisateurs autour d'eux. Nous questionnons l'utilité et l'utilisabilité de la symétrie dynamique de révolution pour les afficheurs cylindriques à changement de forme. Nous présentons CairnFORM, un prototype d'afficheur cylindrique capable de changer de symétrie de révolution à l'aide d'une pile modulaire d'anneaux extensibles illuminés. Nous montrons que la symétrie de révolution est utilisable pour informer les utilisateurs par physicalisation des données : nous observons avec un CairnFORM à 10 anneaux qu'un histogramme à anneaux physiques est plus efficace pour une tâche d'intervalle et une tâche de comparaison plutôt que pour une tâche d'ordonnancement. Nous montrons que le changement de symétrie de révolution est utilisable pour notifier sans déranger les utilisateurs par interaction périphérique : nous observons avec un CairnFORM à 1 anneau que le changement de diamètre d'un anneau avec une vitesse exponentielle est perçu plus souvent et plus calmement en périphérie de l'attention plutôt qu'avec une vitesse constante ou logarithmique. Nous montrons que les afficheurs cylindriques à symétrie dynamique de révolution offrent une expérience utilisateur sur la durée supérieure aux afficheurs planaires : après deux mois en contexte d'usage sur un lieu de travail, nous observons que CairnFORM est aussi pragmatique mais plus hédonique qu'un écran plat. Nous étudions un cas d'usage pour les afficheurs sur le lieu de travail, c'est-à-dire aider les employés à décaler le chargement de batterie des ordinateurs portables vers les heures de pic de production locale d'énergie renouvelable
In the middle of public and collective spaces, cylindrical displays inform users around them.We question the utility and the usability of dynamic revolution symmetry for shape-changing cylindrical displays. We present CairnFORM, a prototype of cylindrical display that can change its revolution symmetry using a modular stack of expandable illuminated rings.We show that revolution symmetry is usable for informing users through data physicalization: We observe with a 10-ring CairnFORM that a physical ring chart is more efficient for a range task and for a compare task rather than for an order task. We show that revolution symmetry change is usable for unobtrusively notifying users through peripheral interaction: We observe with a 1-ring CairnFORM that a ring diameter change with exponential speed is perceived more often and calmer in the periphery of attention rather than with a constant speed or a logarithmic speed.We show that cylindrical displays with dynamic revolution symmetry offer a greater user experience over time than planar displays: After two months in context of use in a workplace, we observe that CairnFORM is as pragmatic as a flat screen but more hedonic than a flat screen. We study a use case for displays in the workplace: Helping employees to shift laptop battery charge to peak hours of local renewable energy production
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47

SOUZA, MARCELLE MACHADO DE. "SMILE YOU ARE BEING WATCHED: THE CONSOLIDATION OF A SOCIETY OF CONTROL OVER THE FUNDAMENTAL RIGHT OF PRIVACY AND OVER THE SPONTANEOUS WAYS OF INTERACTION AND DEMOCRATIC PARTICIPATION IN PUBLIC AND PRIVATE SPACES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=26673@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Sorria você está sendo filmado foi desenvolvido em uma perspectiva interdisciplinar, valendo-se de fundamentos jurídicos, sociológicos e filosóficos com o intuito de demonstrar, em uma análise global e também local (através do estudo sobre a implantação do Projeto Olho Vivo BH), que em decorrência da crescente violência que assola a sociedade contemporânea, transformando-a em uma sociedade de risco, o monitoramento através de câmeras em espaços públicos e privados vem sendo largamente utilizado como instrumento para a garantia da segurança. A implantação, no entanto, de uma política de videovigilância tanto pelas autoridades públicas como também pelos particulares, lançando seus olhares sobre os indivíduos, não leva em conta os riscos inerentes a tal sistema como, por exemplo, a consolidação de uma sociedade de controle permanente sobre o comportamento dos cidadãos, privando-os do exercício da privacidade, da liberdade e da espontaneidade na interação democrática nesses espaços. A atual era do medo é, ainda, responsável pela alteração do modo de viver das pessoas nos centros urbanos, pois os indivíduos passam a viver em espaços vigiados e segregados ou passam a transitar nas ruas e praças públicas permanentemente monitoradas por câmeras. Assim sendo, a cidade de muros, enquadrada no que poderia ser conceituado como o panoptismo moderno ou até mesmo no atento olhar de uma gama de Big Brothers sobre os indivíduos, sob o fundamento da busca pela segurança, reproduz a desigualdade, o isolamento e a fragmentação, corroendo a cidadania e o exercício do direito fundamental à privacidade.
Smile you are being watched was developed under an interdisciplinary perspective, making use of philosofical, sociological and judicial grounds, in order to demonstrate, through a global and also a local analysis (taking into account the study about the implantation of Projeto Olho Vivo BH), that, as a consequence of the ever rising violence, which permeates our present-day society, the video-camera surveillance , in either public or private spaces, has been widely used as a necessary tool to ensure safety. However, the use of a video-monitoring policy either by the public authorities, or the private, casting their looks over the individuals, do not take into account the common risks of such a system as, for example, the consolidation of a society in permanent control of its citizens behavior, depriving them the use of privacy, freedom and spontaneity in the democratic interaction of these spaces. The present age of fear is still responsible for the alteration in the way people s living in urban centers, since the individuals start living in monitored and segregated areas or they start walking on streets and squares which are permanently watched by video-cameras. This time, the city walls, pictured through the concept of the modern panoptism, or even under the keen eyes of a score of Big Brothers, in order to justify a search for safety, reproduces the inequality, the isolation and the fragmentation, corroding the idea of citizenship and the free exercise of the fundamental right to privacy.
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48

