Journal articles on the topic 'Physicality in design'

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1

Ramduny-Ellis, Devina, Alan Dix, Martyn Evans, Jo Hare, and Steve Gill. "Physicality in Design: An Exploration." Design Journal 13, no. 1 (March 2010): 48–76. http://dx.doi.org/10.2752/146069210x12580336766365.

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Maurer, Bernhard, and Verena Fuchsberger. "Dislocated Boardgames: Design Potentials for Remote Tangible Play." Multimodal Technologies and Interaction 3, no. 4 (November 7, 2019): 72. http://dx.doi.org/10.3390/mti3040072.

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Conventional digital and remote forms of play lack the physicality associated with analog play. Research on the materiality of boardgames has highlighted the inherent material aspects to this analog form of play and how these are relevant for the design of digital play. In this work, we analyze the inherent material qualities and related experiences of boardgames, and speculate how these might shift in remote manifestations. Based on that, we depict three lenses of designing for remote tangible play: physicality, agency, and time. These lenses present leverage points for future designs and illustrate how the digital and the physical can complement each other following alternative notions of hybrid digital–physical play. Based on that, we illustrate the related design space and discuss how boardgame qualities can be translated to the remote space, as well as how their characteristics might change. Thereby, we shed light on related design challenges and reflect on how designing for shared physicality can enrich dislocated play by applying these lenses.
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Kovidvisith, Kalaya. "Design and the Elastic Mind." Journal of Architectural/Planning Research and Studies (JARS) 6, no. 3 (September 3, 2018): 144. http://dx.doi.org/10.56261/jars.v6i3.168733.

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In the past decade, the continuing evolutionof wireless communication and networking hasbecome the crucial factor changing people’s livesin terms of time, space, physicality and existence.Such transformations not only make researchcommercially viable, but also illustrate theimportance of advancement that allows people tolive and breathe in a space where beauty andfunction meet.
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Richardson, Sharon. "The new physicality of data." Business Information Review 38, no. 2 (June 2021): 67–74. http://dx.doi.org/10.1177/02663821211020194.

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The mass digitisation of data arguably began in the late 1980s with the mainstream adoption of new low-cost desktop computers in the workplace and visions of a paperless office. The term reflected a focus on the digitisation of existing processes. Such comparisons continued with the arrival of the Internet and worldwide web in the mid-1990s, with visions of e-commerce replacing traditional bricks-and-mortar shops. In the first two decades of the 21st century, we have entered an era where much of the data created is now digital by design and default yet simultaneously integrated with physical objects and real-world interactions. This article explores some of the innovations made possible by this new physicality of data, from the birth of a digital twin to the death of privacy, and the growing urgency for new approaches to data governance and information lifecycle management.
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Offenhuber, Dietmar. "What We Talk About When We Talk About Data Physicality." IEEE Computer Graphics and Applications 40, no. 6 (November 1, 2020): 25–37. http://dx.doi.org/10.1109/mcg.2020.3024146.

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Zhang, Yunxiang, Benjamin Liang, Boyuan Chen, Paul M. Torrens, S. Farokh Atashzar, Dahua Lin, and Qi Sun. "Force-Aware Interface via Electromyography for Natural VR/AR Interaction." ACM Transactions on Graphics 41, no. 6 (November 30, 2022): 1–18. http://dx.doi.org/10.1145/3550454.3555461.

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While tremendous advances in visual and auditory realism have been made for virtual and augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world remains challenging. Closing the gap between real-world physicality and immersive virtual experience requires a closed interaction loop: applying user-exerted physical forces to the virtual environment and generating haptic sensations back to the users. However, existing VR/AR solutions either completely ignore the force inputs from the users or rely on obtrusive sensing devices that compromise user experience. By identifying users' muscle activation patterns while engaging in VR/AR, we design a learning-based neural interface for natural and intuitive force inputs. Specifically, we show that lightweight electromyography sensors, resting non-invasively on users' forearm skin, inform and establish a robust understanding of their complex hand activities. Fuelled by a neural-network-based model, our interface can decode finger-wise forces in real-time with 3.3% mean error, and generalize to new users with little calibration. Through an interactive psychophysical study, we show that human perception of virtual objects' physical properties, such as stiffness, can be significantly enhanced by our interface. We further demonstrate that our interface enables ubiquitous control via finger tapping. Ultimately, we envision our findings to push forward research towards more realistic physicality in future VR/AR.
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Milakovic, Anita, Nevena Novakovic, and Aleksandra Djukic. "Group form reconsidered: Physicality and humanity of collective spaces." Facta universitatis - series: Architecture and Civil Engineering 17, no. 3 (2019): 235–50. http://dx.doi.org/10.2298/fuace190401014m.

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In 1964, Japanese architect Fumihiko Maki presented the need for investigation in housing collective form. The need was explained through his sensitivity towards the dynamic change of society and simultaneous inadequacy of architectural static and fragmented respond. This paper presents the contemporary view on the theory of collective form and its investigation into why and how the group of buildings stands together. It brings forward the need for renewed architectural focus on group form, one of Maki's collective form types, and the social and human reasoning of design decisions. The theory of linkages in group form is related to more recent sociospatial analytical theories and interpreted as an analytical tool for understanding housing morphologies, configurations, and its social capacity of group form. It is proposed that the morphological and configurational approach can be used in combination for reading and understanding the historical and contemporary housing ensembles and their relation to an urban whole. The aim of the theoretical research is the identification of the analytical framework and design principles of group form based on architectural and configurational elements and their relations, as socially and culturally relevant.
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Stamatopoulou, Athina. "Design for Relations." FormAkademisk - forskningstidsskrift for design og designdidaktikk 13, no. 4 (December 17, 2020): 2. http://dx.doi.org/10.7577/formakademisk.3379.

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The city, composed of heterogeneous relations, is an open complex system, beyond its physicality. Questioning analysis and design, a work-in-progress methodology of a generative mapping negotiating different kinds of design logics is presented. The methodology is composed of (1) data gathering; (2) investigating relations among data; and (3) testing with two cases elicited from Athens Center public space. The focus is on how such a relational-thinking methodology cultivates design logics through design­ing by analyzing; designing by defining frame(s); designing the program; designing as an interventional strategy in/through interdependencies; designing by intervening with territorial forces; and employing intra-parametric strategies. By enforcing emergence and management of complexities in diverse fields of potential application, the methodology negotiates the limits and the ways of design. Keywords: Systemic urban design, relational design, relational territorialities, relationally generated complexity; design methodology; open method; diagrammatic mapping
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Hur, Yeup, Miriam Sturdee, Migeul Bruns Alonso, Panos Markopoulos, and Jason Alexander. "Fiction and Physicality: a designerly approach towards complexities of emerging technologies." Design Journal 20, sup1 (July 28, 2017): S3849—S3862. http://dx.doi.org/10.1080/14606925.2017.1352888.

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Wu, Yi, Tingru Cui, Na Liu, Yimeng Deng, and Junpeng Guo. "Demystifying continuous participation in game applications at social networking sites." Internet Research 28, no. 2 (April 4, 2018): 374–92. http://dx.doi.org/10.1108/intr-11-2016-0347.

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Purpose Drawn from the social playfulness literature and the elaboration likelihood model, the purpose of this paper is to propose and test a research model to examine users’ continuous participation in SNS game applications. Design/methodology/approach A field survey with 133 subjects was conducted to test the research model. Findings Two identified design features, symbolic physicality and inherent sociability, are found to influence users’ perceived curiosity and perceived enjoyment toward playing SNS game applications. Perceived enjoyment is significantly associated with perceived curiosity and predicts users’ continuous participation of SNS game applications. The authors also observed a gender difference of social playfulness design on perceived curiosity. Research limitations/implications Use intention was used as a proxy for actual use behavior, since objective data on continuance behavior was not available. Additionally, the contributions of this study may be constrained by one single sample. Practical implications The findings of the study suggest practical guidelines for designing game applications in SNS through socialization design and symbolic physicality. Further, based on the findings of gender differences, a personalization game design strategy is provided. Originality/value The study contributes to the post-adoption IS literature and sheds light on the interesting area of social media participation. Additionally, this study enriches the online gaming research by demonstrating gender differences.
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Azzarito, Laura, and Melinda A. Solmon. "A Feminist Poststructuralist View on Student Bodies in Physical Education: Sites of Compliance, Resistance, and Transformation." Journal of Teaching in Physical Education 25, no. 2 (April 2006): 200–225. http://dx.doi.org/10.1123/jtpe.25.2.200.

