Índice

  1. Tesis

Literatura académica sobre el tema "Interactive public space"

Crea una cita precisa en los estilos APA, MLA, Chicago, Harvard y otros

Elija tipo de fuente:

Consulte las listas temáticas de artículos, libros, tesis, actas de conferencias y otras fuentes académicas sobre el tema "Interactive public space".

Junto a cada fuente en la lista de referencias hay un botón "Agregar a la bibliografía". Pulsa este botón, y generaremos automáticamente la referencia bibliográfica para la obra elegida en el estilo de cita que necesites: APA, MLA, Harvard, Vancouver, Chicago, etc.

También puede descargar el texto completo de la publicación académica en formato pdf y leer en línea su resumen siempre que esté disponible en los metadatos.

Tesis sobre el tema "Interactive public space"

1

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

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
2

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

Texto completo
Resumen
The Internet is evolving, both in form and function, at a rate which is becoming increasingly difficult to match. Through constructs such as The Internet of Things, our consumption of digital information and knowledge is slowly moving away from being primarily consumed through screens to one in which we are generators of data by interacting with the objects and spaces which surrounds us. Thus, the Internet is no longer a space we visit but rather the space we live in and experience in our daily lives. The Digital Public Space, a concept based on the democratisation of privately held knowledge, is intrinsically connected to the notions of Internet, especially around its delivery and reach. Whilst the two are arguably separated by different social and political motivational aspirations as the internet evolves so must our consideration of the Digital Public Space. The AHRC Creative Exchange research project was set to explore the myriad of potentials of the Digital Public Space from understanding, facilitation and creation of digital public spaces to privacy and ethical concerns. I approached this space by considering how our own physicality means that there will always be a tangible aspect to the consumption and production of digital information; a duality in existence which needs to be understood in order to design better experiences. In particular, I am concerned with the characteristics and particularities around the creation processes involved in the design of mixed-reality objects and spaces which might contribute to the Digital Public Space in the context imposed by the juxtaposition of the digital and the physical worlds. Therefore, this research presents the methodological framework required for the understanding of such design processes with a clear focus on the interactions and affordances mixed-reality artefacts make use of in their designs. Through the exploration of five different research projects, resulting from collaborative design-led research, conducted in close partnership between academia and the creative industries, I extract, rationalise and present ideas, individually, in order to present research insights for the design and construction of mixed-reality artefacts. The key aspects of which are summarised in a set of guidelines, taking the shape of a manifesto, to serve prospective designers in the production of mixed-reality artefacts.
Los estilos APA, Harvard, Vancouver, ISO, etc.
3

Antic, Dusan. "Encouraging social interaction in public spaces through interactive light." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21164.

Texto completo
Resumen
Interactive light systems create unique opportunities for different kinds of social interactions in public places. This thesis explores movement as the main interaction to discover and create new ways of engaging in social interaction as well as to encourage people of different age groups to come together and participate. To further explore and answer the questions in mind, different field studies such as interviews and user tests were implemented to gather information on how the pedestrian’s thoughts and actions were. The outcome of these field studies showed that there is a slight shyness in the Swedish people and that they need to be encouraged to start socially interacting. Which through the presented prototype and its mechanics worked and allowed the participants to express their thoughts and feelings regarding an interactive light system that could encourage social interaction in public spaces.
Los estilos APA, Harvard, Vancouver, ISO, etc.
4

Merry, Anna. "An investigation into playful interactive experiences within public space." Thesis, De Montfort University, 2018. http://hdl.handle.net/2086/17509.

Texto completo
Resumen
This investigation aimed to produce methods of regeneration for underutilised public areas, encouraging social and spatial interactions through play permission. Approached from an interdisciplinary perspective, design and artistic installation merge with social science. Central skills of communication develop at a young age where play is a major contributor, but in a globalised world interactions are increasingly 'virtual' rather than physical. Research hypothesis suggests playful designs as catalysts for change will alter spatial usage and user perceptions, thus creating exciting places for public life. Ideally a 'playful interactive experience' is seemingly humorous participatory design unexpectedly intervening with public space, allowing participation with an ephemeral experience. Investigation contributions are frameworks for the creation and evaluation of playful interactive experiences, to be utilised at academic or professional levels, aiming for: playful environment creation, and analysis of user interactions. Design for research methodology tested framework parameters through the utilisation of design artefacts. Multiple methods were employed to triangulate results: onsite questionnaires, focus groups, and professional interviews provided the study with public and professional opinions. Secondly, observational behavioural mapping displays visual and statistical outcomes for data comparison. Modified user perception, increased usage and positive social engagements reveal that: play permission implemented correctly is a successful method for place creation. Conclusions indicate that humorous outcomes can be enjoyed by all as economic, fun and non traditional solutions to 'placemaking.' Findings allowed for framework development in their concluding form. Future recommendations suggest a handbook detailing the playful interactive experience. New questions prompt discussions into: impacts on anti-social behaviour, continued employment over greater time periods and additional spatial settings. This research was carried out by De Montfort University, aided by Frederick University and Urban Gorillas, NGO. It was an investigation into playful interactive experiences with intentions of improving sociability and perceptions, promoting creativity and usage within underutilised public spaces.
Los estilos APA, Harvard, Vancouver, ISO, etc.
5

Järlehag, Ella. "The Social Bench : Interactive product design for public space." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71395.

