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Journal articles on the topic 'Interactive public space'

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1

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

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

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

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

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

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

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

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

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

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

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Tang, Yu, Na Qi, and Ting Zhou. "Research on Interactive Design of Children’s Public Space based on VR Technology." IOP Conference Series: Materials Science and Engineering 573 (August 2, 2019): 012088. http://dx.doi.org/10.1088/1757-899x/573/1/012088.

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12

Brandão, Ana Luísa, and Pedro Brandão. "Public Space, Infrastructure, Landscape: an interdisciplinary matrix for urban spatial continuity." Journal of Public Space 2, no. 1 (May 1, 2017): 123. http://dx.doi.org/10.5204/jps.v2i1.55.

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<p>Spatial growth of cities corresponded to new theoretical and practical knowledge capacities with new kinds of urban infrastructures, new services organisation and new construction methods, of XIX and most of XX century’s industrial space production. The decline of those capacities and a “crisis” of modern models, followed by the still on-going post-industrial transition process of the past 50 years are translated in many different forms of spatial, social, economic and cultural organisation and diversity of emerging urban contexts. Contemporary processes seem to carry difficulties in understanding and conducting urban transformation in such diverse and changing context. What strategic elements can be used to interpret and act in such contexts?<br />In this paper we intend to show an interdisciplinary perspective of public space as part of strategic and theoretical principles recognised by several fields of urban knowledge and practice: we include the spatial continuity of the Commons in those structuring principles, as a notion of urban “publicness”. These new perspectives require a perception of public space that goes beyond traditional city references, to other peripheral or scattered urban areas, but maintaining its fundamental structuring role, as systemic and interactive reference for complex urban environments. Through a study on the specific case of the South Bank of Lisbon Metropolitan Area, we present a conceptual operative matrix, based on the hypothesis of strategic interaction between urban systems, aiming for its structuring potential for spatial continuity – public space, infrastructure and landscape.<br />Outputs of this study aim at a contribution to a more flexible and interactive structuring approach to urban design and planning, focused on interdisciplinary perspectives of public space production.</p>
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Strauss, Wolfgang, and Monika Fleischmann. "Artistic Practice as Construction and Cultivation of Knowledge Space." Leonardo 37, no. 2 (April 2004): 141–46. http://dx.doi.org/10.1162/0024094041139229.

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This article presents the netzspannung.org Internet platform, a media laboratory on the Internet that not only collects high-quality information on digital culture and media production but also interlinks this information, contextualizes it and makes it available on-line as a constantly expanding knowledge space that, like a library, can be explored by the public as an interactive installation and an educational space. In the broadest sense, the aim of this project is to visualize and semantically network information to create “knowledge spaces” that can be explored interactively and in real time and that are accessible to the user through play. Technologies, online tools and intuitive interfaces are being developed that support communication between the digital and physical spaces and investigate new forms of knowledge acquisition as “knowledge-based arts.”
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Steger, Antonia. "Aneinander-Vorbeigehen – Eine Interaktionsanalyse flüchtiger urbaner Begegnungen." Zeitschrift für germanistische Linguistik 47, no. 2 (August 1, 2019): 313–36. http://dx.doi.org/10.1515/zgl-2019-0014.

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Abstract Public space can be understood as a place where strangers encounter each other in certain ways. This has been the common conceptual understanding of the public sphere in sociology and urban studies since Georg Simmel (cf. works by Jane Jacobs, William H. Whyte, Hans Paul Bahrdt, Jan Gehl, Richard Sennett, and many more). However, this understanding of public space often centers around unclear notions of how these encounters are interactively structured. So far, research on this topic has mainly addressed what Goffman termed focused interactions, such as talks between strangers in public. His notion of unfocused interactions, for fleeting encounters, has yet to receive adequate academic attention. Thus, the aim of this article is to engage in an in-depth empirical study of fleeting encounters in public places by drawing on three examples of people passing each other along city streets. Based on video recordings, the multimodal interaction analysis shows that when people pass each other they engage in interactional processes expressed through bodily dimensions, which carry specific social implications. Gaze, along with other visually accessible bodily behaviors, is the most important interactive resource people use to make themselves accountable for passing strangers without making contact. The analysis suggests that through passing each other, strangers generate specific kinds of interactive relations that are typical within the public sphere. Fleeting encounters thus prove to be highly structured, interactively achieved processes through which strangers establish their situated relations in a way that allows them to remain as separate interactional units.
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Yahaya, M. M., and A. Abdullahi. "Integrating information and communication technology (ICT) in social interaction spaces of proposed public library Gwagwalada, Abuja- Nigeria." Bayero Journal of Pure and Applied Sciences 14, no. 1 (December 21, 2021): 221–29. http://dx.doi.org/10.4314/bajopas.v14i1.26.

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This work focuses on preference of Public Library users on information and communication technology (ICT) facilities that matches user social activities in the library. It also proffers means of integrating such factors in social interaction spaces of proposed Public library Gwagwalada, Abuja to enhance user experience and meet the digital age. Libraries began incorporating ICT facilities since the advent of technology but without considering the facilities that matches user activity in such spaces. The analysis is based on data collected through observation and questionnaire survey addressed to users and staff of three public libraries and analyzed using SPSS and Microsoft Excel analytical software. The results show that Group Creative Collaborative space is more preferred by users while very few users prefer Small Group Collaborative space. Responses indicate that users prefer group studies to interact. Also “Between Individual and Individual spaces”, majority of public library users prefer Internet Facilities which appears to have mean of (3.8371) while very few prefer Video Conferencing with mean of (2.8708). It also reveals that, in “Between Group and Group space” majority of public library users prefer Mailing List with mean of (3.7247) while very few users prefer Video Conferencing with mean of (3.0955) and “Between Group and Object space” majority of the users prefer Digitalized Library Structure with mean 0f (3.6180) while very few users prefer interactive floor (iFloor) with mean of (3.1292).In conclusion ICT has high potential for encouraging social interaction, in public spaces, thus connecting the society and provides access points to information and supports education. The study revealed the current situation on the issues investigated which can be relied on in future studies or decision making. Essentially, the study produced findings that researchers can apply or validate subsequent similar researches.
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Panjaitan, Irwin, and Moh Prasetiyo. "Singosaren As Interactive Space In Kotagede Tourism Destination." SHS Web of Conferences 41 (2018): 04008. http://dx.doi.org/10.1051/shsconf/20184104008.