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The study of the social construction of the body has become crucial to contemporary academic discourses in education and physical education. Employing feminist poststructuralist theory and a qualitative ethnographic design, this study investigated how high school students identified themselves with images of bodies drawn from fitness and sports magazines, and how their body narratives were linked to their participation in physical education. Students’ body narratives reflected notions of comfortable, bad, and borderland bodies that influenced students’ physical activity choices and engagement in physical education. Girls’ narratives of their physicality were found to be significantly less comfortable than boys’. Critical pedagogy to destabilize gendered dominant discourses of mass media body culture and to develop positive, meaningful, and empowering student physicality is discussed.
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Mazalek, Ali, and Elise van den Hoven. "Framing tangible interaction frameworks." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 225–35. http://dx.doi.org/10.1017/s0890060409000201.

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AbstractTangible interaction is a growing area of human–computer interaction research that has become popular in recent years. Yet designers and researchers are still trying to comprehend and clarify its nature, characteristics, and implications. One approach has been to create frameworks that help us look back at and categorize past tangible interaction systems, and look forward at the possibilities and opportunities for developing new systems. To date, a number of different frameworks have been proposed that each provide different perspectives on the tangible interaction design space, and which can guide designers of new systems in different ways. In this paper, we map the space of tangible interaction frameworks. We order existing frameworks by their general type, and by the facets of tangible interaction design they address. One of our main conclusions is that most frameworks focus predominantly on the conceptual design of tangible systems, whereas fewer frameworks abstract the knowledge gained from previous systems, and hardly any framework provides concrete steps or tools for building new tangible systems. In addition, the facets most represented in existing frameworks are those that address the interactions with or the physicality of the designed systems. Other facets, such as domain-specific technology and experience, are rare. This focus on design, interaction, and physicality is interesting, as the origins of the field are rooted in engineering methods and have only recently started to incorporate more design-inspired approaches. As such, we expected more frameworks to focus on technologies and to provide concrete building suggestions for new tangible interaction systems.
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Wang, Shu Wen, and Te Li Su. "Design Optimization of Processing Parameters for Polypropylene Fiber Based on the Taguchi Method." Applied Mechanics and Materials 239-240 (December 2012): 1600–1603. http://dx.doi.org/10.4028/www.scientific.net/amm.239-240.1600.

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Melt spinning is the method that is most frequently used for manufacturing man-made fibers, while as-spun-fiber is the most important physical nature mainly of breaking strength for processing parameter will base on spinneret temperature, cooling temperature, cooling wind speed, and winding speed and so on to affect its physicality. First of all, suitable orthogonal arrays will be chosen to be applied on experiment plan to conduct experiment, and then it will work with SN (signal-to-noise) ratio and main effect analysis to appreciate the extent of impact of processing parameter on the quality, and confirm its reproducibility. As such, the optimized combination of processing parameters can be obtained.
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Strel'nikov, Dmitrii Olegovich. "Biotechnological design of "soldier of the future": transhumanistic vector of military activity." Философская мысль, no. 1 (January 2022): 85–95. http://dx.doi.org/10.25136/2409-8728.2022.1.36502.

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Military technologies developed on the basis of transhumanistic ideas on the possibility of designing a human with given physical, mental, intellectual and other qualities that are able to influence the content of armed struggle in modern military conflicts. Biotechnological expansions and technical interventions in the physicality of military officers, on the one hand reduce the individual risk during combat operations, significantly increase functional indicators of the body, and maintain stable mental state; while on the other hand, increase the probability of application of military force and pose urgent social, anthropological and ethical problems. The subject of this research is the aspects of military activity associated with the projects of biotechnological expansion of the capabilities of the military. The article aims to assess the degree of impact of transhumanistic ideas upon military activity, as well as outline the consequences of biotechnological intervention in the physicality of military officers The theoretical-methodological framework leans on the systemic analysis; views of B. G. Yudin, P. D. Tishchenko and O. V. Popova on biotechnological improvement of a human. The scientific novelty lies in the statement that human is reasonably considered the weakest link in functionality of the complex military-technical systems; based on this factor and the effect from the growing NBIC-convergence, military science contributes to the rapid growth of projects on biotechnological improvement of the military. Biotechnological design of "soldier of the future" is justified by the desire to achieve military-technological superiority over the potential enemy. The advanced research in this area are carried out by scientific organizations of the US Department of Defense and are mostly secret. In this regard, there is no grounds to believe that the developers of military technologies, relying solely on pragmatic reasons of combat effectiveness, would not cross the fine line that separates human improvement and transmutation. The accompanying risks are critical, unpredictable changes in the military affairs and the nature of armed struggle. The constraining measures imply the development of international standards of human improvement for military purposes.
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Tamura, Shintaro, Naoki Ohshima, Komei Hasegawa, and Michio Okada. "Design and Evaluation of Attention Guidance Through Eye Gazing of “NAMIDA” Driving Agent." Journal of Robotics and Mechatronics 33, no. 1 (February 20, 2021): 24–32. http://dx.doi.org/10.20965/jrm.2021.p0024.

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The driving agents considered thus far have aimed at navigating the driver’s attention while driving, for example, using interactions through linguistic conversations. Therefore, in this study, to investigate such a role in automatic driving from the perspective of nonverbal communication focusing on physicality (e.g., head movements and eye gaze), we constructed a driving agent called NAMIDA, along with its physical properties, as a research platform to investigate the role of nonverbal communication. We conducted a cognitive experiment on attention guidance, focusing on “gaze direction,” i.e., the movement of the eyes of NAMIDA. As a result, we confirmed that the attention of the participants is attracted by such eye-gaze movements of “NAMIDA,” which become a “cue” to exploring the surroundings.
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Schrof, J. I., F. Rathert, and K. Paetzold. "RELEVANCE OF PRODUCT INTEGRATION IN SCALED AGILE MECHATRONIC PRODUCT DEVELOPMENT." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 717–26. http://dx.doi.org/10.1017/dsd.2020.50.

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AbstractIndustrial automotive development differs significantly from ideal agile conditions. Complex development structures, interlinkages between teams and non-functional physical dependencies between components result in agile constraints of scale and physicality. This qualitative study researches the influence of the product integration process on these constraints. The results show, that automotive integration characteristics such as duration, frequency, scope and transparency fail agile requirements and therefore cause constraints. Alternatives regarding IT and process design are discussed.
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Madden, Robyn F., Kelly A. Erdman, Jane Shearer, Lawrence L. Spriet, Reed Ferber, Ash T. Kolstad, Jessica L. Bigg, Alexander S. D. Gamble, and Lauren C. Benson. "Effects of Caffeine on Exertion, Skill Performance, and Physicality in Ice Hockey." International Journal of Sports Physiology and Performance 14, no. 10 (November 1, 2019): 1422–29. http://dx.doi.org/10.1123/ijspp.2019-0130.

