From Interaction to Trajectories

Slides:



Advertisements
Similar presentations
Mobile Data from a Research Perspective Institute of Educational Technology The Open University Agnes Kukulska-Hulme JISC/CNI conference, Edinburgh, 1-2.
Advertisements

REPORTING STUDENT LEARNING. GCO or General Curriculum Outcomes GCO’s are outcomes that all students are expected to meet. The General Curriculum Outcomes.
The Same Old Remote Misunderstandings: Object-Focused Interaction in e-Social Science Mike Fraser University of Bristol.
Research Narrative Designs Dr. William M. Bauer
Narrative Research Designs
3 Mixed Reality Design Experience design. 3 Overview2 Some dichotomies 1. VR vs AR/MR (also VR vs ubiquitous computing) 2. AR vs MR 3. Task-based vs Experience-Based.
Cognitive Issues in Virtual Reality Wickens, C.D., and Baker, P., Cognitive issues in virtual environments, in Virtual Environments and Advanced Interface.
WHAT IS INTERACTION DESIGN?
Systems Engineering in a System of Systems Context
International negotiation
Maia Engeli School of Interactive Arts and Technology Simon Fraser University The Flow of Ideas in Telematic Environments Play, Portrayal,
GROUPTHINK IS NOT A 4-LETTER WORD Alternate Reality Games & Collective Intelligence Craig McKenney Texas Tech University IPCC 2008.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 7: Storytelling and Narrative.
MULTIMEDIA Development Team.
Spatial Hypermedia and Augmented Reality
Bringing Research and Teaching together: towards a vision for a new higher education Dr Angela Brew Institute for Teaching and Learning The University.
Copyright, Robert J. Lackie and Joanne P. Roukens Powering Up Your Library Instruction: Teaching Methods & Facilitation Skills Robert J. Lackie.
THE QUALITATIVE RESEARCH APPROACH Chapter 3. WHAT IS THE INTERPRETIVE WAY OF THINKING? Multiple Realities Data versus Information Subjects versus Research.
Interactive Media and Game Development 1 Thoughts on Critical Game Studies David Finkel Computer Science Department Interactive Media and Game Development.
CMPD 434 MULTIMEDIA AUTHORING
TENNIS REAL PLAY: AN INTERACTIVE TENNIS GAME WITH MODELS FROM REAL VIDEOS JUI-HSIN LAI ET AL., NTU ACM MM 2011.
| Hills like White Elephants Schedule: 1.Attendance & Questions? 2.Writing reflection 3.Where we are in the course. 4.Reader’s role. 5.Discussion.
INTERACTIVE DOCUMENTARY: New Ways to Tell Nonfiction Stories AGREA MEDIA 2011 Saint-Petersburg State University of Film and Television Faculty of Audiovisual.
Fact or Fiction: Teaching with Historical Fiction
©2005 University of Central Floridawww.mcl.ucf.eduMedia Convergence Laboratory Provocative Statement: Truly interactive stories have yet to be successfully.
People in multimedia Systems. Multimedia Systems Multimedia systems are designed by a team of people who specialise in a particular field, For example:
CTRL - Z Tracking ideas and images of the state. This project examines the narratives and assumptions that people currently have of the state. The project.
Virtual Reality Design and Representation. VR Design: Overview Objectives, appropriateness Creating a VR application Designing a VR experience: goals,
1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way.
On the interaction features of the Virtual Reality User Interface of an educational game Maria Virvou, George Katsionis & Konstantinos Manos Department.
UNLEASH the POWER of the System Integration. Integration and Service System Planning: The Literacy Sector’s Path Literacy Service Planning in The Early.
