DIGITAL CREATIVITYPub Date : 2021-01-02DOI: 10.1080/14626268.2020.1868535
Teemu Leinonen, Jaana Brinck, Henriikka Vartiainen, Nitin Sawhney
{"title":"Augmented reality sandboxes: children’s play and storytelling with mirror worlds","authors":"Teemu Leinonen, Jaana Brinck, Henriikka Vartiainen, Nitin Sawhney","doi":"10.1080/14626268.2020.1868535","DOIUrl":"https://doi.org/10.1080/14626268.2020.1868535","url":null,"abstract":"ABSTRACT Augmented Reality (AR) technology has provided a new technological platform for ‘mirror worlds’, where layers of information, meaning, and functions are integrated with a digital twin of the real world. To explore mirror worlds, we designed and developed +Andscape, an interactive AR sandbox. In this conceptual and empirical case study, we observed children’s (5–6-year-old, N = 16) collaborative play and storytelling with +Andscape. The qualitative content analysis from observational video-based data allows us to infer how children’s play with the AR sandbox engaged their questioning and reflections of both the real world events and the computational mirror worlds. The use of the tool triggered children’s imagination and opened for them a story world for exploration of current media events in a unique way. We conclude that when introducing mirror worlds, the focus should be on creative play, participation and storytelling through which the children can construct their own story worlds.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"38 - 55"},"PeriodicalIF":1.1,"publicationDate":"2021-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1868535","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49292683","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
DIGITAL CREATIVITYPub Date : 2021-01-02DOI: 10.1080/14626268.2020.1868536
Hafizur Rahaman, Michelle Johnston, E. Champion
{"title":"Audio-augmented arboreality: wildflowers and language","authors":"Hafizur Rahaman, Michelle Johnston, E. Champion","doi":"10.1080/14626268.2020.1868536","DOIUrl":"https://doi.org/10.1080/14626268.2020.1868536","url":null,"abstract":"ABSTRACT Before colonization, there were over 250 languages spoken in Australia. Today only thirteen Indigenous languages are still being taught to children). Language has an important part to play in cultural maintenance and ‘closing the gap’ in terms of First Peoples’ cultural heritage, identity, and sense of belonging. In this work, we aim to develop an engaging and easy way to teach and learn the local Indigenous names of wildflowers using a mobile device. This paper presents the development of a phone application that runs on a local machine, recognizes local wildflowers through its camera, and plays associated sounds and displays associated text in the Noongar language. The prototype mobile application has been developed with MobileNets model on the TensorFlow platform. The dataset is derived from Google searches, while the sound files are generated from label text by running an apple script. UI and interactivity have been developed by using Vuforia and the Unity game engine. Finally, the Android Studio is used to deploy the app. At this point in time, the prototype can only recognize ten local flowers, with 85%∼99% of accuracy. We are working with a larger dataset towards developing the full application.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"22 - 37"},"PeriodicalIF":1.1,"publicationDate":"2021-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1868536","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46797160","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
DIGITAL CREATIVITYPub Date : 2020-12-29DOI: 10.1080/14626268.2020.1863822
Kenny K. N. Chow
{"title":"Crafting animated parables: an embodied approach to representing lifestyle behaviours for reflection","authors":"Kenny K. N. Chow","doi":"10.1080/14626268.2020.1863822","DOIUrl":"https://doi.org/10.1080/14626268.2020.1863822","url":null,"abstract":"ABSTRACT Latest work regarding personal informatics, gamification, and feedback has suggested that visualizing behavioural data for daily reflection should consider dynamic representations in metaphors and narratives with positively and negatively valued outcomes. Grounded in behavioural models from social psychology and embodied cognition theories, this article proposes a framework guiding the generation of animated parables wherein causality between a behaviour and its virtual outcomes is easy to understand. The guidelines include metaphorical mapping and blending the behaviour with a direct cause-effect scenario with similarities in embodied experiences. Application of the guidelines in a series of design workshops generates 47 parables. To evaluate the parables, metrics include naturalness of integrating with life routines, aesthetics of blending into environments, and ease of interpreting the causality. Evaluation results show that more embodied mapping and blending are more likely to result in understandable behaviour-outcome links. Designers can follow the guidelines and metrics to generate and compare ideas. Lastly, recommendations for crafting more embodied parables are provided.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"1 - 21"},"PeriodicalIF":1.1,"publicationDate":"2020-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1863822","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47403888","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