Texto completo
Resumen
This report covers a master’s thesis project in industrial design engineering, product design, at Luleå University of Technology. The objective for the thesis has been to develop a product that enables interaction between people in the public space. This to promote meetings and create an additional experience with the help of integrated technology. Studies of concerned theories have been research which included information about interaction design, ubiquitous computing, public space and social innovation. It was decided early in the project to focus on benches as they are a natural part of public spaces like parks. To seek an understanding for the projects context an benchmark on similar projects, interviews with experts in choosing furniture for public space and a cultural probe has been conducted. This research served as a base for the design process which started with an ideation phase where creative methods were used to generate a great amount of ideas for possible interactions. Experience prototyping was one of the key methods used and when enough ideas had been developed four different concepts where put together that focused on how the interaction would be perceived. With the help of a voting process and a concept-scoring matrix one concept was chosen to further develop. This concept was then detailed design were the design for the actual bench was decided and two prototypes were built to be able to demonstrate and test the final concept. The final result of the thesis project was the interactive bench named The Social Bench. The Social Bench has integrated technology in the form of lightning and sensors that detect when someone sits down. This triggers the interaction and enables the user to choose the color on the light underneath the bench by sitting on the different colored seating disks placed on the bench. The bench is supposed to function in a network of benches that are all connected and mimics each other’s interactional patterns. This is displayed by the choosing of color were every users choice is displayed on all of the benches in the network. The Social Bench lets the user share an experience together on remote locations. It promotes interaction between people in the public space and provides with a fun and innovative way to communicate. This thesis aims to contribute in knowledge of interaction design as a tool for promoting interaction in the public space and the thesis concludes in a discussion of the outcome and recommendations for future work.<br>Den här rapporten innefattar ett examensarbete inom Teknisk Design inriktning produktdesign vid Luleå Tekniska Universitet. Syftet med examensarbetet har varit att utveckla en produkt som stödjer interaktionen mellan människor i den offentliga miljön. Detta för att främja möten och skapa ytterliga användarupplevelser genom integrerad teknologi. En litteraturstudie utfördes på berörda områden och innefattade teorier om interaktionsdesign, ubiquitous computing, offentliga miljöer och social innovation. Från början av projektet gjordes en avgränsning till att titta på specifikt bänkar eftersom dessa är en naturlig del av offentliga miljöer såsom parker. Efter detta utfördes en marknadsundersökning på liknade produkter, intervjuer och en cultural probe för att undersöka arbetets kontext. Den informationsinsamling som bedrivits blev utgångspunkten för en idégenerering som sedan utfördes där olika kreativa metoder användes för att generera ett stort antal med idéer. En av dessa metoder var experience prototyping och efter att tillräckligt många idéer genererats framställdes fyra olika koncept. Dessa koncept innefattade hur interaktionen skulle upplevas och genom en röstnings-process och en utvärderingsmatris så valdes ett koncept för vidare utveckling. Detta koncept blev sedan detalj utvecklat där designen på den fysiska bänken togs fram. För att kunna testa och utvärdera det slutgiltiga resultatet framställdes också två stycken prototyper i full skala. Det slutgiltiga resultatet av examensarbetet är den interaktiva bänken The Social Bench. The Social Bench har inbyggd belysning och integrerade trycksensorer som läser av när någon sätter sig ned på bänken. Detta triggar själva interaktionen som möjliggör för användaren att välja färg på den integrerade belysningen under bänken genom att välja vilken av dom färgade sitt-ytorna som hen vill sitta på. Bänken är tänkt att fungera i ett nätverk av sammankopplade bänkar som interagerar med varandra och användarna. Detta illustreras genom att när en färg valts på en av bänkarna så visas också denna färg på dom andra bänkarna i nätverket. Bänken låter användare som befinner sig på olika platser dela en upplevelse tillsammans där fler användare som använder bänken leder till att fler färger adderas till interaktionen. Detta för att främja interaktionen mellan människor i den offentliga miljön på ett rolig och innovativ sätt. Examensarbetet ämnar till att bidra med kunskap inom interaktionsdesign som ett verktyg för att främja social interaktion i den offentliga miljön. Arbetet avslutas med en diskussion om resultatet och rekommendationer för framtida arbete.
Los estilos APA, Harvard, Vancouver, ISO, etc.
6

Ryan, Bengtsson Linda. "Re-negotiating social space : Public art installations and interactive experience." Doctoral thesis, Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-11723.

