interactive experience
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Photonics ◽  
2022 ◽  
Vol 9 (1) ◽  
pp. 46
Author(s):  
Xiao Liu ◽  
Xin-Ting Zeng ◽  
Wen-Jian Shi ◽  
Shang-Feng Bao ◽  
Tao Yu ◽  
...  

Laser exhibition technology has been widely used in the virtual environment of exhibitions and shows, as well as in the physical conference and exhibition centers. However, the speckle issue due to the high coherence of laser sources has caused harmful impacts on image quality, which is one of the obstacles to exhibition effects. In this paper, we design a compact Nd:YAG/PPMgLN laser module at 561.5 nm and use two different types of big-core multi-mode fibers to lower the spatial coherence. According to our experiment, the speckle contrasts relating to these two types reduce to 7.9% and 4.1%, respectively. The results of this paper contribute to improving the application effects of key optical components in the exhibitions. Only in this way can we provide technical supports and service guarantee for the development of the exhibition activities, and an immersive interactive experience for the audiences.


Heritage ◽  
2022 ◽  
Vol 5 (1) ◽  
pp. 103-128
Author(s):  
Anne Laure Carre ◽  
Arnaud Dubois ◽  
Nikolaos Partarakis ◽  
Xenophon Zabulis ◽  
Nikolaos Patsiouras ◽  
...  

Traditional crafts exhibit tangible and intangible dimensions. Intangible dimensions include the practitioner’s gestural know-how in craft practice and have received smaller attention than tangible dimensions in digitization projects. This work presents the process of representation and presentation of the glasswork and is exemplified in the re-creation of a historical object. Following an articulated pipeline approach for data collection, annotation, the crafting process is represented visually and semantically in a way that can be meaningfully presented and utilized in craft training and preservation. The outcomes of the proposed approach were used to implement a Mixed Reality installation. The installation targets craft presentation through an exploration of the workspace, as well as craft training through an interactive experience where users re-enact gestures of a glass master holding a tool and receiving audiovisual feedback on the accuracy of their performance. Preliminary evaluation results show high acceptance of the installation and increased user interest.


Author(s):  
Cansu Nur Simsek

The Flutter of Butterflies Beyond Borders (2016) is an interactive digital installation by an interdisciplinary art collective teamLab based in Japan. The title of the artwork urges critical questions and implications such as, are the butterflies or the participants beyond the borders of digital technologies in this work? How and why are these borders shaped? If we consider the digital butterflies as the substitute for nature, who has control over nature beyond borders, digital technology, or human? The work situates the human body not only as a part of its natural environment but also as the dominant factor for shaping nature's future as well as the work's. Participants become gradually more aware of their behaviors that impact the continuity and well-being of the natural environment through the experience of intimate interaction with the artwork, particularly with their physical touch. By building a digitized nature installation, the artists create an experience not to prioritize the illusory sense of visuality but to increase and manipulate social awareness of the natural environment. This media artwork presents an exceptional and timely experience with its comments on the contemporary ecological turn through the entanglement of humans, nature, and technology.


2021 ◽  
Vol 11 (24) ◽  
pp. 12066
Author(s):  
Agnese Brunzini ◽  
Margherita Peruzzini ◽  
Fabio Grandi ◽  
Riccardo Karim Khamaisi ◽  
Marcello Pellicciari

The human-centered design (HCD) approach places humans at the center of design in order to improve both products and processes, and to give users an effective, efficient and satisfying interactive experience. In industrial design and engineering, HCD is very useful in helping to achieve the novel Industry 5.0 concept, based on improving workers’ wellbeing by providing prosperity beyond jobs and growth, while respecting the production limits of the planet as recently promoted by the European Commission. In this context, the paper proposes an ergonomic assessment method based on the analysis of the workers’ workload to support the design of industrial products and processes. This allows the simultaneous analysis of the physical and cognitive workload of operators while performing their tasks during their shift. The method uses a minimum set of non-invasive wearable devices to monitor human activity and physiological parameters, in addition to questionnaires for subjective self-assessment. The method has been preliminarily tested on a real industrial case in order to demonstrate how it can help companies to support the design of optimized products and processes promoting the workers’ wellbeing.


2021 ◽  
Author(s):  
Benjamin T. Kaveladze ◽  
Robert R. Morris ◽  
Rosa Victoria Dimitrova-Gammeltoft ◽  
Amit Goldenberg ◽  
James J. Gross ◽  
...  