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Purpose: To determine the effects of low-dose caffeine supplementation (3 mg/kg body mass) consumed 1 h before the experiment on rating of perceived exertion (RPE), skills performance (SP), and physicality in male college ice hockey players. Methods: Using a double-blind, placebo-controlled, randomized crossover experimental design, 15 college ice hockey players participated in SP trials and 14 participated in scrimmage (SC) trials on a total of 4 d, with prescribed ice hockey tasks occurring after a 1-h high-intensity practice. In the SP trials, time to complete and error rate for each drill of the validated Western Hockey League Combines Testing Standard were recorded. Peak head accelerations, trunk contacts, and offensive performance were quantified during the SC trials using accelerometery and video analysis. RPE was assessed in both the SP and SC trials. Results: RPE was significantly greater in the caffeine (11.3 [2.0]) than placebo (9.9 [1.9]) condition postpractice (P = .002), with a trend toward greater RPE in caffeine (16.9 [1.8]) than placebo (15.7 [2.8]) post-SC (P = .05). There was a greater number of peak head accelerations in the caffeine (4.35 [0.24]) than placebo (4.14 [0.24]) condition (P = .028). Performance times, error rate, and RPE were not different between intervention conditions during the SP trials (P > .05). Conclusions: A low dose of caffeine has limited impact on sport-specific skill performance and RPE but may enhance physicality during ice hockey SCs.
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Paez, Roger, and Manuela Valtchanova. "Harnessing Conflict: Antagonism and Spatiotemporal Design Practices." Temes de Disseny, no. 37 (July 22, 2021): 182–213. http://dx.doi.org/10.46467/tdd37.2021.182-213.

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This paper explores the capacities of design to interrogate the socio-spatial context in order to foreground conflict, dissent and dispute as creative practices to fuel urban transformation. In today’s urban habitat, spaces and actions do not mesh seamlessly. The city is characterised by a disjunction between the physicality of the urban fabric as a materialisation of ideologies and the relationality of contested supremacies and entropic dynamics that inhabit it. Consequently, the practices of contemporary transformative city-making need to be reinvented through temporality and impermanence, accounting for disorder and embracing instability. In that sense, antagonism is a key element to harness in critical design practices aimed at promoting urban diversity. In this paper we study how incorporating antagonism in design practices can trigger processes of urban reformulation by constituting liminal spaces of opportunity where democratisation emerges as a spatiotemporal practice. Two related case studies carried out in 2020 in the Raval neighbourhood of Barcelona (Subjective Cartographies: A Mirror of Diversity and Infrastructures for Public Space Interaction), are presented to explore how design can support dissidence and plurality, whether through identification and visualisation or by catalysing them as situated practices of active citizenship. In both case studies, design fosters de-hierarchisation and trans-linearity in the city, reclaiming the right to direct action in collective urban spaces. In this sense, this paper explores how design contributes to activating multiple processes of emancipated citizenship, harnessing conflict and constructive dissent as situated spatiotemporal practices to promote diversity. Facilitating the proliferation of counter-hegemonic notions of cosmopolitics, territory, domesticity and publicness, the design practices revisited in this paper operate between politics, space and affect in order to promote intersubjective relations in public spaces, using the material, temporal and affective dimensions of design to co-create diverse and resilient urban habitats.
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Clarke, Elly. "Is my body out of date? The drag of physicality in the digital age." idea journal 17, no. 02 (December 1, 2020): 289–325. http://dx.doi.org/10.37113/ij.v17i02.360.

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At the 2019 Body of Knowledge Conference at Deakin University, I presented the third episode of performance-lecture series ‘Is My Body Out of Date?’ in collaboration with Melbourne-based artists Bon Mott and Sean Miles. Punctuated by quotes and phrases from a range of theorists, writers and artists including Karen Barad, Caroline Bassett, Laboria Cuboniks, Ian McEwan, Oscar Wilde, Yon Heong Tung, ETA Hoffman, Gilbert Simondon, and my drag character #Sergina, the performance (struck) poses (around) the question of whether, in a world that is increasingly managed and experienced online, our bodies, as our primary mode of interaction, may be beginning to feel out of date. Is our desire for sweaty, messy, fleshy physical co-presence out of whack with the agility, efficiency and value of our algorithms? Performed live at a laptop with Mott and Miles as physical #BackupBodies for my own body that didn’t fly from London for ecological reasons, this physical/digital screenshare performance wove in video documentation from previous #Sergina performances in order to confuse and conflate what was happening now, and what already happened, what was live and what was pre-recorded. Here we played with issues of perception, presence, liveness and the fantasy of the (ex)changeability of identity and ‘drag’ (performance) of physicality within an ever-shifting media present. What follows is a visual essay constructed out of the digital remnants of the performance: a (trans)script, a screen recording, screenshots and links to media located beyond the template of the text. The visual essay touches on key conference themes such as virtual embodiment, human/computer interaction, temporal coupling and time consciousness, knowledge-transfer and how technology affects the way we move, think and desire. Furthermore, the templates of Zoom video communications, of the laptop screen, of Chrome and the wider digital/physical conference model that hosted, directed (and dictated) the boundaries of our presentation reflect on the influence of design, layout and digit/al choreographies on the shaping and ordering of thought, knowledge and embodiment.
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Kacmaz Erk, Gul, and Tevfik Balcioglu. "Tracing objects of a lost room in suburbia." Archnet-IJAR: International Journal of Architectural Research 14, no. 3 (November 5, 2020): 615–25. http://dx.doi.org/10.1108/arch-09-2020-0198.

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PurposeBringing product design and architectural design together, this article looks into the extraordinary use of everyday objects in urban and suburban spaces in The Lost Room mini-television series (2006). The study questions the accepted meanings of products and spaces in relation to their physicality, perception and use. Through multi-layered analysis of the relationship between objects, (architectural and suburban/urban) spaces and their users, the article opens up a discussion about the purpose, meaning and influence of designed products and places.Design/methodology/approachIn this context, this qualitative research makes use of moving images (as representations of products and spaces) to propose a critique of contemporary design via (sub-)urban design practices.FindingsUsing irony and metaphor to question the habit of object possession, accumulation and fetishism, the series challenges blind loyalty to contemporary beliefs. The Lost Room is not concerned with new forms or new designs. Instead, it forces the audience to consider the meaning of both objects and spaces in relation to one another. By transforming our understanding of space, the series also reveals humans' spatial limitations. The Lost Room is a unique small screen “product” in which people's relationship to the designed world is interrogated by having mass-produced objects and the built environment constantly in the foreground.Originality/valueFilm analysis from a design perspective is not new; however, this is the first time The Lost Room is brought to the attention of architects and designers via scholarly work. Film theorists and cinemagoers may also benefit from the unique design perspective outlined in the article.
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Poretski, Lev Poretski, Joel Lanir, Ram Margalit, and Ofer Arazy. "Physicality As an Anchor for Coordination: Examining Collocated Collaboration in Physical and Mobile Augmented Reality Settings." Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (October 13, 2021): 1–29. http://dx.doi.org/10.1145/3479857.

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Design and co-creation activities around 3D artifacts often require close collocated coordination between multiple users. Augmented reality (AR) technology can support collocated work enabling users to flexibly work with digital objects while still being able to use the physical space for coordination. With most of current research focusing on remote AR collaboration, less is known about collocated collaboration in AR, particularly in relation to interpersonal dynamics between the collocated collaborators. Our study aims at understanding how shared augmented reality facilitated by mobile devices (mobile augmented reality or MAR) affects collocated users' coordination. We compare the coordination behaviors that emerged in a MAR setting with those in a comparable fully physical setting by simulating the same task -of the shared physical dimension for participants' ability to coordinate in the context of collaborative co-creation. Namely, participants working in a fully physical setting were better able to leverage the work artifact itself for their coordination needs, working in a mode that we term artifact-oriented coordination. Conversely, participants collaborating around an AR artifact leveraged the shared physical workspace for their coordination needs, working in what we refer to as space-oriented coordination. We discuss implications for a AR-based collaboration and propose directions for designers of AR tools.
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Pfeiffer, Thies, and Nadine Pfeiffer-Leßmann. "Virtual Prototyping of Mixed Reality Interfaces with Internet of Things (IoT) Connectivity." i-com 17, no. 2 (August 28, 2018): 179–86. http://dx.doi.org/10.1515/icom-2018-0025.