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The development of the area for tourism purposes should have good sensitivity related to the product to consumption aspects, where the interaction between the local community is seen as the supply (insider) produce the products, which can then be consumed by the visitor as demand (outsider). Such sensitivity can be seen in the space between the private realm and the public sphere called the interface space. Development of the area for tourism, will enhance the touristsaccessibility in exploring its uniqueness as a tourist attraction. Accessible tourist attractions can improve the degree of permeability, which can also affect the degree of privacy of local communities. Singosaren as an area that will be designed as part of the united Kotagede tourist destinations, Yogyakarta, should consider the influence of tourism activities on a daily basis of the community. Permeability study in the area with mapping method, is expected to connect local potency to the circulation pattern in the interface, by finding the street corridor that needs to be anticipated, to maintain the sustainability of tourism activities in Singosaren area.
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Shen, Danni, Herui Guo, Linghui Yu, Jie Ying, Jie Shen, Shuchen Ying, Defu Bao, and Ying Wang. "Sound Design of Guqin Culture: Interactive Art Promotes the Sustainable Development of Traditional Culture." Sustainability 14, no. 4 (February 18, 2022): 2356. http://dx.doi.org/10.3390/su14042356.

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Culture, as an intangible piece of heritage, is one of the priorities of sustainable conservation. With the rapid modernization of science and technology, traditional culture that is expressed in the form of sound is facing prominent problems related to inheritance and development. Thinking about how to integrate traditional culture into the daily life of the public is an important way of solving sustainability problems related to traditional culture. This study took Guqin culture as its research object, explored the possibility of using sound as an interactive medium, and considered how to present traditional culture to the public in public space to broaden the inheritance and development mode of Guqin culture. Therefore, this study proposes a public Sound Interaction Design Model oriented to sound and presents a public sound-interactive installation with different levels based on the model. The feasibility of the model is verified through an interactive design evaluation method, and the role of the model in sustainable cultural development is discussed.
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Zhang, Huixin. "Research on Component Elements and Interaction of Environmental Ceramic Works Facing Public Art Category." Tobacco Regulatory Science 7, no. 5 (September 30, 2021): 4547–57. http://dx.doi.org/10.18001/trs.7.5.2.21.

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Objectives: With the development of modern ceramic art and public art, environmental ceramic art, as a new form of public art, has appeared in many fields of public space. Methods: Environmental ceramic art also has a close interactive relationship with urban culture and is the value embodiment of urban culture. This article will study the composition and interaction of environmental ceramic art works facing the public art category. Results: Research shows that environmental ceramic art adds dazzling highlights to public art with its special artistic language and performance connotation. Public art also expands the development space due to the involvement of environmental ceramic art. Conclusion: Today, when public art has become the symbol of modern civilization, the environmental ceramics, which is based on modern ceramic art murals and ceramic sculptures, is applied to the environmental space of modern architecture, bringing a unique artistic feeling to modern public art.
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Jiang, Xu, Feng Wang, and Ziwen Jiang. "Study on the Path of Continuous Participation of Digital Art in Public Space in 6G IoT Communication." Wireless Communications and Mobile Computing 2022 (July 21, 2022): 1–12. http://dx.doi.org/10.1155/2022/1109922.

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With the intervention of digital art in recent years, the quality and vitality of urban public space have been greatly enhanced. However, with the wide application of digital art and the gradual maturity of communication technology, especially in the upcoming 6G era, the application scenario of digital art will be an extension of the “line” to “surface” and then to “body.” Digital art design is no longer a single surface or a single dimension, but a comprehensive design in terms of the breadth and depth of information; the network and the user are seen as a unified body, and the user’s needs will be deeply explored and realized. With the most cutting-edge means of communication, artificial intelligence, and big data, these technologies and art merge to create a new way to appreciate art. To this end, digital art will also be in this artificial intelligence and human intelligence in a harmonious symbiosis of the environment in the depth of the user’s needs and the formation of a new dimension of interaction. Based on the “five-in-one” theory, the study introduces media literacy, technology acceptance model, and user experience theory as influencing factors and explores the influence of emotional experience, interaction experience, sensory experience, perceived usefulness, perceived ease of use, and media literacy on users’ willingness to continuously participate through qualitative comparative analysis. The results of the study show that there are three paths that influence users’ willingness to continuously engage, namely, affective experience ∗ interactive experience ∗ sensory experience ∗ perceived usefulness ∗ perceived ease of use; affective experience ∗ interactive experience ∗ perceived usefulness ∗ perceived ease of use ∗ perceived entertainment ∗ medium literacy, and ~ affective experience ∗ interactive experience ∗ sensory experience ∗ ~perceived ease of use ∗ perceived usefulness ∗ medium literacy. The paths suggest that users’ willingness to sustain participation is influenced by a variety of factors, among which interactive experience and perceived usefulness are essential factors affecting the users’ willingness to participate. User participation is an important manifestation of the vitality of urban public space, and the analysis of the factors influencing users’ willingness to sustain participation provides theoretical guidance for the design and application of digital art in the upcoming Internet of everything space.
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Irwin, Irwin, and Doddy Yuono. "PENERAPAN TIPOLOGI PASAR, ARSITEKTUR DAN PERILAKU GENERASI Z PADA PERANCANGAN PASAR MASA DEPAN DI GONDANGDIA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 3, no. 1 (May 30, 2021): 995. http://dx.doi.org/10.24912/stupa.v3i1.10788.