DIGITAL CREATIVITYPub Date : 2020-10-01DOI: 10.1080/14626268.2020.1848873
A. Galani, Abigail C. Durrant, David Chating, Rebecca M. Farley
{"title":"Designing for intersubjectivity and dialogicality in museum interactive installations about migration","authors":"A. Galani, Abigail C. Durrant, David Chating, Rebecca M. Farley","doi":"10.1080/14626268.2020.1848873","DOIUrl":"https://doi.org/10.1080/14626268.2020.1848873","url":null,"abstract":"ABSTRACT How do we design for intersubjective, digitally-mediated encounters in the museum? We report on the process of designing a digital interactive installation called Sit with Me for a permanent museum exhibition on migration in Newcastle upon Tyne, UK. Focussing on this case-study, the article aims to unpick the tensions, challenges and opportunities arising from designing for intersubjectivity in the context of migration exhibitions. It particularly explores how perspectives from the past may be brought into a relation with contemporary visitor perspectives through the design of interaction spaces that enable dialogicality and other-oriented perspective taking. Our aim is to enrich current museological discourse on exhibiting and experiencing migration in museums, contributing much needed understandings on the use and role of digital interactive technologies in these contexts; we further contribute methodological insight about a research-through-design practice that critically addressed the museum’s desire to foster intersubjectivity in the encounters between Self and Other.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"31 1","pages":"302 - 319"},"PeriodicalIF":1.1,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1848873","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47147238","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
DIGITAL CREATIVITYPub Date : 2020-10-01DOI: 10.1080/14626268.2020.1835987
Claudia Núñez-Pacheco, L. Loke
{"title":"Getting into someone else's soul: communicating embodied experience","authors":"Claudia Núñez-Pacheco, L. Loke","doi":"10.1080/14626268.2020.1835987","DOIUrl":"https://doi.org/10.1080/14626268.2020.1835987","url":null,"abstract":"ABSTRACT The idea of connecting with the sensory realities of others can help us to build empathic ties and to think outside the boundaries of our preconceived ideas. Envisioning these opportunities, this paper introduces a framework with a set of embodied modalities derived from communicating embodied experiences through a prototype for storytelling called SOUL. This prototype was built to transmit some experiential qualities based on a first-person narrative truthfully. Three ways of bodily connecting with the experience of others are here identified as (1) assertion, (2) negotiation or (3) dissension, and described as different ways of generating embodied connections with the prototype. This approach is intended to enrich the value of alterity in HCI, including disagreement and tension in times where the design of one size fits all artefacts appear as the general rule. We conclude that this sensory way of transmitting meaning can be useful for communicating assertive messages.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"31 1","pages":"245 - 258"},"PeriodicalIF":1.1,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1835987","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44710827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
DIGITAL CREATIVITYPub Date : 2020-10-01DOI: 10.1080/14626268.2020.1845214
E. Bruun, Ian Ting, S. Adriaenssens, S. Parascho
{"title":"Human–robot collaboration: a fabrication framework for the sequential design and construction of unplanned spatial structures","authors":"E. Bruun, Ian Ting, S. Adriaenssens, S. Parascho","doi":"10.1080/14626268.2020.1845214","DOIUrl":"https://doi.org/10.1080/14626268.2020.1845214","url":null,"abstract":"ABSTRACT Robots in traditional fabrication applications act as passive participants in the process of creation—simply performing a set of predetermined actions to materialize a completed design. We propose a novel bottom-up design framework in which robots are instead given the opportunity to participate centrally within a creative design process. This paper describes how two 6-axis industrial robotic arms were used to cooperatively aggregate a collection of solid spherical units. The branching spatial structure being constructed is unplanned at the outset of this process, and is instead designed in pseudo-realtime during construction. This ‘design-as-you-build’ approach relies on robotic input, in the form of path-planning constraints, in tandem with human evaluation and decision-making. The resulting structure emerges from a human–robot design collaboration operating within the specified physical domain.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"31 1","pages":"320 - 336"},"PeriodicalIF":1.1,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1845214","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42053202","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
DIGITAL CREATIVITYPub Date : 2020-09-15DOI: 10.1080/14626268.2020.1818584