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AbstractOne key aspect of the Internet of Things (IoT) is, that human machine interfaces are disentangled from the physicality of the devices. This provides designers with more freedom, but also may lead to more abstract interfaces, as they lack the natural context created by the presence of the machine. Mixed Reality (MR) on the other hand, is a key technology that enables designers to create user interfaces anywhere, either linked to a physical context (augmented reality, AR) or embedded in a virtual context (virtual reality, VR). Especially today, designing MR interfaces is a challenge, as there is not yet a common design language nor a set of standard functionalities or patterns. In addition to that, neither customers nor future users have substantial experiences in using MR interfaces.Prototypes can contribute to overcome this gap, as they continuously provide user experiences of increasing realism along the design process. We present ExProtoVAR, a tool that supports quick and lightweight prototyping of MR interfaces for IoT using VR technology.
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Mohammed, Gamal, and Noha Mahmoud. "An Urban Code in Traditional Middle Eastern Contexts: The Edge Environment as a Central Theme for Reading the Social Pattern Language of Historic Sites." SAGE Open 9, no. 1 (January 2019): 215824401982560. http://dx.doi.org/10.1177/2158244019825604.

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This article discusses a new concept that may help professionals and specialists read the “urban code” of Middle Eastern traditional contexts that was developed from the mix of social aspect and spatial morphology, illustrating how these elements are interconnected in a way that highlights the values and qualities and their reflections on the physicality of the city. This urban code envisions and analyses the relevance of the social pattern language of the traditional context to its urban manifestation, leaning on the “edge environment” as a new generative concept. It outlines the relationship between the ideologies buried underneath the walls of the spatial form of traditional built environment such as Cairo and sheds light on those ideologies in a way that helps us read them within the context of modern values pertained to the sense of community. The notion of the edge environment may contribute to design education restoration, preservation, and upgrading processes as design toolkit that employs careful interventions by fine-tuning the edge environment.
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Sugga, Prabhjot Singh, Gaurav Raheja, and Sanjay Chikermane. "Integration of Structures in Students’ Design solutions: A Tool for Assessment." International Journal of Built Environment and Sustainability 7, no. 1 (December 31, 2019): 37–45. http://dx.doi.org/10.11113/ijbes.v7.n1.418.

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Traditional teaching practices are often questioned over their failure to generate interest and profound understanding of structures among students that further affect its integration in design solutions. Alternative teaching practices though claim to be more effective, need a sound evaluation measured through assessment of the level of integration of structures in design solutions- the ultimate objective of such courses. This paper evaluates the integration of structures in design solutions of architecture students. The integration assessment framework used for evaluation is based on building systems approach across three dimensions of performance, physicality and visual. It has been developed after comparing four prior frameworks with a 4-point scale and customized to suit the context of the academic environment. The framework offers flexibility in its use for different technical knowledge levels for each successive year of Bachelor of architecture program. The expert opinion followed by testing on design samples from all the program years further refined the framework. The study was then scaled up to include students from first to fourth years for three architecture schools that have completely different institutional environment. The findings revealed that including structural resolution in a design studio mandate may result in higher resolution of structures in design solutions but it is the building typology and student interest that may result in higher visual integration of structures in design solutions. Furthermore, the institutional environment effects can be seen in the setting of studio mandates where architecture school in technical campus laid more emphasis on resolutions of structures and services when compared to other architecture schools
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Ritnamkam, Siripuk, and Yada Chavalkul. "The Influence of Textured Surfaces of Cosmetic Packaging on Consumers’ Feelings." Environment-Behaviour Proceedings Journal 1, no. 3 (August 3, 2016): 123. http://dx.doi.org/10.21834/e-bpj.v1i3.357.

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This study investigated what consumers’ feelings were evoked when they touched different textured surfaces of 20 compact powder cases. Without seeing them, fifty respondents with and without an art-and-design-based background were asked to describe their feelings in their words as they touched the cases as well as explain them by provided words. The results show that different surface textures did evoke different respondents’ feelings of which those familiar with the design were able to express a wider range. All participants were able to describe both the initial sense of physicality and complex feelings toward every textured surface investigated.© 2016. The Authors. Published for AMER ABRA by e-International Publishing House, Ltd., UK. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.Keywords: sense of touch; textured surfaces; cosmetic packaging; consumers’ feelings
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Wu, Jiayue Cecilia. "From Physical to Spiritual: Defining the practice of embodied sonic meditation." Organised Sound 25, no. 3 (November 30, 2020): 307–20. http://dx.doi.org/10.1017/s1355771820000266.

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This article narrates my practice-based research in embodied sonic meditation, as a Digital Musical Instrument (DMI) designer, a vocalist, a composer, a media artist and a long-term meditation practitioner. I define the concept of ‘embodied sonic meditation’ in the context of electroacoustic sound art with the augmentation by music technology and human-centred design. I historically connect embodied sonic meditation to its roots in Tibetan Buddhism and several inspiring music compositional practices in the Western world from the second half of the twentieth century. I argue that physicality and spirituality are unified in an inseparable non-duality form, through sound, body and mind. I develop a methodology for embodied sonic meditation practice, built on fifteen design principles based on previous research in DMI design principles, neuroscience research in meditation, Csikszentmihalyi’s Flow Theory, and the criteria of efficiency, music subjectivity, affordance, culture constraints and meaning making. I then make reference to three proof-of-concept case studies that use a sensor-augmented body as an instrument to create sound and sonic awareness. I argue that embodied sonic meditation affords an opportunity for sound art to mediate cultures, improve people’s well-being, and better connect people to their inner peace and the outer world.
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Dickson, Lisa. "Privacy and the mashrabiya screen: Knowledge is Sweeter than Honey." Northern Ireland Legal Quarterly 68, no. 3 (November 7, 2017): 341–52. http://dx.doi.org/10.53386/nilq.v68i3.45.

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This paper is offered to demonstrate the value of legal objects in the consideration of key legal concepts. In it I indicate the opportunities presented by an encounter with Susan Hefuna’s large Mashrabiya Screen artwork in the British Museum to supplement, criticise and disrupt current thinking and attitudes towards the concept of privacy. In contrast to the increasingly contested and transactional nature of contemporary understandings of this concept, in which privacy is sometimes imagined just as one more complex function in the reasonable management of dataflows, Hefuna’s screen can help to articulate and support a different approach to privacy. This approach is Privacy by Design, and through a consideration of the physicality of Hefuna’s work, together with her own artistic ambition, my claim is that her art object helps to make the alternative approach to privacy manifest and tangible, prompting a reappraisal of the proper scope and nature of privacy protection.
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Ritnamkam, Siripuk, and Yada Chavalkul. "The Influence of Textured Surfaces of Cosmetic Packaging on Consumers’ Feelings." Asian Journal of Behavioural Studies 3, no. 13 (August 25, 2018): 169. http://dx.doi.org/10.21834/ajbes.v3i13.154.

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This study investigated what consumers’ feelings were evoked when they touched different textured surfaces of 20 compact powder cases. Without seeing them, fifty respondents with and without an art-and-design-based background were asked to describe their feelings in their words as they touched the cases as well as explain them by provided words. The results show that different surface textures did evoke different respondents’ feelings of which those familiar with the design were able to express a wider range. All participants were able to describe both the initial sense of physicality and complex feelings toward every textured surface investigated.Keywords:senseof touch; textured surfaces; cosmetic packaging; consumers’ feelings.eISSN 2398-4295 © 2018. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: http://dx.doi.org/10.21834/ajbes.v3i13.154
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Liu, Szu-Yu (Cyn), Brian A. Smith, Rajan Vaish, and Andrés Monroy-Hernández. "Understanding the Role of Context in Creating Enjoyable Co-Located Interactions." Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (March 30, 2022): 1–26. http://dx.doi.org/10.1145/3512978.

