Interactive Design : Tunnel or Spiral

Author(s):  
Michael Heim

Interactivity pounds at the doors of all broadcast media. Newspapers publish daily reports about cyberspace, then invite readers to subscribe to their online news services. Television programs encourage on-air feedback via email. Movies and popular television shows maintain viewer newsgroups and offer World Wide Web sites with click-on audio and video. As the era of one-way messages fades, the tone of unilateral broadcasting sinks to the trashy low-end of media culture. Quality switches from the TV remote controls to the computer console. Programming ceases to be unilateral when interactivity arrives. Digital switching is, of course, under the hood of interactivity. The computer establishes a reciprocal relationship between sender and receiver, viewer and producer. Because computers handle high-speed transmission to-and-fro, the separating line between sender and receiver, viewer and producer, begins to blur. The digital switch converts text, sounds, and video to transmissible bits. And bits produce incoherent fragments that are hardly distinguishable from cultural noise. The blast of information shatters what remains of cultural coherence in the wobbling worlds of print and film distribution. The digital era splatters attention spans till the shared sensibility dribbles into fragmentary, disintegrative de-construction. Interactivity signals a process of reconstruction. The digital Humpty-Dumpty needs mending. Reconstruction is a process of designing wholes, virtual worlds, that are both received and actively assembled —full, rich experiential places fit for human habitation. From the bits of the digital era arises the holism of virtual design. Virtual design means building worlds from digital fragments, engineering usable software environments from disparate information sources. Worlds are not simply re-packaged fragments. Nor do virtual worlds re-present the primary physical world. What emerges are new functional wholes, habitats that emulate the engagement of real worlds. Software engineering and software architecture support these virtual worlds, but artists with traditional skills must play a pivotal role in their construction. Virtual architecture must go well beyond wire-frame models set in clean Cartesian coordinates. Polygons in Renaissance perspective are only the first steps of interactive design. Worlds require mood-tuned scenarios that draw on traditional artistic insights.

Author(s):  
Bruno J. Santos ◽  
Rachel P. Tabacow ◽  
Marcelo Barboza ◽  
Tarcisio F. Leão ◽  
Eduardo G. P. Bock

Cyber security in Healthcare is a growing concern. Since it has been a proliferation of IoT devices, data breaches from the healthcare industry are increasing the concern about how cyber security can protect data from connected medical devices. Recent years have seen numerous hacking and IT security incidents. Many healthcare organizations are facing problems to defend their networks from cybercriminals. In the current digital era, the physical world has a cyber-representation. Both the real and virtual worlds are connected in areas, such as informatics and manufacturing. Health 4.0 (H4.0) refers to a group of initiatives aiming to improve medical care for patients, hospitals, researchers, and medical device suppliers. Increasing collaboration in terms of medical equipment, artificial organs, and biosensors is a way to facilitate H4.0. As a result, cyber security budgets have increased, new technology has been purchased, and healthcare organizations are improving at blocking attacks and keeping their networks secure.


Author(s):  
Gibran Garcia ◽  
Insung Jung

Previous studies have revealed that when video gamers, or users of three-dimensional (3D) virtual worlds, display intense concentration coupled with an emotional engagement in their undertaking, they are affected by multisensory stimuli. This can lead to developing a feeling of detachment from the physical world, which, in turn, can lead to high levels of participation and engagement. Notwithstanding these results, it remains unclear as to whether students can experience the same kind of immersion in two-dimensional (2D) platform-based online collaborative learning spaces as has been achieved in video games and 3D worlds and, if they actually can, which features would lead to similar levels of increased engagement. This study is one of the first attempts to investigate the immersion experiences of students engaged in two 2D online collaborative learning platforms, one text-based and the other video-based. Data from eight students revealed that key features of immersion observed in video games and 3D worlds also appeared during the online collaborative activities but that the way such immersion was perceived by the students was greatly affected by the characteristics of the individual platform. When emotional engagement was considered, empathy was found to play an important role in the participants’ immersion experiences. Implications for practice or policy: Text-based platforms could be effective in motivating students to focus more on the postings, while video-based platforms may be more effective in generating empathy with others through observation of body language. When selecting a communication platform for online collaboration, sensory stimuli of the platform should be carefully examined. Empathy could be developed prior to an online collaborative activity so that students reflect on their thoughts and consider others’ feelings for a more immersive learning experience.