Malik Nairat, M. Nordahl, Palle Dahlstedt
{"title":"Generative comics: a character evolution approach for creating fictional comics","authors":"Malik Nairat, M. Nordahl, Palle Dahlstedt","doi":"10.1080/14626268.2020.1818584","DOIUrl":"https://doi.org/10.1080/14626268.2020.1818584","url":null,"abstract":"ABSTRACT Comics can be a suitable form of representation for generative narrative. This paper provides an argument for this based on an analysis of properties of the comics medium, and describes a tool for character design and comic strip creation that applies interactive evolution methods to characters in a virtual environment. The system is used to interactively create artificial characters with extreme personality traits inspired by well-known comics characters.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"31 1","pages":"284 - 301"},"PeriodicalIF":1.1,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1818584","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45499300","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
DIGITAL CREATIVITYPub Date : 2020-08-10DOI: 10.1080/14626268.2020.1802295
F. V. Amstel, R. Gonzatto
{"title":"The anthropophagic studio: towards a critical pedagogy for interaction design","authors":"F. V. Amstel, R. Gonzatto","doi":"10.1080/14626268.2020.1802295","DOIUrl":"https://doi.org/10.1080/14626268.2020.1802295","url":null,"abstract":"ABSTRACT The design studio is the standard approach for interaction design education in the Global North. Nevertheless, in the Global South, this approach is not directly applicable due to authoritarian educational systems founded on colonialist ideologies. This research reports on an attempt to appropriate the design studio and fundamental interaction design concepts in Brazil. Following the anthropophagy tradition of hybridization, the foreign concepts were not rejected but devoured and digested together with Global South concepts, such as radical alterity, mediation, and oppression to form what we call the anthropophagic studio. The process gradually revealed to students and researchers the role of interaction design in reproducing other historical oppressions beyond colonialism. This finding points to the need for a critical pedagogy that can aptly tackle technology-mediated oppression.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"31 1","pages":"259 - 283"},"PeriodicalIF":1.1,"publicationDate":"2020-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1802295","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48361010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
DIGITAL CREATIVITYPub Date : 2020-07-02DOI: 10.1080/14626268.2020.1810433
A. Brooks
{"title":"Shifting Boundaries: Practices and Theories, Arts and Technologies","authors":"A. Brooks","doi":"10.1080/14626268.2020.1810433","DOIUrl":"https://doi.org/10.1080/14626268.2020.1810433","url":null,"abstract":"The theme for this special issue of Digital Creativity, ‘Shifting Boundaries: Practices and Theories, Arts and Technologies’, originated from the annual International Conference ArtsIT (Arts and Te...","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"31 1","pages":"143 - 146"},"PeriodicalIF":1.1,"publicationDate":"2020-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1810433","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43463721","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
DIGITAL CREATIVITYPub Date : 2020-06-30DOI: 10.1080/14626268.2020.1783321
Mincong Huang, Samuel Chabot, T. Krueger, Carla Leitão, J. Braasch
{"title":"From immersion to collaborative embodiment: extending collective interactivity in built environments through human-scale audiovisual immersive technologies","authors":"Mincong Huang, Samuel Chabot, T. Krueger, Carla Leitão, J. Braasch","doi":"10.1080/14626268.2020.1783321","DOIUrl":"https://doi.org/10.1080/14626268.2020.1783321","url":null,"abstract":"ABSTRACT This paper discusses the use of human-scale immersive virtual environments as a platform for developing technologies for embodied digital interaction. We propose a three-body framework of spatial typologies in the realm of collaborative room-centered immersive systems that governs the relationship between the immersants, the hardware system of the environment, and the presented virtual environment. Through the lens of this framework, we present several use cases in the Collaborative-Research Augmented Immersive Virtual Environment Laboratory (CRAIVE-Lab) at Rensselaer Polytechnic Institute. Through the narratives of these use cases, it is argued that the proposed framework not only affords the design of interaction systems in room-centered virtual environments with spatial awareness, but also engenders new approaches to envision system design and its integration to the built environment. This framework intends to emphasize the significance of spatial thinking in expanding the creative potentials of body-driven interactive immersive systems.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"31 1","pages":"200 - 212"},"PeriodicalIF":1.1,"publicationDate":"2020-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1783321","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"59798619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}