TOWARDS EMBODIED INTERACTION Andrew Morrison & Synne Skjulstad.
Chapter 5: Spatial Cognition Slide Template. FRAMES OF REFERENCE.
Situated Design of Virtual Worlds Using Rational Agents Mary Lou Maher and Ning Gu Key Centre of Design Computing and Cognition University of Sydney.
Designing Interfaces for Playful Public Performances Steve Benford The Mixed Reality Laboratory The University of Nottingham
Hyper-Hitchcock F. Shipman, A. Girgensohn, and L. Wilcox, "Hyper-Hitchcock: Towards the Easy Authoring of Interactive Video", Proceedings of INTERACT 2003,
COIT23003 Games Development 1. Overview of Game Design.
INF5200/TOOL5100: CSCW/L Issues in CSCW and groupware Lecture 1, Issues in CSCW and Groupware: Anders Mørch and Sisse Finken INF5200/TOOL 5100,
Principles of Effective Writing Instruction Students need frequent, predictable time to write. Students need to be able to choose writing topics. Students.
Investigating Identity Unit. Unit Summary During this unit students will participate in different activities that are all a part of Project-Based Learning.
The Interactive Model Of Program Planning
Beyond The Desktop The Future of the Interface. The co-evolution of hardware, interface and users Punched cards Character displays and keyboards Graphical.
TOOL5100: CSCL Issues in CSCW and groupware A. Mørch, Issues in CSCW and Groupware: Anders Mørch TOOL 5100,
The epistemology of Activity theory Engeström, Y.: “Comment on Blackler et al.: Activity Theory and Social Knowledge: A Story of Four Umpires”, pp ,
Understanding Work Teams
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
Simulations as a Useful Teaching Tool Hemda Ben-Yehuda, Luba Levin-Banchik and Chanan Naveh Prepared by Guy Zohar When using this presentation, please.
R&D  BBC MMX BBC Second Screens Study Maxine Glancy (BBC) & Connor Graham (freelance researcher)
Narrative Research Designs
Why to care about research?
PEDAGOGICAL TOOLS METHODOLOGICAL CRITERIA. The methodological tools should… - be culturally sensitive, - consider age and use the knowledge of old generation.
Google Earth INTEGRATING GLOBAL THINKING. Why Use Virtual Tours? Flexible Tool: History, Science, Math, English, etc. An Interactive Way to Explore Supports.
This project has been funded with support from the European Commission partner logo INCOM – VET WP 3 – Examples of learning materials… DRAFT OF THE 2 ANNEXES,
Johansen Quijano University of Texas Arlington English Department Transmedia Storytelling.
INTEGRATING ECOSYSTEM APPROACHES: GREEN INFRASTRUCTURE & SPATIAL PLANNING EPA STRIVE Programme 2007–2013 School of Architecture, Planning and Environmental.
+ PARCC Partnership for Assessment of Readiness for College and Careers.
Chapter 1 Mass Communication: A Critical Approach.
 Hello. I want to thank you for the opportunity to interview for this teaching position.  In being a teacher, I am aware of the effect that I play in.
International Programme for School Principals in the UAE Advanced Leadership.
Jirka Pánek // GeoGames and playful geography methodology for field trips.
Introduction to Virtual Environments & Virtual Reality
Ubiquitous Computing and Augmented Realities
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Project 1: Design Concepts
Knowledge of the person, his/her situation and history
WHAT IS INTERACTION DESIGN?
Jennifer Whyte Dragana Nikolić
Jennifer N.A. Silva et al. BTS 2018;3:
Lecture 9: Virtual and augmented environments for design
Chapter 14 INTRODUCING EVALUATION
Presentation transcript:

From Interaction to Trajectories Steve Benford Mixed Reality Laboratory University of Nottingham

Desert Rain (1997)

Uncle Roy All Around You (2003)

Fairground: Thrill Laboratory (2006)

Day of the Figurines (2006)

Trajectories All four experiences combine interactivity with live performance They also exhibit complex and extended spatial and temporal structures They are unified by the approach of creating a coherent journey through the experience Building on recent studies of interactive exhibits, these journeys can be described in terms of trajectories

Trajectories through hybrid space Mixed Reality Continuum (Milgram and Kishino) Virtual Reality (Everyday) Reality Augmented Reality Augmented Virtuality immersion ubiquity Our experiences combine multiple points on the continuum to form complex hybrid space through which participants move

Trajectories through hybrid time Time as perceived by the participant Perceived time The timing of interactions as perceived by the participant Interaction time The times at which a participant chooses or is able to interact Schedule time The times at which the narration is made available Plot time The temporal structure of the narration of the story Story time The temporal structure of the underlying story world Time as conceived by the author

Trajectories through roles Participants Street players Online players each role follows its own trajectory and there are trajectories between roles Performers Actors Orchestrators Spectators Audience Bystanders

Trajectories through interfaces Interfaces are designed and also arranged to establish a trajectory of interaction

Transitions and Traversals Trajectories have to negotiate various transitions and traversals during which continuity may be at risk

Transitions and Traversals beginnings Trajectories have to negotiate various transitions and traversals during which continuity may be at risk

Transitions and Traversals Role and interface transitions beginnings Trajectories have to negotiate various transitions and traversals during which continuity may be at risk

Transitions and Traversals Role and interface transitions Temporal episodes beginnings Trajectories have to negotiate various transitions and traversals during which continuity may be at risk

Transitions and Traversals Role and interface transitions Temporal episodes Physical-virtual traversals beginnings Trajectories have to negotiate various transitions and traversals during which continuity may be at risk

Transitions and Traversals Role and interface transitions Temporal episodes Physical-virtual traversals beginnings Access to physical resources Trajectories have to negotiate various transitions and traversals during which continuity may be at risk

Transitions and Traversals Role and interface transitions Temporal episodes Seams Physical-virtual traversals beginnings Access to physical resources Trajectories have to negotiate various transitions and traversals during which continuity may be at risk

Transitions and Traversals Role and interface transitions endings Temporal episodes Seams Physical-virtual traversals beginnings Access to physical resources Trajectories have to negotiate various transitions and traversals during which continuity may be at risk

Negotiating Trajectories Canonical trajectory Participant trajectory Canonical and participant trajectories represent an author’s ideal journey and a participant’s actual journey respectively

Negotiating Trajectories Canonical trajectory Interactivity drives divergence Participant trajectory Canonical and participant trajectories represent an author’s ideal journey and a participant’s actual journey respectively

Negotiating Trajectories Orchestration drives convergence Canonical trajectory Participant trajectory Canonical and participant trajectories represent an author’s ideal journey and a participant’s actual journey respectively

Interleaving Trajectories Participant ‘red’ Participant ‘blue Multiple trajectories can represent different participants or different applications

Interleaving Trajectories Mutual awareness and encounters when trajectories come together Participant ‘red’ Participant ‘blue Multiple trajectories can represent different participants or different applications

Interleaving Trajectories Participant ‘red’ Participant ‘blue Steer trajectories apart to avoid contention or to minimise distractions and interruptions Multiple trajectories can represent different participants or different applications

Interleaving Trajectories Participant ‘red’ Pacing involves keeping trajectories together Participant ‘blue Multiple trajectories can represent different participants or different applications

Summary of Trajectories A trajectory describes a journey through an extended user experience emphasising continuity and coherence Trajectories pass through hybrid structures of space, time, roles and ecologies of interfaces Trajectories have to cross key transitions including beginnings, endings, role and interface transitions, physical-virtual transitions, temporal episodes, physical resources and seams Canonical trajectories and participant trajectories represent author and participant control and diverge and converge due to interactivity and orchestration Interleaved trajectories describe collaborative and/or multi-tasking situations and address encounters, awareness, separation, pacing and prioritisation

Putting Trajectories to Work Providing sensitising concepts for empirical studies A vehicle for compiling craft knowledge Identifying requirements for new technologies Towards a dramaturgy of interactive user experience

‘Serious’ experiences? Cultural experiences may provoke reflection and debate Addressing challenging themes Using ambiguity to provoke interpretation Wider applications of trajectories Designing complete VR experiences Supporting learning

Further Information www.mrl.nott.ac.uk www.blasthoery.co.uk www.thrilllaboratory.com Papers and videos available at: www.mrl.nott.ac.uk/~sdb Benford, Giannachi, Koleva & Rodden, ‘From Interaction to Trajectories: Designing Coherent Journeys Through User Experiences’, ACM CHI 2009 Benford &Giannachi, ‘Temporal Trajectories in Shared Interactive Narratives’, ACM CHI 2008 Benford et al, ‘The Frame of the Game’, ACM CHI 2006 Reeves, Benford, O’Malley and Fraser, ‘Designing the Spectator Interface, ACM CHI 2005 Gaver, Beaver & Benford, ‘The Role of Ambiguity in Interfac Design’, ACM CHI 2003