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The pandemic caused by the corona virus has changed the lifestyle of humans, both directly and indirectly, especially generation Z in Jakarta. The way humans meet their primary needs also changes over time. Many of generation Z decide to shop online to meet their individual needs. Generation Z defines balance as one of the things that is seen in living life, including meeting their needs and interacting with others. The Future Market in Gondangdia exists as a forum that provides space for buying and selling transactions to be more interactive, creative, flexible, and in accordance with health protocols. Through dis-programming, combining creative buying and selling programs and public space as one unit in a design is one of the methods used in designing architectural programs. The combination of the two programs creates an equal space with alternate uses depending on time. The emerging market typology method and its relation to Z generation architecture and behavior become a design strategy in designing. This provides an innovative and interactive buying and selling space according to the needs of generation Z. Keywords: Buy and sell spaces; Public spaces; Future markets; Generation Z; Buy and sell; Dis-programming AbstrakPandemi yang disebabkan oleh virus korona telah mengubah gaya hidup manusia, baik secara langsung maupun tidak langsung, khususnya generasi Z di Jakarta. Cara manusia dalam memenuhi kebutuhan primernya pun berubah seiring berjalannya waktu. Banyak dari generasi Z memutuskan untuk berbelanja online untuk memenuhi kebutuhannya masing-masing. Generasi Z mendefinisikan keseimbangan sebagai salah satu hal yang dilihat dalam menjalani kehiduoan termasuk dalam memenuhi kebutuhannya dan berinteraksi dengan sesamanya. Melalui dis-programming memadukan program jual beli kreatif dan ruang publik sebagai satu kesatuan di dalam sebuah desain merupakan salah satu metodw yang digunakan dalam perancangan program arsitektur. Perpaduan kedua program tersebut menciptakan sebuah ruang yang sama dengan penggunaanya bergantian tergantung oleh waktu. Metode tipologi pasar yang berkembang dan kaitannya dengan arsitektur dan perilaku generasi Z menjadi strategi desain dalam merancang. Hal ini memberikan ruang jual beli yang inovatif dan interaktif sesuai dengan kebutuhan generasi Z.
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Conlon, Juliet. "From the Back of the Eyelids: Public and Private Space in an Interactive Installation." Leonardo 32, no. 5 (October 1999): 379–82. http://dx.doi.org/10.1162/002409499553604.

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The author describes how her recent installation work combines video, velvet, and interactivity into an opportunity for intimate navigation over the skin of a composite body. She discusses how the installation engages the senses using touchscreens, virtual projectors, and the human form to contrast private space with public space.
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Sharkov, F. I., and N. V. Kirillina. "Dichotomy of the Personal and the Public in Virtual Communities." Communicology 10, no. 4 (December 30, 2022): 23–33. http://dx.doi.org/10.21453/2311-3065-2022-10-4-23-33.

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The paper is dedicated to the characteristics of online communities in the virtual space. The study is based on the review of manuscripts on social interactions within online and offline communities in social reading of this term, and represents the key characteristics, similarities and differences of interaction in such communities. The analysis of sources suggests that online and real (offline) communities are largely similar in their features, and that virtual communities as self-organizing networks of interactive interaction, like real social communities, are formed on the basis of the common interests and goals of their participants. Real and virtual communities are located in the same social space, virtual communities take on some characteristics of traditional ones, and vice versa. The possibility of supplementing or replacing spatial connections in real communities with virtual interaction forms the socalled convergent communities. Like virtual ones, they are characterized by a high emotional involvement of community members in the communication process, but at the same time, they lose some of the properties traditionally inherent in communities due to a single territory, history, culture, and have a high potential to form a modified, virtual environment of interaction.
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Eun, Ji Soon and KyungSook Nam. "Trends of Studies on the Analysis about Use of Interactive Media in Road Space of Urban Public Space." Journal of Digital Design 12, no. 2 (April 2012): 211–20. http://dx.doi.org/10.17280/jdd.2012.12.2.020.

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Bravo, Luisa, and Valerio Francia. "We the people, We the public space. An interactive exhibition at the 9th World Urban Forum." Journal of Public Space 3, no. 1 (April 30, 2018): 153–62. http://dx.doi.org/10.5204/jps.v3i1.325.

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At the Ninth session of the World Urban Forum, convened by UN-Habitat, the United Nations Human Settlements Programme, held on 7-13 February 2018 in Kuala Lumpur, Malaysia, City Space Architecture was selected to be part of the event as an exhibitor: it was included in the exhibition area, held at the main venue of the Forum, the Kuala Lumpur Convention Centre, besides the Petronas Towers, as the only Italian exhibitor, together with 200 selected exhibitors from 50 countries.The exhibition space hosted the exhibition ‘We the people, We the public space’: recalling the well-known United Nations’ campaign ‘We the people’ for the Global Goals[1] launched in 2015, the exhibition was intended to stress the concept that people and public space, intended as the space for democracy, social justice and equity, are strongly intertwined, so that talking about people is the same thing as talking about public space. The UN commitment ‘Leaving no one behind’[2] (United Nations, 2016 and 2017) for inclusive development is strictly related to people and therefore to public space: it is a demand for country leaders to prioritise the needs of those most marginalised and disadvantaged, facing poverty and discrimination, so that the goals for sustainable development are delivered by 2030[3]. [1] https://www.un.org/sustainabledevelopment/blog/2015/09/we-the-people-for-the-global-goals/ [2] https://unstats.un.org/sdgs/report/2016/leaving-no-one-behind [3] https://action4sd.org/leavenoonebehind/
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Srinivasan, Sharath, and Stephanie Diepeveen. "The Power of the “Audience-Public”: Interactive Radio in Africa." International Journal of Press/Politics 23, no. 3 (June 5, 2018): 389–412. http://dx.doi.org/10.1177/1940161218779175.

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Scholars of media and politics mostly recognise that audiences and publics are constructed, but fall short of explaining precisely how their indeterminate and imagined nature can be the basis of their political significance. Interactive broadcast media provides a valuable empirical lens for inquiring into why this may be case. The convergence of newer digital communication technologies with more established radio and television broadcasts is shifting opportunities for news media to affect citizen-state relations. These possibilities are pronounced on the African continent, where mobile telephony and increasingly plural media landscapes have given rise to popular and widespread interactive talk shows. The involvement of audience voices alters the nature of the media space where political communication happens. Through a comparative study of interactive shows in Zambia and Kenya, this article interrogates what audience participation means for the political nature and possibilities of the interactive radio and TV broadcast. Ict shows how the indeterminate audience is the basis for competing ideas about power, authority, and citizenship among the different participants in the show, including politicians, media professionals, and audience members. The power of the “audience-public,” brought into being through the interactive broadcast, it is argued, arises from in-between these participants in public discussion, who each invest in multiple and competing imaginaries of the elusive audience in pursuit of diverse ends.
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Scurati, Giulia Wally, Siyuan Huang, Siyu Wu, Tengfei Chen, Yueyao Zhang, Serena Graziosi, Francesco Ferrise, and Monica Bordegoni. "Multisensory Nudging: A Design Intervention for Sustainable Hand-Washing Behavior in Public Space." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 3341–50. http://dx.doi.org/10.1017/dsi.2019.341.