Author(s):  
Shalin Hai-Jew

On the surface spaces of the WWW and Internet, organizations and individuals have long created a public face to emphasize their respective brands, showcase their credibility, and interact with others in often very public ways. These surface spaces include Websites, social media platforms, virtual worlds, interactive game spaces, content sharing sites, social networking sites, microblogging sites, wikis, blogs (Web logs), collaborative work sites, and email systems. Beneath the glittering surfaces are electronic understructures, which enable the mapping of networks (based on physical location or organization or URL), the tracking of inter-personal relationships between various accounts, the geolocation of various electronic data to the analog physical world, the de-anonymizing of aliases (to disallow pseudonymity), and the tracking of people to their contact information (digital and physical). Maltego Radium is a penetration testing tool that enables such crawls of publicly available information or Open-Source Intelligence (OSINT) to identify and describe electronic network structures for a range of applications. Further, this information is represented in a number of interactive node-link diagrams in both 2D and 3D for further insights. There is also an export capability for full reportage of the extracted information. This chapter introduces the tool and identifies some practical ways this has been used to “package” fresh understandings for enhanced awareness and decision-making in a higher education context.


Author(s):  
Anton Bogdanovych ◽  
Simeon Simoff

An important security aspect of Virtual Worlds (in particular Virtual Worlds oriented towards commercial activities) is controlling participants’ adherence to the social norms (rules of behavior) and making them follow the acceptable interaction patterns. Rules of behavior in the physical world are usually enforced through a post factum punishment, while in computer-controlled environments like Virtual Worlds we can simply block the actions that are inconsistent with the rules and eliminate rule violations as such. In order to facilitate enforcing the rules in such automatic manner and allow for frequent rule changes, the rules have to be expressed in a formal way, so that the software can detect both the rules and the actions that can potentially violate them. In this chapter the authors introduce the concept of Virtual Institutions that are Virtual Worlds with normative regulation of interactions. For development of such systems the authors employ the Virtual Institutions Methodology that separates the development of Normative Virtual Worlds into two independent phases: formal specification of the institutional rules and design of the 3D interaction environment. The methodology is supplied with a set of graphical tools that support the development process on every level, from specification to deployment. The resulting system is capable of enforcing the social norms on the Virtual Worlds’ participants and ensuring the validity of their interactions.


Author(s):  
Raffaele Bedini ◽  
Giovanni Tani ◽  
Alessandro Fortunato ◽  
Gabriele Goti ◽  
Claudio Mantega

To allow easy and fast interaction between the simulation modules developed by the authors in a Virtual Design environment and the data bases set up in the past by an Italian manufacturer for the traditional design of Machining Centers for High Speed Milling, a graphic interface was created. The work was done utilising advanced features of Matlab suitable, through Microsoft Windows assisted procedures, to extract from Microsoft Excel sheets all sensitive data regarding the machine-tool components, feeding the input module of the simulation package. In this way it is now possible to perform intensive simulation campaigns quickly and easily avoiding the very burdensome procedures demanded for the input to the simulation language. This graphic module also makes it possible to quickly present and compare the results of experimental tests with the outputs of simulation runs.


2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Mark Richard Johnson ◽  
Robert Mejia

In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining of  behaviors of players both within and outside of the game, demonstrating that EVE promotes neoliberal  activity in its players, encourages these behaviors outside the game, and that players who have found success in the real world of neoliberal capitalism are those best-positioned for success in the time-demanding and resource-demanding world of EVE. This thereby sets up a reciprocal ideological determination between the real and virtual worlds of EVE players, whereby each reinforces the other. We lastly consider the “Alliance Tournament” event, which romanticizes conflict and competition, and argue that it serves as a crucial site for deploying a further set of similar rhetorical resources. The paper therefore offers an understanding of the sociocultural and political-economic pressure exerted on the “physical” world by the intersection of EVE’s representational and material elements, and what these show us about the real-world ideological power of science fictional worlds.