BACKGROUND Loneliness, especially when chronic, can substantially reduce one’s quality of life. Positive social experiences might help to break cycles of loneliness by promoting more prosocial cognitions and behaviors. Internet-mediated live video communication platforms (eg, Zoom and Twitch) may offer an engaging and accessible medium to deliver such positive social experiences to people at scale. Despite their widespread use, there is a lack of research into how these newer platforms’ socially interactive elements affect loneliness-related aspects of users’ psychosocial well-being. OBJECTIVE We aimed to experimentally evaluate whether a socially interactive live video experience improved loneliness-related outcomes to a greater extent than a non-interactive control experience. METHODS We recruited participants from an online survey recruitment platform and assigned half to participate in a socially interactive live video experience with strangers and the other half to a non-interactive control experience that was designed to be identical in all other regards. Participants completed several baseline measures of psychosocial wellbeing, participated in an hour-long live video experience, and then completed some of the baseline measures again. Four weeks later, we followed up with participants to evaluate their change in trait loneliness since baseline. We pre-registered our hypotheses and analysis plan and provide our data, analysis code, and study materials online. RESULTS 249 participants completed the initial study and met inclusion criteria, 199 of whom also completed the 4-week follow-up. Consistent with our predictions, we found that directly after the more socially interactive experience, participants’ feelings of connectedness increased more (p<.001), positive affect increased more (p=.002), feelings of loneliness decreased more (p<.001), social threat decreased more (p=.006), and negative affect decreased more (p=.003) than they did after the less interactive experience. However, the extent of change in trait loneliness between baseline and 4 weeks later did not differ between conditions (p=.853). Future research is needed to examine how these effects might generalize across different contexts and populations, particularly in instances where participants have an expectation of future interaction. CONCLUSIONS Including socially interactive components in live video experiences can improve loneliness-related psychosocial outcomes for a short time. Future work should explore how these benefits can be leveraged towards longer-term prosociality.


Lateral ◽  
2021 ◽  
Vol 10 (2) ◽  
Author(s):  
Juan Llamas-Rodriguez

Digital networked media actively participate in the nation-state’s and tech entrepreneurs’ efforts to imagine and manage the borderlands. These media facilitate virtual forms of thinking about the border both by offering popular reference points for the new technology being developed (e.g. Google Maps, Pokémon Go, Call of Duty) and by providing the actual tools through which these ideas can become actionable. This article analyzes one such reference point within the first-person shooter (FPS) console game Call of Juarez: The Cartel (Ubisoft, 2011). Like other border-themed video games, The Cartel borrows on colonial tropes and ideologies by creating playable narratives that invoke the untamable frontier and position racialized subjects as Other. Through its virtual modes of representation and interaction, the game encodes the racialization processes that continue to shape popular imaginings of the border. While its digital aesthetics animate a dynamic space of possibility, the logic of the first-person shooter reins in the expansiveness of animated space by restricting it to an interactive experience of tunnel warfare, an ideological orientation to the border underground that channels the players’ purposive motion into a space of direct confrontation and racial violence. Analyzing the narrative and procedural work of this ostensibly reactionary video game demonstrates how border infrastructures structure and shape specific forms of racial and colonial violence.


2021 ◽  
Author(s):  
Anh Viet Le ◽  
◽  
Thu Huong Nguyen ◽  
May Raquel Sadiasa Cruz ◽  
◽  
...  

Visitation to the dark past of history is growing where more tourist is confronting concepts of mortality. Still, it appears to have minimal research on dark tourist experiences in the context of prison museums, particularly the Old Melbourne Gaol. The aim of the research is to analyse visitors’ experiences and provide recommendation for improvement. The relevance of the research is understanding dark tourist experiences will give insight into how service offerings can be improved in prison museums. The researcher conducted a qualitative study using thematic analysis to understand visitor experiences better and provide recommendation for future visitation. Purposive sampling was used to explore mixed reviews from the widely used platform called TripAdvisor. One of the key findings is that most visitors are international tourists accompanied by family or friends visiting towards the end of the year, which means that service offerings should be geared towards this group. Furthermore, the overall visitor experience is positive, and emerging themes narrates the authenticity of carceral life, interactive experience and exciting reenactments at the Old Melbourne Goal. Lastly, the findings reveal the need to reconsider the role of customer service as it influences the overall satisfaction of visitors and strengthen substantial aspects of service offerings to increase visitation and enhance the visitor experience.


2021 ◽  

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?


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