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AbstractThe scarce availability of water in highly populated cities is about to become a social problem. While the water service companies work on improving the distribution network in order to reduce losses, it is evident that one of the main problems is due to an excess of use of this resource by users. This consumption is relatively controlled when excessive consumption is clearly associated, in the consumer mind, with high costs. However, when users are in public places they tend to consume water because of a loss of correlation with costs. In this paper, we describe the design of a device to be installed in public environments, which aims to reduce the consumption of water. The device measures in real time the flow of water and sends the user visual and sound information trying to create a link between consumption and costs. The device has been installed in a university campus bathroom and has been tested. Test results show a reduction in water consumption, especially in the interactive prototype approach compared to the conventional treatment. Further modifications for future development of the interactive device is also discussed.
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Huang, Bin Wen, and Jie Yu Li. "A Teaching Resources Platform Based on Cloud Computing Technology." Applied Mechanics and Materials 687-691 (November 2014): 3074–77. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.3074.

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This paper gives a teaching resources platform that is a comprehensive feature rich, convenient use, strong interactivity based on cloud computing technology. Platform includes various cloud functions and cloud spaces such as identity authentication function, single sign-on function, resources upload/download function, resources collection function, resource integration function, instant communication function, teacher resource cloud space, student resources cloud space, theme resources cloud space, department resources cloud space and schools resources cloud space. Compared with available technology, we can build an no capacity constraints cloud platform for storage and sharing of teaching resources based on the cloud computing technology, this teaching resources cloud platform is an open, interactive public service platform of educational resources.
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Ouyang, Yi, Xiaomei Cai, Jie Li, and Quan Gao. "Investigating the “Embodied Spaces of Health” in Marathon Running: The Roles of Embodiment, Wearable Technology, and Affective Atmospheres." International Journal of Environmental Research and Public Health 19, no. 1 (December 21, 2021): 43. http://dx.doi.org/10.3390/ijerph19010043.

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This paper examines how spaces of health are produced through embodied and affective practices in marathon running in China. While the social-cultural effects of distance running have gained increasing attention among public health scholars and policymakers, there has been little effort paid to the spatiality of running and its contributions to producing healthy spaces for the general public. This paper therefore fills the lacuna through a qualitative study that was conducted with 29 amateur marathon runners in China. Drawing on the Gioia Methodology in coding and analyzing qualitative data, we highlight the interactive effects of body, wearable technology, and affective atmospheres in producing what we call “embodied space of health.” We suggest that the embodied space of health is not simply the bodily experience per se but rather a relational space constituted through the co-production of body, non-human objects, and space/place. It is through these relational spaces that the effects of health and well-being (e.g., self-exploration and therapeutic feelings) emerge in marathon.
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Donmez, Ataberk, Ahmet Sureyya Rifaioglu, Aybar Acar, Tunca Doğan, Rengul Cetin-Atalay, and Volkan Atalay. "iBioProVis: interactive visualization and analysis of compound bioactivity space." Bioinformatics 36, no. 14 (May 14, 2020): 4227–30. http://dx.doi.org/10.1093/bioinformatics/btaa496.

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Abstract Summary iBioProVis is an interactive tool for visual analysis of the compound bioactivity space in the context of target proteins, drugs and drug candidate compounds. iBioProVis tool takes target protein identifiers and, optionally, compound SMILES as input, and uses the state-of-the-art non-linear dimensionality reduction method t-Distributed Stochastic Neighbor Embedding (t-SNE) to plot the distribution of compounds embedded in a 2D map, based on the similarity of structural properties of compounds and in the context of compounds’ cognate targets. Similar compounds, which are embedded to proximate points on the 2D map, may bind the same or similar target proteins. Thus, iBioProVis can be used to easily observe the structural distribution of one or two target proteins’ known ligands on the 2D compound space, and to infer new binders to the same protein, or to infer new potential target(s) for a compound of interest, based on this distribution. Principal component analysis (PCA) projection of the input compounds is also provided, Hence the user can interactively observe the same compound or a group of selected compounds which is projected by both PCA and embedded by t-SNE. iBioProVis also provides detailed information about drugs and drug candidate compounds through cross-references to widely used and well-known databases, in the form of linked table views. Two use-case studies were demonstrated, one being on angiotensin-converting enzyme 2 (ACE2) protein which is Severe Acute Respiratory Syndrome Coronavirus 2 (SARS-CoV-2) Spike protein receptor. ACE2 binding compounds and seven antiviral drugs were closely embedded in which two of them have been under clinical trial for Coronavirus disease 19 (COVID-19). Availability and implementation iBioProVis and its carefully filtered dataset are available at https://ibpv.kansil.org/ for public use. Contact vatalay@metu.edu.tr Supplementary information Supplementary data are available at Bioinformatics online.
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Budge, Kylie. "Visitors in immersive museum spaces and Instagram: self, place-making, and play." Journal of Public Space, Vol. 3 n. 3 | 2018 | FULL ISSUE (December 31, 2018): 121–38. http://dx.doi.org/10.32891/jps.v3i3.534.

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Visitors to museums are increasingly drawn to posting images online that document and reflect their experience. Instagram, as a social media platform, has a proliferating presence in this context. Do different kinds of public spaces within the museum motivate people to share particular types of posts? What kind of posts do visitors generate from digitally immersive spaces with an interactive focus? These questions were unpacked through an exploration of data generated from a digitally immersive, interactive public space – the Immersion Room at the Cooper Hewitt, Smithsonian Design Museum in New York. Findings indicate that constructs of self, place-making, and play constitute critical components of what occurs, and these aspects are amplified in immersive spaces leaving digital traces within social media. I argue that the intersection of immersive digital environments and visual social media platforms such as Instagram offer a moment to play with and subtlety reconstruct the self with place being a significant contextual frame for this activity. Implications extend and challenge perceptions and the role of both museums as public spaces and the ways in which visual forms of social media intersect with spaces and the people who use them.
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Li, Xiaoxia, Xi Deng, and Hongfei Xu. "Interactive Cultural Communication Effect in VR Space of Intelligent Mobile Communication Network." Wireless Communications and Mobile Computing 2022 (February 25, 2022): 1–11. http://dx.doi.org/10.1155/2022/9689272.