Texto completo
Resumen
Digital media technologies are becoming increasingly and extensively integrated into our way of living. We communicate, inform and entertain ourselves through media technologies in disparate spaces. When digital technology is integrated into our everyday environment, the border between media interfaces and physical environments is blurred. Traditional divisions of spaces dissolve and are rearranged, complicating the linkages between private and public spheres.   The key phenomenon shaping these experiences with digital media technologies is interactivity. Interactivity intersects these spaces allowing users of mediated content to be affected by the actual, and vice versa. This study has emerged through the need for further research focusing on the term interactivity in today’s media practices, contributing with more targeted research and theoretical work concerning the interconnection between space and digital technologies. The study pursues interactivity by taking on a different perspective than earlier research, staging a qualitative study from a grounded theory perspective complemented by phenomenological theory. In this way interactivity is approached from diverse angles, moving away from earlier fixations on technology and placing it within social and spatial contexts.   The study uses three contemporary Scandinavian interactive art installations, ‘Colour by Numbers’, ‘Emotional Cities’ and ‘Climate on the Wall’, to explore how interactivity plays into the relation between humans, technology and social space. The integration of interactive art installations in public space raises issues regarding humans’ sense of space and human relations vis-à-vis interactions with such artworks. The study finds evidence that interactive art installations can shift humans’ perceptions of space, allowing them to have social experiences and feel locally connected or anchored. Humans do not necessarily become placeless due to interactive technology. It may as well enhance space by converging with existing spatial references. The mediated and the actual may re-enforce each other expanding and transcending diverse spaces.
Los estilos APA, Harvard, Vancouver, ISO, etc.
7

Chen, Kuangfan. "Playable digital intervention in public spaces: Opportunities for engaging young office workers with public space." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/213474/1/Kuangfan_Chen_Thesis.pdf.

Texto completo
Resumen
This project explores the potential of playful digital placemaking. The focus of the research is enquiring the concept of pleasure, deriving from the field of digital interaction and game design, applied to research into future urban design. Through qualitative and quantitative research in the context of Guiyang, China, the project has established different typologies of intervention, informed by a new design-led model for Playable digital intervention in public space.
Los estilos APA, Harvard, Vancouver, ISO, etc.
8

Jurmu, M. (Marko). "Towards engaging multipurpose public displays:design space and case studies." Doctoral thesis, Oulun yliopisto, 2014. http://urn.fi/urn:isbn:9789526206394.