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In recent years, public discourse has blamed digital technologies for making people feel "alone together,'' distracting us from engaging with one another, even when we are interacting in-person. We argue that in order to design technologies that foster and augment co-located interactions, we need to first understand the context in which enjoyable co-located socialization takes place. We address this gap by surveying and interviewing over 1,000 U.S.-based participants to understand what, where, with whom, how, and why people enjoy spending time in-person. Our findings suggest that people enjoy engaging in everyday activities with individuals with whom they have strong social ties because it helps enable nonverbal cues, facilitate spontaneity, support authenticity, encourage undivided attention, and leverage the physicality of their bodies and the environment. We conclude by providing a set of recommendations for designers interested in creating co-located technologies that encourage social engagement and relationship building.
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Nilsson, Elin, and David Ballantyne. "Reexamining the place of servicescape in marketing: a service-dominant logic perspective." Journal of Services Marketing 28, no. 5 (August 5, 2014): 374–79. http://dx.doi.org/10.1108/jsm-01-2013-0004.

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Purpose – The purpose of this paper was to extend understanding of the sense of place captured by the servicescape concept, as a means by which customers clarify their service expectations and their satisfaction with service experiences. Design/methodology/approach – The design is conceptual. This article critically examines and extends the servicescape concept in the light of insights from the service-dominant (S-D) logic. Findings – First, we explain how servicescape adds meaning to a service provider’s value proposition, part of a pattern of customer expectations which are later confirmed or disconfirmed as value-in-use. Second, the servicescape is a more socially imbued context than has previously been recognized, because the service experience is co-created by customer and service provider. Third, the context for service is not restricted to the traditional physical servicescape, as other more fluid and web-based settings are now common. Practical implications – Extending the understanding of place as a context for value determination in new ways. Originality/value – The literature on servicescape is extensive, but it is anchored to the physicality of the service environment. Given the rise of the Internet and, more recently, digital social media as a virtual “place” of business, the relevance of servicescape is due for critical review. Our critical examination adds to the experience value of service and also extends the S-D logic understanding of value-in-use.
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Hengst, Julie, Maeve McCartin, Hillary Valentino, Suma Devanga, and Martha Sherrill. "Mapping Communicative Activity: A CHAT Approach to Design of Pseudo- Intelligent Mediators for Augmentative and Alternative Communication (AAC)." Outlines. Critical Practice Studies 17, no. 1 (August 29, 2016): 05–38. http://dx.doi.org/10.7146/ocps.v17i1.24204.

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The development of AAC technologies is of critical importance to the many people who are unable to speak intelligibly (or at all) due to a communication disorder, and to their many everyday interlocutors. Advances in digital technologies have revolutionized AAC, leading to devices that can “speak for” such individuals as aptly as it is illustrated in the case of the world famous physicist, Stephen Hawking. However, given their dependence on prefabricated language (and constant management by teams of people), current AAC devices are very limited in their ability to mediate everyday interactions. We argue here that the limits of AAC are firstly theoretical — grounded in prosthetic models that imagine AAC devices as replacements for damaged body parts and in transmission models of language production as communication. In contrast, our multidisciplinary team aims to design pseudo-intelligent mediators (PIMs) of communication by blending strengths of human mediators with features of current AAC technologies. To inform the design process, we report here our initial situated studies focusing on the distributed nature of everyday communicative activities conducted with potential AAC/PIM users. Our analysis focuses on the discursive alignments of these participants and their interlocutors, attending especially to the various ways their personal aides function as human mediators. Specifically, we focus on mapping the communicative activity around each of these differently-abled individuals (the majority of whom have cerebral palsy) as they navigated a university campus. We profile the everyday interactional patterns within functional systems and across settings, and present close discourse analysis of one interaction to highlight the diverse roles personal aides adopted in mediating communication. Finally, we argue that attending to differently “abled” bodies as they move through everyday communicative environments pushes CHAT to more fully theorize physicality, individual mobilities, and the roles of bodies in the laminated assemblage of functional systems.
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Chamunorwa, Michael, Mikołaj P. Wozniak, Sarah Vöge, Heiko Müller, and Susanne C. J. Boll. "Interacting with Rigid and Soft Surfaces for Smart-Home Control." Proceedings of the ACM on Human-Computer Interaction 6, MHCI (September 19, 2022): 1–22. http://dx.doi.org/10.1145/3546746.

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For an improved user experience in smart homes, there is a need to enhance the current interaction methods by embedding control interfaces in everyday household objects. Embedded interfaces will allow smart home inhabitants to control their surroundings using more familiar interaction concepts and techniques than those imposed by appliance manufacturers and vendors. However, to achieve this state, technology designers need to understand the behaviours and attitudes of end users when they interact with different elements of a smart home using everyday objects as control media. We present a set of exploratory investigations focused on understanding the behaviours and attitudes of end-users as they control elements of a fictional smart home. Accordingly, we investigate how two highly different locations and form factors -- a table surface and a couch pillow -- impact user expectations about gestures used to control various smart home features. To this end, we conducted explorative elicitation with 14 participants. Our results highlight that an object's physicality significantly impacts the types of gestures users perceive as intuitive and that deforming an interface has the potential to bring playfulness to interaction. Following our observations, we formulated four design implications for conceiving interaction modalities with deformable interfaces for domestic environments.
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Fernandez, Karen V., and Michael B. Beverland. "As the record spins: materialising connections." European Journal of Marketing 53, no. 6 (June 10, 2019): 1152–75. http://dx.doi.org/10.1108/ejm-12-2016-0828.

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PurposeThe purpose of this paper is to examine how the material nature of legacy technology makes its users passionately prefer it over its digital alternatives. Design/methodology/approachThis ethnographic study uses data from 26 in-depth interviews with vinyl collectors, augmented with longitudinal participant–observation of vinyl collecting and music store events. FindingsThe findings reveal how the physicality of vinyl facilitates the passionate relationships (with music, the vinyl as performative object and other people) that make vinyl so significant in vinyl users’ lives. Research limitations/implicationsAs this study examines a single research context (vinyl) from the perspective of participants from three developed, Anglophone nations, its key theoretical contributions should be examined in other technological contexts and other cultures. Practical implicationsThe findings imply that miniturisation and automation have lower limits for some products, material attributes should be added to digitised products and that legacy technology products could be usually be reframed as tools of authentic self-expression. Originality/valueThis study explains what can happen beyond the top of the “S” curve in the Technology Acceptance Model, furthering our understanding of consumers’ reactions to the proliferation of digital technology in their lives.
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Nurhalina, Nurhalina, Andris Dadang, and Riska Gustinawati. "Tingkat Kepuasan Konsumen Di Balai Laboratorium Kesehatan Provinsi Kalimantan Tengah Tahun 2015." Jurnal Surya Medika 3, no. 1 (August 1, 2017): 64–74. http://dx.doi.org/10.33084/jsm.v3i1.213.

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The Central Health Laboratory (BLK) of Central Kalimantan Province is the only one health laboratory referral center in Central Kalimantan Province. Therefore in carrying out their duties and functions they are always directed to meet the standards defined service. Observation results show that in 2014 the amount Consumer visits at the BLK decreased by a relative 10% compared to years previous. Based on the opinion of experts, that customer satisfaction is one factor that influences the number of consumer visits to a service center. Aim this research is describing the level of customer satisfaction based on indicators of Tangible, competency, courtesy, security, and accessibility indicators. This study uses an observational study design with a survey approach. The population is all consumers of the Central Kalimantan Provincial Health Laboratory Center in 2015, while samples were consumers who visited the BLK at the time research is underway. Sampling withdrawal technique uses Accidental Sampling method and data were analyzed univariately. The results showed that the level of customer satisfaction with appearance BLK physicality is 3.12, competence (3.23), politeness (3.22),) ease of access (3.15), security (3.26). So that the average level of satisfaction of BLK Province consumers is obtained Central Kalimantan in 2015 was 3.20 at an interval of 79.92 which means quality the service of the Central Kalimantan Health Laboratory Center reached the category "Good" (B).
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Park, Crystal L., A. Rani Elwy, Meghan Maiya, Andrew J. Sarkin, Kristen E. Riley, Susan V. Eisen, Ian Gutierrez, et al. "The Essential Properties of Yoga Questionnaire (EPYQ): Psychometric Properties." International Journal of Yoga Therapy 28, no. 1 (March 2, 2018): 23–38. http://dx.doi.org/10.17761/2018-00016r2.