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Virtual reality technology can provide more display techniques to realize the interactive design of multiexhibition area of red humanities and natural resources. First of all, through the three-dimensional interactive display of cultural relics and scene reproduction of historical events, visitors can enjoy the unrestrained and immersive appreciation, make up for people’s lack of understanding of history, and let tourists personally feel the difficulties and hardships in the development of Chinese revolutionary history. Second, the digital method also provides for the pavilion and the scenic spot design personnel more creative method; dynamic scene reappearance interaction design based on virtual reality technology to promote education, protection of cultural relic collection and utilization, academic research, and the industrial development and multidimensional public welfare publicity results is blended in among them, through the panoramic, immersive, and interactive display technique, such as multilevel multiway spread red brigade culture. Virtual reality constantly imitates the real-life environment, and the application of perception sensing equipment has perception. This new technology requires us to continue to explore and research it. Virtual reality technology is a very cutting-edge subject and research field, which is very challenging. The communication form of culture has also been constantly evolving. Virtual reality technology (VR) has changed the way of traditional culture appreciation through the transmission of visual information, bringing people a new aesthetic enjoyment. Mainstream media is used to mobilize the red cultural heritage protection and scholars at home and abroad, to explore the application of virtual reality in the red culture tourist attraction planning, and to explore virtual reality applications in red open spot virtual roaming: exploration of virtual reality in the application of historical and cultural sites to red tourism management and exploration of virtual reality in the brand historical and cultural sites in the application of the travel marketing, to build an intelligent mobile communication network communication platform and broaden the new path of inheritance and protection. On the basis of studying the communication effect of traditional culture, this paper studies the possible communication effect of symphony orchestra under the new technology format under the framework of communication studies. It also analyzes and explores various factors such as the practical value, difficulty, civilized prestige, adaptability, and resistance to adversity of the culture in cultural communication and compares the methods of cultural communication. By developing a virtual instrument placed in the sphere of virtual reality space, the traditional symphony orchestra can be transformed into an interactive culture communication in virtual reality space. In this communication design, users can define their own instruments to play interactive culture communication, change the position of the instrument on the sphere interactively, and even change the sound effect of the symphony interactively by rotating or adjusting the size of the sphere, so as to achieve the best communication effect of the symphony.
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Maspoli, Rossella. "Outdoor Collaborative and Creative Space Renewal in a Smart City." Advanced Engineering Forum 11 (June 2014): 27–34. http://dx.doi.org/10.4028/www.scientific.net/aef.11.27.

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The paper analyzes the urban transformation and the development of criteria for the conception and design of outdoor urban space, in the smart city context. In the regeneration of peripheral historical and postindustrial neighborhoods, interactive storytelling and cultural mediation forcollaborative placemakingof public sites can generate not only art and culture - in accordance with the enhancement of historical memory and to the rediscovery of local identity - but also opportunities for redevelopment. The research evaluates case studies and explores the potential of innovative micro-community aggregation through the social media interaction, the analysis of use and performance requirements for public space and the experimentation offrom the bottomconstruction of new services and equipment through an interdisciplinary collaborative network. The network promises constituted by citizens, community facilitators, professional experts, young in training creative and local artisan entrepreneurs. The collaborative placemaking focuses on the design and construction of eco-friendly and recycling equipment and on the sharing services for the use of marginal outdoor spaces and the re-use of abandoned spaces on the ground floor of buildings. The plan of operations research is to establish acreative supply chain, from the development of a web platform for sharing spatial data and a "map of the community" to the construction of hybrid places - real and digital - through processes of traditional handcrafts such as digital fabrication, to improve the quality of living, the leisure and the health.
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Young, John P. "Networked music: bridging real and virtual space." Organised Sound 6, no. 2 (August 2001): 107–10. http://dx.doi.org/10.1017/s1355771801002059.

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This paper describes an exploration of utilising the World Wide Web for interactive music. The origin of this investigation was the intermedia work Telemusic #1, by Randall Packer, which combined live performers with live public participation via the Web. During the event, visitors to the site navigated through a virtual interface, and while manipulating elements, projected their actions in the form of triggered sounds into the physical space. Simultaneously, the live audio performance was streamed back out to the Internet participants. Thus, anyone could take part in the collective realisation of the work and hear the musical results in real time. The underlying technology is, to our knowledge, the first standards-based implementation linking the Web with Cycling '74 MAX. Using only ECMAScript/JavaScript, Java, and the OTUDP external from UC Berkeley CNMAT, virtually any conceivable interaction with a Web page can send data to a MAX patch for processing. The code can also be readily adapted to work with Pd, jMAX and other network-enabled applications.
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Osler, Patricia. "Walking with and in-between: Interrogating tensions in a public garden space." International Journal of Education Through Art 17, no. 1 (March 1, 2021): 153–62. http://dx.doi.org/10.1386/eta_00055_1.

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An embodied becoming-with of artist, visitor and curator forms intriguing tensions at the Jardins de Métis (Reford Gardens) in Quebec, Canada. Collecting the resonant material, human, non-human and more-than-human frequencies in both a heritage setting and an international festival of landscape design, my research emerged intuitively. Frequent event-encounters coalesced into two audiowalks, amplifying psychogeographic tensions within the multiple narratives of the environment. A new project is unfolding in these gardens in collaboration with the Montreal Museum of Fine Art’s Innovation Lab, incubating a design for an interactive multisensory interface. Through walking as event-experience, a layered assemblage of site images and agential intra-actions queries the multiple tensions at play.
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Szell, Michael. "Crowdsourced Quantification and Visualization of Urban Mobility Space Inequality." Urban Planning 3, no. 1 (March 29, 2018): 1–20. http://dx.doi.org/10.17645/up.v3i1.1209.