Salih, Jaffar, and Keisha Bakosi. "Using smartphones and shared displays to connect and coordinate people in playful contexts." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22743.

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This paper explores the social aspects of a new kind of mobile games where players interact with each other in a shared physical space as well as in-game. As technology spreads throughout layers of culture and everyday life, and gaming becomes increasingly widespread, we see a future in social digital games through the use of smartphones, because of their prevalence and their technical versatility. This poses new challenges for designers. By using the context of music selection in semi-public to public situations and with the help of prototypes, we explore the problems of making selections and connections in large groups as well as delivering feedback. As a result of this project we arrive at elements such as participation, competition, scalability and the importance of social interactions between participants which can be used when designing systems in similar contexts.
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49

de, la Peña Astorga Gabriela. "Dinámicas de interacción en escenarios urbanos. Espacios públicos, privados y de transición en Barcelona, Austin y Saltillo." Doctoral thesis, Universitat de Barcelona, 2011. http://hdl.handle.net/10803/31828.

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Este trabajo de disertación doctoral tiene el objetivo de analizar la creación de las pautas de interacción socio-espacial en lugares públicos urbanos de tres sociedades contemporáneas: Barcelona, Austin y Saltillo. Para tal efecto, se eligió el tipo de espacio que apareciera en los tres contextos reconocido por sus usuarios, en mayor o menor medida, como lugar que tuviera las mismas características básicas: encuentro, descanso, ocio, convivencia o aislamiento de otros marcos privados. Tal lugar son las plazas. En Barcelona, el escenario de estudio fue la Placa de Catalunya y sus calles aledañas; en Austin fueron diversos escenarios del Centro de la Ciudad y principalmente, la explanada estudiantil de la Universidad de Texas en Austin; en Saltillo, el punto de observación y análisis se ubicó en la plaza vecinal de la Colonia Jardines de Valle. El proceso de elaboración de este documento es resultado de la metodología que se siguió para la recolección y el análisis de datos. Bajo el enfoque de la Teoría Fundamentada de Strauss y Corbin, del Interaccionismo Simbólico así como utilizando las herramientas propuestas por Lyn H. y John Lofland para el abordaje de los fenómenos urbanos en sus espacios públicos, este trabajo intenta desentrañar la lógica y las formas que explican la dinámica de la interacción pública urbana en las tres ciudades. Finalmente, en las conclusiones se presentan las variables que aparecen como constantes en la toma de decisiones de los usuarios de estos espacios así como las diferencias que, a partir del contexto económico, político y cultural de cada una de sus sociedades, generan en cada plaza y cada calle dinámicas particulares entre los grupos de usuarios en esa etapa espacio-temporal.
In this doctoral dissertation I intent to analyze the social interaction that takes place on urban public spaces located in three different societies: Barcelona, Austin and Saltillo. For such effect, I chose as scenario their most visited parks as well as the streets around these parks. This type of place appeared as a remarkable site for encounters, rest, leisure or to isolate from other private places. In Barcelona, I made fieldwork in Catalonia Square as well as in the streets around it. In Austin, I basically observed the Main Building Park at UT Austin. In Saltillo, I chose a small neighborhood park at Colonia Jardines de Valle. This work has been elaborated under the Strauss and Corbin approach on Grounded Theory as well as under Blumer’s Symbolic Interactionism. It also integrates research tools proposed by Lyn H. and John Lofland for the analysis of urban phenomena in its public spaces. Under this framework, I intent to present the logic and the forms that could explain the dynamics of public interaction in city parks. Conclusions are that some variables seem to be constantly in mind when users decide the strategies for approaching these places. Differences on uses and on symbolic interpretation in each urban park, seem to correspond to the actual socio-political context where they are placed.
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Klamt, Martin. "Verortete Normen : öffentliche Räume, Normen, Kontrolle und Verhalten /." Wiesbaden : VS, Verl. für Sozialwiss, 2007. http://www.gbv.de/dms/bs/toc/510123309.pdf.

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