An Interactive Installation for Children to Support Learning Through Game

Author(s):  
Daniele Ardu ◽  
Massimo Deriu ◽  
Gavino Paddeu ◽  
Selene Uras
2020 ◽  
Vol 13 (1) ◽  
pp. 16-23
Author(s):  
Agatha Maisie Tjandra ◽  
Lalitya Talitha Pinasthika ◽  
Rangga Winantyo

In the recent five years, City parks have been developing rapidly in urban cities in Indonesia. Built in 2007, Taman Gajah Tunggal is one of the city parks located in Tangerang. This park is situated at The Center of Tangerang City on the edge of Cisadane River. Like many public spaces in Indonesia, this park has littering issues by visitors’ lack of care. This re- search is offered to develop social marketing by using a digital game for gaining awareness of Taman Gajah Tunggal’s visitors age 17-30 years old about littering issues. This paper focused on developing the prototyping process in iteration design method by using a digital game to suggest possibilities design for future development interactive installation design in public space which can bring a new experience.


Leonardo ◽  
2014 ◽  
Vol 47 (5) ◽  
pp. 500-501 ◽  
Author(s):  
Mónica Mendes ◽  
Pedro Ângelo ◽  
Nuno Correia

Hug@ree is an interactive installation that provides a bond between urban beings and the forest. It is an ARTiVIS (Arts, Real-Time Video and Interactivity for Sustainability) experience that provides interaction with trees and videos of trees in real-time, raising awareness of the natural environment and how individual action can collectively become so relevant. In this paper, the authors present an overview of the Hug@ree concept, related work, implementation, user experience evaluation and future work.


Leonardo ◽  
2010 ◽  
Vol 43 (5) ◽  
pp. 482-483
Author(s):  

Oracle is an interactive installation, created in the framework of the eMobiLArt Project, which uses tracking systems, generative algorithms, sound and video, forming a dynamic environment. Through the change between an audiovisual display, and the sudden stillness of an image, while one stays still for a longer time, Oracle reveals its answer to the viewers. Witnessing the emergence of original semantics through our daily relationship with images and vast visual information, Oracle stands as a sudden metaphor of our collective unconscious.


2016 ◽  
Vol 5 (9) ◽  
pp. 1
Author(s):  
Caitilin De Berigny ◽  
Freya Zinovieff ◽  
Karen Cochrane ◽  
Youngdong Kim ◽  
Zhepeng Rui

<p>This paper explores interactive applications that encourage mindfulness through sensors and novel input technology. Research in psychology and neuroscience demonstrating the benefits of mindfulness is initiating a new movement in interactive design. As cutting edge technologies become more accessible they are being employed to research and explore the practice of mindfulness. We examine three interactive installation artworks that promote mindfulness. In order to contextualize the interactive artworks discussed we first examine the historical background of the Electroencephalogram (EEG). We then discuss the physiological processes of meditation and the history behind the clinical practice of mindfulness. We show how artists and designers employ EEG sensors, to record the electrical activity of the brain to visualize mindfulness meditation practices. Lastly, we conclude the paper by discussing the future of the three artworks.</p>


2014 ◽  
Vol 24 ◽  
pp. 41-43
Author(s):  
Yoon Chung Han ◽  
Byeong-jun Han

The authors discuss two sonification projects that transform fingerprint and skin patterns into audio: (1) Digiti Sonus, an interactive installation performing fingerprint sonification and visualization and (2) skin pattern sonification, which converts pore networks into sound. The projects include novel techniques for representing user-intended fingerprint expression and skin pattern selection as audio parameters.


Author(s):  
Connie Golsteijn ◽  
Elise van den Hoven ◽  
Sijme Geurts ◽  
Max Eichenbrenner ◽  
Christ van Leest ◽  
...  

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