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Most cities are car-centric, allocating a privileged amount of urban space to cars at the expense of sustainable mobility like cycling. Simultaneously, privately owned vehicles are vastly underused, wasting valuable opportunities for accommodating more people in a livable urban environment by occupying spacious parking areas. Since a data-driven quantification and visualization of such urban mobility space inequality is lacking, here we explore how crowdsourced data can help to advance its understanding. In particular, we describe how the open-source online platform What the Street!? uses massive user-generated data from OpenStreetMap for the interactive exploration of city-wide mobility spaces. Using polygon packing and graph algorithms, the platform rearranges all parking and mobility spaces of cars, rails, and bicycles of a city to be directly comparable, making mobility space inequality accessible to a broad public. This crowdsourced method confirms a prevalent imbalance between modal share and space allocation in 23 cities worldwide, typically discriminating bicycles. Analyzing the guesses of the platform’s visitors about mobility space distributions, we find that this discrimination is consistently underestimated in the public opinion. Finally, we discuss a visualized scenario in which extensive parking areas are regained through fleets of shared, autonomous vehicles. We outline how such accessible visualization platforms can facilitate urban planners and policy makers to reclaim road and parking space for pushing forward sustainable transport solutions.
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WHALLEY, IAN. "PIWeCS: enhancing human/machine agency in an interactive composition system." Organised Sound 9, no. 2 (August 2004): 167–74. http://dx.doi.org/10.1017/s135577180400024x.

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This paper focuses on the infrastructure and aesthetic approach used in PIWeCS: a Public Space Interactive Web-based Composition System. The concern was to increase the sense of dialogue between human and machine agency in an interactive work by adapting Paine's (2002) notion of a conversational model of interaction as a ‘complex system’. The machine implementation of PIWeCS is achieved through integrating intelligent agent programming with MAX/MSP. Human input is through a web infrastructure. The conversation is initiated and continued by participants through arrangements and composition based on short performed samples of traditional New Zealand Maori instruments. The system allows the extension of a composition through the electroacoustic manipulation of the source material.
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Shi, Mengmeng, and Yousheng Li. "Application of Graphics and Color Language in the Public Space of Modern Cites." MATEC Web of Conferences 175 (2018): 04035. http://dx.doi.org/10.1051/matecconf/201817504035.

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It aims to explore the experience design application of graphics and color language in the modern urban public space.We concretely analyzed the response of the graph language and the public space, the resonance of color language and human's emotion,and the visual elements integrated into public space with people's coordination on a basis of experience from the daily life of modern urbanization with the crowd in close contact with the public space.We made a joint analysis of the link response with object perception experience in the public space between graphics and color language, and proposes relevant design and application rules.The rational design and application of graphic and color language in public space is an effective measure for people‘s behaviors that introduction of interactive and awakening of participation consciousness in space.Visual stimulation can effectively stimulate people 's emotional perception of square experience, and help to build a place which is oriented and identified with by the subject to meet the demands of the subject to create a beautiful experience and belonging in the urban public space.
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Marnoto, Vanda, Gonçalo G. Pereira, Sara Fragoso, Ana Faria, Sandra Soares, Florbela Elias, Rita Santos, et al. "Effects of dogs’ visits to a public exhibition." Pet Behaviour Science, no. 12 (April 22, 2022): 11–30. http://dx.doi.org/10.21071/pbs.vi12.14035.

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Outdoor activities with dogs are known to be physically and mentally beneficial to them and their owners, but less is known about their circulation in public spaces. This study aimed to understand the effects of dog-owner dyad’s visits to an interactive exhibition on the dogs’ behaviour and the perceptions of owners, visitors, and staff. 38 dog-owner dyads were studied in four rooms (Angry Birds, Dòing, Explora and Access) over eight periods of 90 minutes during which animals’ behaviour was sampled, and questionnaires were filled out by owners, visitors, and staff. Results showed that a very high percentage of owners and more than half of the visitors and staff acknowledged benefits for dyads, with a great majority not feeling disturbed by the presence of the dogs. Only 6% of visitors mentioned less tolerance to dogs in this space, exclusively associated with their own beliefs and apprehensions. Dogs’ behaviour was characterised by 44% of the time in managing surrounding stimuli (stress management), 28% in neutral behaviour, 27% in interactions with humans, dogs, and the environment, and merely 1% in the expression of avoid/fear specific patterns. Training promoted more displaced activities and interaction with owners in less favourable contexts for possible control, coordination, and reassurance. As expected, dogs’ behaviour varied with rooms, showing higher reactivity in the more dynamic one (Angry Birds). Calm and well-managed dogs’ behaviour is likely to have promoted the perception of non-disturbance by other people. In conclusion, well-behaved dogs may visit public spaces promoting a higher quality of dog-human interactions.
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Anggara, Satya, and Herdito Sandi Pratama. "MASYARAKAT JEJARING, MEDIA SOSIAL, DAN TRANSFORMASI RUANG PUBLIK: REFLEKSI TERHADAP FENOMENA ARAB SPRING DAN “TEMAN AHOK”." Paradigma: Jurnal Kajian Budaya 9, no. 3 (December 31, 2019): 287. http://dx.doi.org/10.17510/paradigma.v9i3.241.

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The information technology revolution has produced a network society that Manuel Castells characterizes as<em> space of flows</em> and <em>timeless time</em>. Network logic is inclusive to various dimensions of human life and is exclusive to those who are not involved in the network. In a network society the public sphere is expanding, dynamic and increasingly interactive due to the Internet mediation. The transformation of public space also spreads political power amongst the public. An example is the birth of various volunteer groups that have extensive networks in a short time without face-to-face processes. There have also been various attempts to embrace as many groups as possible as reflected in the change of campaign strategy and regeneration by political parties. In addition, the democratization in the Arab countries (<em>Arab Spring</em>) was possibly happened due to the transmission of information and public consolidation which was facilitated by information and communication technology (ICT), specifically social media. The questions are, how far is the role of social media as a forum for political interaction in the network and what kind of interaction that will be formed? This article uses a qualitative approach that contains analytical description that will reflect the transformation of public space in a network society, particularly on how the democratization faces opportunities as well as challenges in its process and the role of social media in the new political interaction. Focusing on Castells’ theory of network society, this article shows that the transformation of public space at the political level has led to an existential crisis that engulfed most of political actors at this time.
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Papastergiadis, Nikos, Scott McQuire, Xin Gu, Amelia Barikin, Ross Gibson, Audrey Yue, Sun Jung, Cecelia Cmielewski, Soh Yeong Roh, and Matt Jones. "Mega Screens for Mega Cities." Theory, Culture & Society 30, no. 7-8 (October 18, 2013): 325–41. http://dx.doi.org/10.1177/0263276413503691.