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Abstract Yoga interventions are heterogeneous and vary along multiple dimensions. These dimensions may affect mental and physical health outcomes in different ways or through different mechanisms. However, most studies of the effects of yoga on health do not adequately describe or quantify the components of the interventions being implemented. This lack of detail prevents researchers from making comparisons across studies and limits our understanding of the relative effects of different aspects of yoga interventions. To address this problem, we developed the Essential Properties of Yoga Questionnaire (EPYQ), which allows researchers to objectively characterize their interventions. We present here the reliability and validity data from the final phases of this measure-development project. Analyses identified fourteen key dimensions of yoga interventions measured by the EPYQ: acceptance/compassion, bandhas, body awareness, breathwork, instructor mention of health benefits, individual attention, meditation and mindfulness, mental and emotional awareness, physicality, active postures, restorative postures, social aspects, spirituality, and yoga philosophy. The EPYQ demonstrated good reliability, as assessed by internal consistency and test-retest reliability analysis, and evidence suggests that the EPYQ is a valid measure of multiple dimensions of yoga. The measure is ready for use by clinicians and researchers. Results indicate that, currently, trained objective raters should score interventions to avoid reference frame errors and potential rating bias, but alternative approaches may be developed. The EPYQ will allow researchers to link specific yoga dimensions to identifiable health outcomes and optimize the design of yoga interventions for specific conditions.
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Schneible, Brigette K., Jay F. Gabriel, and Joke Bradt. "Reflections on music therapy with older adults from an ethnographic perspective." Quality in Ageing and Older Adults 22, no. 1 (June 26, 2021): 26–39. http://dx.doi.org/10.1108/qaoa-03-2021-0031.

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Purpose Older adults often navigate periods of disruptive transition, such as rehousing, that can be understood in terms of ritual transformation, a concept that describes changes to the social self in terms of deconstruction, liminality and reconstruction. Music therapy can assist older adults’ movement through these stages. This paper aims to engage theoretical perspectives on ritual to consider the social and cultural transformation of these residents of a long-term care nursing home. Design/methodology/approach Ethnographic theory and literature on the ritual process are used to reflect on one music therapist’s (first author’s) experience providing music therapy to older adult residents of a long-term care nursing home. The therapist facilitated a collaborative “healing story” whose performative aspects engaged the residents in their own healing process. These experiences culminated in a group songwriting experience with a resident choir ensemble. Findings The healing narrative involved aspects of the person, selfhood, relationship and culture more than elements of physicality or functional abilities. Music therapists working with older adults may find this theoretical perspective informative in interpreting resident behaviors and needs, identifying and addressing therapeutic goals and fostering a healing narrative. Originality/value Care and interventions for older adults are often guided by the biomedical model of aging as an illness. While sociological and psychological theories of aging offer alternatives, these are not always prominent in interventions. This exploration of aging and transition as ritual transformation offers one such needed and insightful perspective to inform practice.
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Lundberg, Anita, Hannah Regis, and John Agbonifo. "Tropical Landscapes and Nature-Culture Entanglements: Reading Tropicality via Avatar." eTropic: electronic journal of studies in the Tropics 21, no. 1 (March 30, 2022): 1–27. http://dx.doi.org/10.25120/etropic.21.1.2022.3877.

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Landscape integrates both natural and cultural aspects of a particular geographical area. Environmental elements include geological landforms, waterscapes, seascapes, climate and weather, flora and fauna. They also necessarily involve human perception and inscription which reflect histories of extraction and excavation, of planting and settlement, of design and pollution. Natural elements and cultural shaping by humans – past, present, and future – means landscapes reflect living entanglements involving people, materiality, space and place. A landscape’s physicality is entwined with layers of human meaning and value – and tropical landscapes have particular significance. The Tropics is far more than geographic and needs to be understood through the notion of tropicality. Tropicality refers to how the tropics are construed as the exoticised Other of the temperate Western world as this is informed by cultural, imperial, and scientific practices. In this imaginary – in which the tropics are depicted through nature tropes as either fecund paradise or fetid hell – the temperate is portrayed as civilised and the tropical as requiring cultivation. In order to frame this Special Issue through an example that evokes tropicality we undertake an ethnographic and ecocritical reading of Avatar. The film Avatar is redolent with images of tropical landscapes and their nature-culture entanglements. It furthermore reveals classic pictorial tropes of exoticism, which are in turn informed by colonialism and its underlying notions of technologism verses primitivism. Furthermore, Avatar calls to mind the theories of rhizomatics and archipelagic consciousness.
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Baker, Thomas, Karen Coyle, and Sean Petiya. "Multi-entity models of resource description in the Semantic Web." Library Hi Tech 32, no. 4 (November 11, 2014): 562–82. http://dx.doi.org/10.1108/lht-08-2014-0081.

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Purpose – The 1998 International Federation of Library Associations (IFLA) document “Functional Requirements for Bibliographic Records” (FRBR) has inspired a family of models that view bibliographic resources in terms of multiple entities differentiated with regard to meaning, expression, and physicality. The purpose of this paper is to compare how three FRBR and FRBR-like models have been expressed as Semantic Web vocabularies based on Resource Description Framework (RDF). The paper focusses on IFLA’s own vocabulary for FRBR; RDF vocabularies for Resource Description and Access (RDA), an emergent FRBR-based standard for library cataloging; and BIBFRAME, an emergent FRBR-like, native-RDF standard for bibliographic data. Design/methodology/approach – Simple test records using the RDF vocabularies were analyzed using software that supports inferencing. Findings – In some cases, what the data actually means appears to differ from what the vocabulary developers presumably intended to mean. Data based on the FRBR vocabulary appears particularly difficult to integrate with data based on different models. Practical implications – Some of the RDF vocabularies reviewed in the paper could usefully be simplified, enabling libraries to integrate their data more easily into the wider information ecosystem on the Web. Requirements for data consistency and quality control could be met by emergent standards of the World Wide Web Consortium for validating RDF data according to integrity constraints. Originality/value – There are few such comparisons of the RDF expressions of these models, which are widely assumed to represent the future of library cataloging.
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Gonzalez, Laura, Salam Daher, and Greg Welch. "Neurological Assessment Using a Physical-Virtual Patient (PVP)." Simulation & Gaming 51, no. 6 (August 12, 2020): 802–18. http://dx.doi.org/10.1177/1046878120947462.

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Background. Simulation has revolutionized teaching and learning. However, traditional manikins are limited in their ability to exhibit emotions, movements, and interactive eye gaze. As a result, students struggle with immersion and may be unable to authentically relate to the patient. Intervention. We developed a new type of patient simulator called the Physical-Virtual Patients (PVP) which combines the physicality of manikins with the richness of dynamic visuals. The PVP uses spatial Augmented Reality to rear project dynamic imagery (e.g., facial expressions, ptosis, pupil reactions) on a semi-transparent physical shell. The shell occupies space and matches the dimensions of a human head. Methods. We compared two groups of third semester nursing students (N=59) from a baccalaureate program using a between-participant design, one group interacting with a traditional high-fidelity manikin versus a more realistic PVP head. The learners had to perform a neurological assessment. We measured authenticity, urgency, and learning. Results. Learners had a more realistic encounter with the PVP patient (p=0.046), they were more engaged with the PVP condition compared to the manikin in terms of authenticity of encounter and cognitive strategies. The PVP provoked a higher sense of urgency (p=0.002). There was increased learning for the PVP group compared to the manikin group on the pre and post-simulation scores (p=0.027). Conclusion. The realism of the visuals in the PVP increases authenticity and engagement which results in a greater sense of urgency and overall learning.
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Roes, Remco, and Alis Garlick. "re:bodying the virtual." idea journal 17, no. 01 (October 21, 2020): 82–93. http://dx.doi.org/10.37113/ij.v17i01.331.

