A Comparison of Gamified, Immersive VR Curation Methods for Enhanced Presence and Human-Computer Interaction in Digital Humanities

2015 ◽  
Vol 4 (2) ◽  
pp. 221-233 ◽  
Author(s):  
Stavros Kateros ◽  
Stylianos Georgiou ◽  
Margarita Papaefthymiou ◽  
George Papagiannakis ◽  
Michalis Tsioumas
2018 ◽  
Vol 34 (Supplement_1) ◽  
pp. i80-i99 ◽  
Author(s):  
Uta Hinrichs ◽  
Stefania Forlini ◽  
Bridget Moynihan

Abstract Although recent research acknowledges the potential of visualization methods in digital humanities (DH), the predominant terminology used to describe visualizations (prototypes and tools) focuses on their use as a means to an end and, more importantly, as an instrument in the service of humanities research. We introduce the sandcastle as a metaphorical lens and provocative term to highlight visualization as a research process in its own right. We argue that building visualization sandcastles provides a holistic approach to cross-disciplinary knowledge generation that embraces visualization as (1) an aesthetic provocation to elicit critical insights, interpretation, speculation, and discussions within and beyond scholarly audiences, (2) a dynamic process wherein speculation and re-interpretation advance knowledge within all disciplines involved, and (3) a mediator of ideas and theories within and across disciplines. Our argument is grounded in critical theory, DH, design, human–computer interaction, and visualization, and based on our own research on an exceptional literary collection. We argue that considering visualizations as sandcastles foregrounds valuable insights into the roles of visualization as a mindset, methodology, and praxis within humanities research and beyond.


2005 ◽  
Author(s):  
John Neumann ◽  
Jennifer M. Ross ◽  
Peter Terrence ◽  
Mustapha Mouloua

Author(s):  
Himanshu Bansal ◽  
Rizwan Khan

The advancement in the development of computer technology has led to the idea of human computer interaction. Research experiments in human computer interaction involves the young age group of people that are educated and technically knowledgeable. This paper focuses on the mental model in Human Computer Interaction. There are various approaches of this review paper and one of them is highlighting current approach, results and the trends in the human computer interaction and the second approach is to find out the research that have been invented a long time before and are currently lagging behind. This paper also focuses on the emotional intelligence of a user to become more user like, fidelity prototyping. The development and design of an automated system that perform such task is still being accomplished.


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