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This article considers how networked large urban screens can act as a platform for the creation of an experimental transnational public sphere. It takes as a case study a specific Australia-Korea cultural event that linked large screens in Federation Square, Melbourne, and Tomorrow City, Incheon, 1 through the presentation of SMS-based interactive media art works. The article combines theoretical analyses of global citizenship, mobility, digital technologies, and networked public space with empirical analyses of audience response research data collected during the screen event. The central argument is that large public screens can offer a strategic site for examining transformations in the constitution of public agency in a digitized, globalized environment. The idea of ‘aesthetic cosmopolitanism’ is finally proposed as a conceptual framework for understanding how new forms of transnational public agency in mediated public spaces might operate.
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Anderson, Sven. "Microsound in public space: compositional methods to enhance site-specific sound." Organised Sound 13, no. 1 (February 29, 2008): 51–60. http://dx.doi.org/10.1017/s1355771808000071.

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AbstractThis article documents the resolution of a problem encountered during the design of a semi-permanent interactive sound and video installation currently being installed at a tram station located in Dublin, Ireland. This artwork generates video and multi-channel sound output in real time, responding to changes in traffic patterns on an adjacent street. While the visuals are composed from pre-recorded content, the sound environment explores the use of site-specific sound within public urban space by sampling and processing sounds that occur naturally in and around the station. Regulations involving the artwork's volume resulted in the sound output being reduced to a level at which it was too subtle to be noticed amidst the busy activity of the station. It was therefore necessary to strengthen the artwork's aural presence without interfering with the subtleties of the site-specific sound environment. A dynamic field of sine tones and rhythmic glitches was composed to augment the more subtle sounds of the installation. This juxtaposition of site-specific sound with compositional structures associated with the popular musical genre known as microsound proved to be effective, calling attention to the mediated sound environment even at low volume levels and balancing the artwork's presence with the other functions of the site.
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Lopes, Miguel, and Fernando Alves. "Digital Tools to Foster Inclusiveness: Porto’s System of Accessible Itineraries." Sustainability 13, no. 11 (May 22, 2021): 5840. http://dx.doi.org/10.3390/su13115840.

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The recognition, by public authorities, of the shared nature of urban places and the extent and variety of disabling conditions associated with the emergence of phenomena of social exclusion and a steadily ageing population has motivated the creation of new legislation and strategic tools under the umbrella of inclusive design and accessibility for all. This study aims to show how the use of a new interactive accessibility instrument—the System of Accessible Itineraries (SIA)—can help decision-makers, municipality services and citizens to develop pedestrian-friendly networks in their cities. An in loco analysis of the main features, weaknesses, and potential of public spaces was undertaken within a selected survey area in the city of Porto, with the aim of improving the inclusiveness of public spaces. The integration of several concerns and regulations, pertaining to inclusiveness in the design of public spaces, into an easy-to-understand summary specific to this territory constitutes an important first step towards changing the existing paradigm. Apart from the inherent advantages to citizens with reduced mobility, the SIA also has the ability to inform urban planners concerning areas in need of intervention, prioritizing the execution of corrective actions within the public space. Additionally, due to the morphological similarity of the consolidated urban fabric of most Portuguese and European cities, the adopted interactive framework also reveals a considerable potential for comprehensive replication in many city centres, reducing the physical barriers, in a more integrative land strategy.
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Garalyte, Kristina. "Dalit Counterpublic and Social Space on Indian Campuses." CASTE / A Global Journal on Social Exclusion 1, no. 2 (October 31, 2020): 135–56. http://dx.doi.org/10.26812/caste.v1i2.198.

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This article discusses three different university campuses in India and their political and social environments with a particular focus on Dalit student activism from March to June, 2013 and from January to March, 2014 when this ethnographic research was conducted. It questions what place the Dalit student activism, constituting the “counter public” (Fraser, 1990), occupied on the university campuses; how Dalit student activists interacted with other political groups on the campuses; what characteristic features the Dalit student activism had at the New Delhi and Hyderabad universities. This article discusses the changing power relations on Indian campuses and the role of “social space” (Bourdieu 2018, 1989) in negotiating social statuses. Dalit student activists actively engaged in appropriating social space by installing Dalit symbolic icons on the university campuses, bringing up caste issues to public attention and thus temporarily turning certain campuses into the “political strongholds” (Jaoul, 2012) of the Dalit movement. Contributing to the field of “the spatiality of contentious politics” (Leitner, Sheppard and Sziarto 2008) this article argues for the interactive relation between space and politics, showing how Dalit students changed the campus space through symbolic appropriation and, conversely, how historically constituted campus spaces affected the nature of Dalit student activism in each of the discussed locations.
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Delle Monache, Stefano, Marcella Mandanici, Stefano Alessandretti, and Roberto Di Filippo. "Personæ: Users’ evaluation of a music technology education project." Journal of Music, Technology & Education 14, no. 2 (December 1, 2021): 231–48. http://dx.doi.org/10.1386/jmte_00042_1.

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‘Personæ’ is an interactive large-scale space sound installation designed by the students of the music technology classes of the ‘V. Gambara’ music high school in Brescia (Italy). The activities that led to the conception and realization of the installation were part of ‘The Discovery of Interactive Spaces’ project, a set of extracurricular workshops organized by the authors of this article between spring 2019 and winter 2020 with the support of the Italian National Operation Program (PON). At the end of January 2020, the installation was presented during a public event and an evaluation questionnaire was administered to 79 visitors. The purpose of this research is to assess how the public, students, parents, teachers and classmates received the ‘Personæ’ installation, and the technology integration within regular study curricula. While the majority of visitors have well received the artistic and communicative value of the installation, the questionnaire reveals that there is not a similar uniformity of agreement on some aspects of technology integration in school curricula.
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Mykytiuk, Svitlana, Olena Lysytska, Tetiana Melnikova, and Serhii Mykytiuk. "Facebook as a Flexible Ubiquitous Learning Space for Developing Speaking Skills." IAFOR Journal of Education 10, no. 1 (May 27, 2022): 109–33. http://dx.doi.org/10.22492/ije.10.1.06.