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This visual essay is composed of an associative thread of images that are sourced from several collaborative projects we (A + R) have conducted over the past six years. The context in which these collaborations took place include a symposium, exhibitions, various video works, and the teaching of a semi-virtual interior design studio in Melbourne. A crucial aspect within these situations was a shared spatial and didactical praxis that was located on opposite sides of the planet?—?Belgium and Australia. The collaboration was thus largely determined by the gaps between A + R: the geographical separation, the physicality or virtuality of site, and the millisecond delay of the video feed. The virtual screen that speared through each interaction meant that the technologies and processes employed were often undulating attempts to minimise these gaps. To compose this visual essay, the image archive of each collaborative project was examined through a peripheral lens, in order to create relations that interrogate the spatial and conceptual implications of bridging this physical distance. The anachronistic approach to the images allowed new forms of configurations to arise, emphasising the specific spatial situations over any previous context or anecdotal chronology. As a consequence, elaborating on the precise details of each project seems to be somewhat beside the point. In fact, prosaic descriptions detract from what is actually important about these interactions. The textual interspersions throughout the essay are attempts to develop a syntax for pointing out what is conceptually relevant. They try to unpack?—?or make more accessible?—?the visual argumentation that the essay is constructed from, without ever claiming or providing unisonal clarity. The words do not function as explanations, but instead as musings that attempt to mark?—?and disclose?—?the various typologies, as well as to narrate the transition between them. They are attempts to describe both the experience of the digital landscape and the terrain itself. In these thematic paragraphs, we have attempted to find language that resonates with the configurations of site that come together through the juxtapositions within the visual sequence. The collected imagery has been curated to lay bare the constituting components of this shared experience within digital space. In this way, the essay as a whole can be read as a subjective taxonomy of our digital communication of place as well as a truly digital simultaneous compression of it into one singular entity. Ultimately, the resulting transmedial constellation of images, text, places, objects, and projects aims to interrogate the kind of interiorities that are generated when two bodies interact from distant locations through predominantly digital platforms. It describes an exchange between the virtual spaces that we occupy and the physicality of the bodies and objects that remain essential for this virtual occupation.
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Pokhabov, Yu P. "Problems of dependability and possible solutions in the context of unique highly vital systems design." Dependability 19, no. 1 (March 13, 2019): 10–17. http://dx.doi.org/10.21683/1729-2646-2019-19-1-10-17.

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Aim. The paper examines the problems caused by the conventional interpretation of dependability that prevent the practical use of dependability analysis (assessment) as a tool for engineers involved in the creation of unique highly vital systems and substantiates proposals for their resolution. Methods. The paper analyzes the problem of quantitative estimation of the dependability of unique highly vital systems without the use of probability statistical models. The view of dependability as a physical property of a product (as a result of changes in its internal state) allows at the physical level ensuring lasting capability to fulfil the required functions and quantitatively estimating the criteria of the required functions’ performance, that can be defined by, for instance, specifying a set of parameters for each function that characterize the capability to perform, as well as the permissible limits of such parameters’ variation. Such approach causes the requirement to take the origin of dependability into consideration and examine the causes of unlikely failures that are to be identified by means of additional analysis in parallel with calculations and experiments performed to support dependability. The solution to the problems of fuzzy terminology allows revealing the interrelation between the quality and the dependability, thus enabling using the single information basis of design and process engineering solutions the analysis, synthesis and assessment of the dependability of unique highly vital systems based on performance parameters without the use of probabilistic statistical models. Results. The solution of the above dependability-related problems allows ensuring dependability based on the physicality (causal connections) and physical necessity (consistency with the laws of nature) of the causes of failures. The dependability of unique highly vital systems must be ensured from the very early lifecycle stages based on consecutive execution of certain design, process engineering and manufacturing procedures, as well as application of engineering and design analysis of dependability, which also allows solving problems indirectly related to dependability, e.g. improving the quality and reducing the cost of the manufactured products. Conciusions. The paper shows that the application of design engineering methods for the dependability analysis (assessment) allows within the framework of existing views, yet with certain corrections solving dependability-related problems without the use of the mathematics of the classic dependability theory. High dependability can be achieved by the same ways as undependability comes about, i.e. through design and process engineering solutions. The analysis, substantiation of engineering solutions and specification of necessary and sufficient requirements for the manufacturing process allows achieving the target dependability by engineering means through higher quality of design and process engineering. If we regard dependability as a multiparametric property, parametric models of products can be developed that enable the evaluation of the temporal stability of parameter values using methods of individual design dependability and/or design engineering analysis of dependability. The principles of unity of the design concept and its implementation in manufacture enables the development of products and assessment of their dependability based on a single foundation, i.e. the design and process engineering solutions directly associated with the capabilities of a specific manufacturing facility.
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Murashova, Ekaterina P. "RETRO AS AN OBJECT OF LINGUISTIC STUDY." Verhnevolzhski Philological Bulletin 23, no. 4 (2020): 113–20. http://dx.doi.org/10.20323/2499-9679-2020-4-23-113-120.

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The article deals with retro as a separate object of linguistic study. Rapid informatization and digitalization raise demand for the «aesthetics of the past», which results in promotion of the values of old times in mass culture. The growing popularity of retro necessitates studying retro from different perspectives, including the linguistic one. At present the phenomenon of retro is insufficiently covered in linguistics, therefore, one needs to specify the linguistic status of retro and develop corresponding terminology. In the present paper an attempt is made to formulate a definition of retro relevant to further linguistic study of retro. Having made an overview of approaches to retro in marketing, art and design, axiology and linguistics, the author differentiates between similar terms like «retro», «stylization», «nostalgia», «antiquity» and «vintage» and suggests two understandings of retro – a broad understanding and a narrow one. The former treats retro as a linguo-cultural concept, a complex hybrid phenomenon bringing together verbal and non-verbal means of manifesting the past, the present and the future to evoke nostalgia and create new cultural knowledge. The latter presupposes that retro is a number of means of verbalizing the past and a structural and meaningful unit of discourse, connecting the past, the present and the future. Either of the understandings facilitates a promising direction in linguistic research into retro. Special attention is paid to the axiological dimension of retro, i.e. its ability to manifest the main eco-humanitarian values – physicality, subjectivity and spirituality, hence, the feasibility of an axiological approach to retro.
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MacLeod, Scott A., and Philip W. S. Newall. "Investigating racial bias within Australian rules football commentary." PLOS ONE 17, no. 7 (July 25, 2022): e0272005. http://dx.doi.org/10.1371/journal.pone.0272005.

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International research has shown that live sports commentary exhibits racial bias. Specifically, non-White players are more likely to be praised in terms of their physicality, while White players are more likely to be praised in terms of their intellect and character. The current study, which utilised a quantitative content analysis design, examined whether the speech of AFL commentators exhibited racial bias. The study randomly selected 50 men’s AFL game quarters from the 2019 AFL season and analysed 1368 applicable statements directed at 382 unique players. Based on prior research, a coding instrument was developed that incorporated three main categories (physical, cognitive, and character attributes), and six subcategories (physical ability, appearance, cognitive ability, intelligence, general character, and hard work). In contrast to the international literature, findings revealed that there were no significant between-race differences for each main attribute category. However, non-White players received a higher proportion of statements related to their physical ability, and a lower proportion of statements related to their appearance compared to White players. Non-White players also received a higher proportion of negative statements related to their cognitive ability compared to White players. There was no evidence found to suggest that players of any race were discussed in terms of their physical ability being innate, natural, or instinctual. Given the strong, but also dated, evidence showing racial bias within both American and European sports commentary, the current study provides only weak evidence for the existence of racial bias within contemporary AFL live commentary.
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Lund, Henrik Hautop, and Patrizia Marti. "Physical and conceptual constructions in advanced learning environments." Interaction Studies 5, no. 2 (September 6, 2004): 271–301. http://dx.doi.org/10.1075/is.5.2.06lun.