2001 ◽  
Vol 10 (6) ◽  
pp. 565-582 ◽  
Author(s):  
T. Todd Elvins ◽  
David R. Nadeau ◽  
Rina Schul ◽  
David Kirsh

Finding one's way to sites of interest on the Web can be problematic, and this difficulty has been recently exacerbated by widespread development of 3-D Web content and virtual-world browser technology using the Virtual Reality Modeling Language (VRML). Whereas travelers can often navigate 2-D Web sites based on textual and 2-D thumbnail image representations of the sites' content, finding one's way to destinations in 3-D environments is notoriously troublesome. Wayfinding literature provides clear support for the importance of landmarks in building a cognitive map and then using that map to navigate in a 3-D environment, be it real or virtual. Textual and 2-D image landmark representations, however, lack the depth and context needed for travelers to reliably recognize 3-D landmarks. This paper describes a novel 3-D thumbnail landmark affordance called a worldlet. Containing a 3-D fragment of a virtual world, worldlets offer travelers first-person, multi-viewpoint experience with faithful representations of potential destinations. To facilitate an investigation into the comparative advantages of landmark affordances for wayfinding, worldlet capture algorithms were designed, implemented, and incorporated into two VRML-based virtual environment browsers. Findings from a psychological experiment using one of these browsers revealed that, compared to textual and image guidebook usage, worldlet guidebook usage: nearly doubled the time subjects spent studying the landmarks in the guidebook, significantly reduced the time required for subjects to reach landmarks, and reduced backtracking to almost zero. These results support the hypothesis that worldlets facilitate traveler landmark knowledge, expedite wayfinding in large virtual environments, and enable skilled wayfinding.


2015 ◽  
Vol 27 (1) ◽  
pp. 23-33 ◽  
Author(s):  
Youngjoo Na ◽  
Dong Kyu Na

Purpose – Fashion and textile industry has confronted to participate with the sustainable industry and society proactively not by the government regulations, but by the shareholders or consumers driven with corporate social responsibility. The purpose of this paper is to consider methods applied for the sustainability of products according to Korean domestic fashion and textile companies and clothing types and to investigate the limitation of current sustainability methods of companies. Design/methodology/approach – The study used document analysis and case studies of 396 companies. The study looked into newspapers, monthly magazines, and publications of fashion companies and internet web sites of almost every possible type that have been issued to date and analyzed the previous studies as well. Findings – The companies’ strategies are of three groups, the uses of environmental friendly materials: 36.9 percent (natural fibers, recycled fibers and biodegradable fibers), apparel reuse: 4.5 percent (remodeling/alteration and transform/combination with more materials), and eco-marketing promotions: 58.6 percent. For women’s and casual wear section, the methods used with organic materials and the green-campaign messages appeared frequently, while in the men’s wear section, coolMapsi, 0or warm OnMapsi for business wear did a lot for the low indoor energy consumption, such as no neck-tie in the hot season or wearing underwear in the cold season. Originality/value – Fashion and textile products have provided the key solutions for the generation’s happiness, identity, value, self-realization, health and role. There have been the low quality and similarity of fashion products from mass production and high speed and we should consider sustainability for the next generation and society. But the current problem in the industry is that most of eco-product developments are only short term. Also, from the high cost of eco materials and processes, there is a limited portion of sustainability section among total products and low design quality of fashion or the low profit outcomes.


2011 ◽  
Vol 295-297 ◽  
pp. 2506-2510
Author(s):  
Jun Jun Qin ◽  
Yang Yin ◽  
Cui Yun Dong

Aiming at the question of high-speed spindle’s long development cycle, take the structural design and the performance analysis of cnc machining center’s high-speed spindle system as key points, use the cad technology, fea technology,dynamic simulation technology and virtual design theory, and integrate them into an integration technology, the virtual design and analysis software system devoted to the cnc machining center’s high-speed spindle was developed too, and gave parts of the operating instance. Through the practical application in one large-scale enterprise of machine tool, the fea sibility and practicability of proposed system principle and implementation techniques were verified, and the better design quality and higher efficiency were shown too.


Sign in / Sign up

Export Citation Format

Share Document