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he research studied the effectiveness of the integration of Facebook as a flexible ubiquitous learning space into the educational process for speaking skills development of undergraduate students learning English as a second language. For this purpose teaching was organised via a specially created and moderated Facebook group where various media resources, uploaded materials, links to different applications and other social networking opportunities were accumulated. It was designed to achieve the educational programme objectives and address the specifics of digital age learning. A set of specially designed materials posted on the Facebook platform for language input, structured output, and communicative output activities was applied in experimental teaching to develop talk as transition, talk as interaction and mediation, and talk as performance. The results of the quasi-experiment (students’ speaking performance) were assessed in the form of the post-test with the data being analysed and interpreted based on descriptive and inferential statistics (independent samples t-test) by means of SPSS. The results revealed higher achievement scores of the experimental group in comparison to the control group in terms of expanding vocabulary, increasing English grammar literacy, developing interactive skills, discourse management, and pronunciation. The survey administered to find out the learners’ impressions of the successfulness of the FB-assisted activities revealed their overall positive attitude to the new methodology and usefulness for the development of all speaking qualifications checked.
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barrett, natasha. "adsonore." Organised Sound 10, no. 2 (August 2005): 111–19. http://dx.doi.org/10.1017/s1355771805000750.

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this paper explains the concept, technology and reality of the sound installation adsonore. the important aspects of adsonore are that it is interactive, continuously changing, permanent and located in a public space. the functioning of the human immune system lies behind its interactive design, the real-time sound processes and the physical construction. adsonore is therefore directly related to the building in which it is housed – a new building for biological basic research.
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Herlina, Yenny, and Ira Mentayani. "GALERI SASIRANGAN DI BANJARBARU." LANTING JOURNAL OF ARCHITECTURE 9, no. 2 (August 31, 2020): 67–76. http://dx.doi.org/10.20527/lanting.v9i2.683.

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Sasirangan is a typical fabric of South Kalimantan that has a variety of types, motifs and techniques. Along with the development era Sasirangan experienced ups and downs of interest due to lack of public knowledge. Sasirangan Gallery is a form to promote sasirangan fabric, facilitating the process of buying and selling sasirangan fabric, providing knowledge to the public about the history, motifs and meaning of sasirangan fabric, and providing sasirangan wastewater treatment. Through the semiotic approach method with an interactive concept, users can understand the information provided by visual form and experience. This semiotic approach method is applied to emphasize the characteristics of Sasirangan motifs that are characteristic of Sasirangan fabrics. The Sasirangan Gallery design concept in Banjarbaru applies an interactive architecture in the building mass and space that refers to the material, texture and color in the space so that visitors can interact directly or indirectly.
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48

Begum, Salma, Jinat Hossain, and Jeroen Stevens. "Gender and Public Space: Mapping Palimpsests of Art, Design, and Agency in Shahbag, Dhaka." Social Inclusion 9, no. 4 (November 30, 2021): 143–57. http://dx.doi.org/10.17645/si.v9i4.4368.

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Public space is an essential social infrastructure for the continuous negotiation of city life and democracy because it offers (ideally) an interactive platform for people from diverse social and cultural backgrounds and the forms of public life they cherish. This contribution inquires how public space’s design and materiality play a fundamental role in popular struggles for social justice. By focusing on the differentiated access of women to public space, the role of gender in its design, and appropriation through a feminist intersectionality lens, this article aims to understand better the complex interplay between urban space and its non‐human material agency vis‐à‐vis citizen mobilizations, movements, and socially engaged art interventions. Drawing from extensive participant observation and spatial analysis, the exemplary public space of Shahbag Chattwar (a public square/plaza) will shed light on the “gendered spatiality” of pivotal popular mobilizations and reclamations from the historical momentum of the 1952 language movement, over the 2013 contemporary Shahbag protests, and to the 2020 anti‐metro rail protests at the Dhaka University campus. Analyzing urban space as a “palimpsest,” this research reflects on both historic and ongoing scenarios of popular protests as they repeatedly occupy public space and leave spatial traces through spatial design and art. In sum, the article seeks to gain insight into public space as a principal site of contestation and negotiation of juxtaposed layers of gendered dynamics, civil rights, secularism, and fundamentalism.
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49

Barbosa de Argôlo, Inês Regina, Bruno Mendes da Silva, and Gabriela Borges. "The Video Installation Rejeitorio." International Journal of Art, Culture, Design, and Technology 11, no. 3 (December 21, 2022): 1–14. http://dx.doi.org/10.4018/ijacdt.316135.

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Rejeitorio is an interactive video installation mediated by digital technology that points to the urgency of preserving the São Francisco River, especially after the dam collapse in the city of Brumadinho (Brazil), which resulted in the contamination of one of its tributaries with toxic tailings. The video installation features 2D animations that alternate according to the presence or absence of the public within the demarcated space. This paper addresses its exhibition, reception by the public, and related works in aesthetic, media, or operational terms. This is an expanded version of a paper presented at the 10th International Conference on Digital and Interactive Arts (ARTECH 2021).
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50

Massey, Sarah, Karin Fisher, Anne Croker, and Tony Smith. "Collaboration across the health care and education interface: what is it like for teachers of children with traumatic brain injury?" Australian Journal of Primary Health 21, no. 1 (2015): 74. http://dx.doi.org/10.1071/py13035.

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For those involved in supporting and educating children with traumatic brain injury, the interface between health care and education is complex. This paper reports the findings of a study exploring how teachers of children with traumatic brain injury experience collaboration with health-care professionals. A phenomenological approach was used to understand teachers’ experience of collaboration. Semi-structured interviews were undertaken with five teachers who taught children with traumatic brain injury in a regional area of Australia. The findings revealed that the experience of collaboration for teachers is characterised by moving through three notional spaces (starting out in the interactive space, moving into a collaborative space and embracing the collaborative space). As they move through these spaces, teachers widen their self-sufficient practice horizon to develop reciprocity with health-care professionals. The findings from this study highlight a need for health-care professionals to be sensitive to, and aware of, teachers’ familiarity with interdisciplinary collaboration, issues related to knowledge differentials and time constraints.
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