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I-BLOCKS are an innovative concept of building blocks allowing users to manipulate conceptual structures and compose atomic actions while building physical constructions. They represent an example of enabling technologies for tangible interfaces since they emphasise physicality of interaction through the use of spatial and kinaesthetic knowledge. The technology presented in this paper is integrated in physical building blocks augmented with embedded and invisible microprocessors. Connectivity and behaviour of such structures are defined by the physical connectivity between the blocks. These are general purpose, constructive, tangible user interface devices that can have a variety of applications. Unlike other approaches, I-BLOCKS do not only specify a computation that is performed by the target system but perform at the same time the computation and the associated action/functionality. Manipulating I-BLOCKS do not only mean constructing physical or conceptual structures but also composing atomic actions into complex behaviours. To illustrate this concept, the paper presents different scenarios in which the technology has been applied: storytelling performed through the construction of physical characters exhibiting emotional states, and learning activities for speech therapy in cases of dyslexia and aphasia. The scenarios are presented; discussing both the features of the technology used and the related interaction design issues. The paper concludes by reporting about informal trials that have been conducted with children. It should be noted that, even if both trials represent application scenarios for children, the I-BLOCKS technology is in principle open to different kinds of applications and target users like, for example, games for adults or brainstorming activities.
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45

Badam, Sriram Karthik, and Niklas Elmqvist. "Visfer: Camera-based visual data transfer for cross-device visualization." Information Visualization 18, no. 1 (August 29, 2017): 68–93. http://dx.doi.org/10.1177/1473871617725907.

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Going beyond the desktop to leverage novel devices—such as smartphones, tablets, or large displays—for visual sensemaking typically requires supporting extraneous operations for device discovery, interaction sharing, and view management. Such operations can be time-consuming and tedious and distract the user from the actual analysis. Embodied interaction models in these multi-device environments can take advantage of the natural interaction and physicality afforded by multimodal devices and help effectively carry out these operations in visual sensemaking. In this article, we present cross-device interaction models for visualization spaces, that are embodied in nature, by conducting a user study to elicit actions from participants that could trigger a portrayed effect of sharing visualizations (and therefore information) across devices. We then explore one common interaction style from this design elicitation called Visfer, a technique for effortlessly sharing visualizations across devices using the visual medium. More specifically, this technique involves taking pictures of visualizations, or rather the QR codes augmenting them, on a display using the built-in camera on a handheld device. Our contributions include a conceptual framework for cross-device interaction and the Visfer technique itself, as well as transformation guidelines to exploit the capabilities of each specific device and a web framework for encoding visualization components into animated QR codes, which capture multiple frames of QR codes to embed more information. Beyond this, we also present the results from a performance evaluation for the visual data transfer enabled by Visfer. We end the article by presenting the application examples of our Visfer framework.
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46

Belogai, K. N., Yu V. Borisenko, and N. A. Bugrova. "Sociocultural Stereotypes as a Factor of Body Image Formation among Preschool Girls." Social Psychology and Society 13, no. 2 (2022): 194–208. http://dx.doi.org/10.17759/sps.2022130213.

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Objective. We hypothesized that even short-term interaction with images that broadcast stereotypes of an unrealistically thin body may shift girls’ self-reference of body image to a thinner one. Background. Modern standards of body image, broadcast through the media, toys and other products for children, are unattainable for most people. Among such standards is the stereotype of an unrealistically thin body. Its presence makes girls perceive their bodies in a distorted manner and contributes to the formation of an extremely rigid self-ideal. Study design. The work experimentally assumes the influence of sociocultural stereotypes on the body image of preschool girls. The idea of H. Dittmar, E. Halliwell and S. Ive was used for the experiment. At the first stage, all children were examined using the "Silhouettes" technique. After 2 weeks, the girls of the experimental group were given coloring books with the image of Barbie. Girls in the control group were given neutral coloring pages with animals. After the children were coloring for 30 minutes, their body image was re-examined using the "Silhouettes" technique. Participants. Russian sample: 100 girls aged 5—6 years. All the children have a normal for their age body mass index. Measurements. Psychodiagnostic technique "Silhouettes". To compare distributions in independent samples, the Kolmogorov-Smirnov test was used, in dependent samples, the Kolmogorov test of agreement was used. Results. The results showed that a sample of Russian-speaking preschoolers, as well as their peers around the world, internalize unrealistic stereotypes of physicality by the age of 5—6. Conclusions. Interactions with images of an unrealistically thin body shift the distribution of choices for the "my body" and "ideal body" categories toward thinner images.
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47

Yunus, Asma, and Khalil Ahmad. "CHILD BIRTH EXPERIENCES OF PRIMIPAROUS MOTHERS: A PHENOMENOLOGICAL STUDY." Pakistan Journal of Social Research 03, no. 04 (December 31, 2021): 549–58. http://dx.doi.org/10.52567/pjsr.v3i4.317.

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The objective of the study wass to explore the primiparous women’s lived experiences of their child birth at an institutional facility. The research phenomenon required an in depth inquiry to get an in depth understanding of primiparous women’s perspective. Therefore, a phenomenological research design was selected to study the issue. The researcher has benefitted from the deductive logic (Charmaz, 2006) and used a semi structured interview guide was used as a tool of data collection. Yet it was flexible and was only used to consider the relevant aspect of birthing experience into consideration. For data collection, the potential participants were the primiparous women, who had a live, healthy and vaginal birth with or without epidural, at a health facility, not more than a year ago. Sample size of 10 primiparous women was determined on saturation principle. Participants, from both rural and urban background, were recruited from children OPDs of 4 public and private hospitals in Lahore during Pandemic COVID-19. The concept of birth experience was discussed from social, physical and emotional aspect. The data was recorded, transcribed verbatim and translated in English language. The data was cleaned and researcher developed familiarity by reading and rereading of data. Data analysis was performed following the Van Manon’s approach for phenomenological analysis. The cross cutting themes were identified as 1) Meaning and Motives of child birth 2) Physicality during child birth and 3) Continuous Social Support during labor and delivery. The study concludes that every women is unique and so is their birthing experience. Primiparous women feels accomplished on being mother irrespective of the gender of the child if they have a consistent support from their families, spouse and care providers. Keywords: Primiparous women. Birth Experience, Institutional Birth and Vaginal delivery.
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A, Aswathi, Gokula vanishree E, Pavithra S, Sridevi A, and Veena B. "DESIGN AND IMPLEMENTATION OF GESTURE, VOICE AND (IOT) INTERNET OF THINGS BASED HOME AUTOMATION FOR PHYSICALLY CHALLENGED." International Journal of Current Engineering and Scientific Research 6, no. 6 (June 2019): 82–89. http://dx.doi.org/10.21276/ijcesr.2019.6.6.16.

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Thomas, Ingo. "Physically accurate virtual design of coatings." ATZautotechnology 2, no. 2 (March 2002): 52–55. http://dx.doi.org/10.1007/bf03246680.

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Ramaswamy, Vasu, and Vadim Shapiro. "Combinatorial Laws for Physically Meaningful Design." Journal of Computing and Information Science in Engineering 4, no. 1 (March 1, 2004): 3–10. http://dx.doi.org/10.1115/1.1645863.

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A typical computer representation of a design includes geometric and physical information organized in a suitable combinatorial data structure. Queries and transformations of these design representations are used to formulate most algorithms in computational design, including analysis, optimization, evolution, generation, and synthesis. Formal properties, and in particular existence and validity of the computed solutions, must be assured and preserved by all such algorithms. Using tools from algebraic topology, we show that a small set of the usual combinatorial operators: boundary (∂), coboundary (δ), and dualization *–are sufficient to represent a variety of physical laws and invariants. Specific examples include geometric integrity, balance and equilibrium, and surface smoothing. Our findings point a way toward systematic development of data structures and algorithms for design in a common formal computational framework.
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