Texto completo
Resumen
Abstract This dissertation seeks to identify and discuss challenges related to the engagement process of multipurpose public displays (MPD) in urban spaces. MPD is a public display concept based on the current emergence of passive public displays, which again is part of the growth of digital signage as a medium for commercial and non-commercial content. MPDs are separated from contemporary public displays by two traits: interactivity and new use cases. Due to these traits, a better understanding of the potential of the MPD concept is needed, and this, in its turn, necessitates both a systematic and a multidisciplinary approach. The investigation on the MPD concept and its related engagement process carried out in this thesis is divided into two phases. First, the theoretical phase is based on an extensive and analytical literature review and results in a theoretical framework based on two contributions: a layered design space for capturing the challenges related to design of MPDs in a systematic way, as well as formulation of a three-phase engagement process to model the engaging of MPDs in practice. These two formalizations facilitate reasoning on different aspects of MPD design, and thus scaffold future designs and deployments. Second, the empirical phase is based on a collection of case studies each of which investigates selected sections of the overall theoretical framework along with serving to illustrate how the sections under investigation operationalize in practice. The overall contribution of this dissertation is thus both to lay out a framework for a wider research area, as well as to raise selected findings as part of the framework through the case studies. The findings derived on the basis of the design space, as well as the engagement process indicate the complexity of the design process for MPDs, even in cases where only the aspects of human-computer interaction (HCI) are considered. They also serve to raise the importance of non-functional issues in real-world MPD deployments, most notably, the mental models embodied by current public displays that citizens implicitly transfer over to MPDs as well. For future designs, careful leveraging of existing practices and mental models is crucial to facilitate the adoption of MPDs and to fully realize their potential as flexible urban computing tools<br>Tiivistelmä Tämä väitöskirja pyrkii tunnistamaan ja analysoimaan monikäyttöisten julkisten näyttöjen (multipurpose public display, MPD) käyttöön liittyviä haasteita. MPD on uusi kaupunkitiloissa olevien julkisten näyttöjen konsepti, joka perustuu nykyisten passiivisten julkisten näyttöjen sekä niissä esitettävän digitaalisen kyltityksen (digital signage) pohjalle. MPD eroaa konseptitasolla nykyisistä julkisista näytöistä pääasiassa kahdella tavalla: interaktiivisuudella sekä uusilla käyttötarkoituksilla. Näistä eroavaisuuksista sekä kaupunkitilojen yleisemmästä luonteesta johtuen MPD-konseptin parempi ymmärrys ja sitä kautta hyödyntäminen tulevaisuudessa edellyttää sekä järjestelmällistä että tieteidenvälistä tutkimusotetta. Tässä työssä tehty tutkimus jakaantuu ylimmällä tasollaan kahteen vaiheeseen. Ensimmäinen teoreettinen vaihe pohjautuu laajaan kirjallisuuskatsaukseen ja kulminoituu teoreettiseen viitekehykseen, joka koostuu kahdesta osasta. Ensimmäinen osa on kerroksittainen suunnitteluavaruus (design space), jossa pyritään MPD-konseptiin liittyvien haasteiden ja mahdollisuuksien kartoittamiseen tutkimuksen nykytila huomioonottaen. Toinen osa on teorisoitu esitys MPD-konseptin käyttöprosessista (engagement process) kaupunkilaisten näkökulmasta koostuen kolmesta osittain limittyvästä vaiheesta. Nämä kaksi teoreettista osaa tarjoavat pohjaa MDP-konseptiin pohjautuvalle suunnittelulle tulevaisuudessa. Toinen empiirinen vaihe rakentuu kolmen tapaustutkimuksen kokoelmasta, jossa jokainen yksittäinen tapaustutkimus pohjautuu tiettyihin esitetyn teorian osa-alueisiin ja näin ollen myös esittelee, miten suunitteluavaruus sekä käyttöprosessin malli voivat realisoitua käytännössä. Työn kontribuutio koostuu siis laajemman teoreettisen kehyksen muodostamisesta sekä tämän kehyksen määrittämässä fokuksessa tehdyistä tapaustutkimuksista. Työssä saavutetut tulokset auttavat hahmottamaan MPD-konseptiin liittyvän suunnittelun kompleksisuutta tilanteissa, joissa on keskitytty pääasiassa ihminen-kone vuorovaikutuksen (human-computer interaction, HCI) tutkimiseen. Tapaustukimukset nostavat esille myös ns. non-funktionaalisten tekijöiden roolin autenttisissa kaupunkitiloissa tapahtuvassa empiirisessä ja konstruktiivisessa tutkimuksessa. Tässä tärkeään rooliin nousevat etenkin niin kutsutut mentaalimallit, joiden kautta kaupunkilaiset hahmottavat MPD-konseptia. Työn tulosten perusteella voidaan todeta, että MPD-konseptiin pohjautuvassa suunnittelussa tulee korostaa olemassa olevien urbaanien sosiokulttuuristen käytäntöjen roolia. Näin MPD-konseptin käytöstä voidaan tulevaisuudessa saada sujuvampaa ja luontevampaa, ja MPD-konsepti voisi tulevaisuudessa olla keskeisempi osa urbaania sosiokulttuurista rakennetta
Los estilos APA, Harvard, Vancouver, ISO, etc.
9

Teleki, Paul. "Rethinking Accountability: Making Canadian Democracy Work Toward an Interactive and Ethical Public Space." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28560.

Texto completo
Resumen
Canadian Westminster democracy is representational and problematic because it maintains accountability structures at the bureaucratic and hierarchical level from the top-down. This results in the exclusion of citizens from the accountability process and a public service and government that makes decisions that mayor may not represent the citizenry. Broadening the democratic context to promote inclusivity, through participatory and deliberative democratic theory, will provide the space for an ethical and active accountability to flourish. Philosophically justifying the need to transition from our current accountability regime to include Alan Gewirth's conception of the community of rights (1996) will make political leaders ethically obliged to effectuate citizen preferences in political processes. By establishing the moral obligation of political leaders to effectively engage citizens in political processes, there must be a discussion of the actual policies and procedures that could guide the process of effectuating citizen preferences. We suggest that information and communication technologies in conjunction with face-to-face consultations may provide a conduit for the successful integration of citizen preferences, thereby resulting in an interactive democratic context which facilitates active accountability for citizens.
Los estilos APA, Harvard, Vancouver, ISO, etc.
10

Parker, Callum. "Augmenting Space: Design approaches for making public interactive displays relevant in hyperconnected societies." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/18993.

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

Pasar a la bibliografía