面向本土存在:设计混合现实本土数据体验的激进关系方法。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Sean J Dorr, James W Rock, Vicente M Diaz, Daniel F Keefe, Melanie Tory
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引用次数: 0

摘要

我们提出了土著存在,这是一个与土著社区合作的设计原则,使计算工具响应土著的优先事项。本土存在融合了参与式设计方法与激进的关系,一个来自批判性本土理论的概念,以及来自虚拟和混合现实(MR)研究的存在理论。一个与密克罗尼西亚和达科他当地社区为期六年的伙伴关系就是一个例子,其部分目的是利用MR来振兴和交流有关独木舟、水域、土地和天空的文化知识。激活土著存在的五个因素是:1)有一个与社区相关的主题,2)包括土著制造者,3)创造文化上可识别的体验,4)在设计中以激进的关系为中心,5)尊重土著协议。潜在的好处包括提高计算机研究的道德标准,以及提高计算机的可信度和参与度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Toward Indigenous Presence: A Radical Relationality Approach for Designing Mixed-Reality Indigenous Data Experiences.

We present Indigenous Presence, a design principle for partnering with Indigenous communities to make computing tools responsive to Indigenous priorities. Indigenous Presence blends participatory design methodologies with radical relationality, a concept from Critical Indigenous Theory, and theories of presence from virtual and mixed-reality (MR) research. Examples come from a six-year partnership with local Micronesian and Dakota communities that aims, in part, to use MR to revitalize and exchange cultural knowledges of canoes, waters, lands, and skies. Five factors for activating Indigenous Presence are identifed: 1) having a community-relevant topic, 2) including Indigenous makers, 3) creating culturally identifiable experiences, 4) centering radical relationality in design, and 5) respecting Indigenous protocols. Potential benefits include higher ethical standards for computing research along with increased trustworthiness and participation in computing.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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