Poiesis and Video Games for Adults

Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jaqueline Alma ◽  
Miguel Cipolla-Ficarra ◽  
Jim Carré

The first studies of the social sciences aimed at the videogames of the 80s and the methods to evaluate the usability engineering of the 90s have highlighted a set of positive and negative aspects in the human-computer interaction which go from the ergonomic aspects of the devices down to the motivations to draw the attention of the users in the interaction process. In this research we present the results reached with adult users in relation to the communicability and the usability in a classical videogame for PC. We also present the elements of interactive design which boost the poiesis in cultural heritage that the analyzed videogame contains.

2017 ◽  
Vol 59 (6) ◽  
Author(s):  
Anna Luusua ◽  
Johanna Ylipulli ◽  
Emilia Rönkkö

AbstractWhile the smart city agenda is critiqued for its focus on technology and business led solutions, a new approach to design has been introduced: nonanthropocentric design aims to decenter the human as the focus of design. We build on relevant works in Human-Computer Interaction (HCI) through discussing and comparing relevant theories in the social sciences and by analyzing design examples. This approach to HCI is necessary if humanity is to meet the challenges of the Anthropocene, the era in which human activity affects the Earth on a geological scale.


2009 ◽  
Vol 18 (4) ◽  
pp. 154-160 ◽  
Author(s):  
D. Jeffery Higginbotham

Evidence is accumulating for the language use model in psycholinguistics, the social sciences as well as work in human computer interaction. Recent research in augmentative and alternative communication (AAC) has demonstrated the insufficiency of the sender-receiver model for characterizing augmented interactions. In this paper we will begin to provide a framework for showing how the AAC field may benefit from examining how people perform using language during in-person interaction.


Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


Author(s):  
Danilo Avola ◽  
Andrea Del Buono ◽  
Angelo Spognardi

In recent years, the growing improvements of the computational capability of the mobile and desktop devices, jointly to the potentialities of the current fast network connections have allowed the wide spread of advanced and complex applications and services belonging to the social computing area. The most current approaches used to interact with this kind of applications and services (hereinafter called social computing environments) do not seem able to provide an effective and exhaustive support to the human-computer interaction process. For this reason, in order to overcome this kind of problems, it is necessary to turn to more suitable interaction methodologies. In this context, human-oriented interfaces can be profitably used to support every kind of social computing environment. More specifically, multimodal interfaces enable users an effortless and powerful communication way to represent concepts and commands on different mobile and desktop devices. This chapter explores the more suitable possibilities to employ multimodal frameworks (and related algorithmic approaches) in order to interact with different kinds of social computing environments.


AI Magazine ◽  
2009 ◽  
Vol 30 (4) ◽  
pp. 41 ◽  
Author(s):  
Aaron Spaulding ◽  
Julie Sage Weber

The field of Human-Computer Interaction (HCI) offers designers and developers of interactive systems a large repertoire of methods for ensuring that their systems will be both usable and useful. This article offers a brief introduction to these methods, focusing on the ways in which they sometimes need to be adapted and extended to take into account the characteristic properties of systems that include some sort of AI. The discussion is organized around three types of activity: understanding users needs, interaction design, and evaluation. 


2000 ◽  
Vol 22 (4) ◽  
pp. 373-382 ◽  
Author(s):  
Amy Baylor

This article discusses pedagogical issues for intelligent agents to successfully serve as mentors for educational purposes. Broader issues about the nature or persona necessary for an intelligent agent as mentor are discussed, incorporating usability and human-computer interaction issues such as the anthropomorphic qualities of the agent and the social relationship between learner and agent. Overall, to be effective for learning, it is argued that there are three main requirements for agents as mentors: 1) regulated intelligence; 2) the existence of a persona; and 3) pedagogical control.


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