We present an extension to OSPRay Studio, Intel’s open-source ray tracing application, to support immersive virtual reality experiences in public exhibition settings. This extension enables one to ...display a single, coherent 3D virtual environment on tiled display walls and use gesture-based interaction techniques to navigate the environment. Additional mechanisms are provided to configure the application for different display arrangements and integrate other motion-tracking technologies.
Interactive installations engage people in different ways, many of which are different than originally intended by the designer. We present a model that illustrates the differences between the ...intended experience and the actual experience of people. The model is demonstrated through the analysis of one interactive installation at the Science Museum (London) and the various parameters are mapped and visualized. We suggest that the participants of interactive installations engage differently than originally intended by the designer, which can be defined here as “deviation”. There are several levels of deviation, and the proposed model will illustrate the critical interaction stages and visualize the deviations. This model offers new tools for designers and curators alike.
Embodiment in interactive installations Duarte, Emanuel Felipe; Mendoza, Yusseli Lizeth Méndez; de Queiroz, Maria Jêsca Nobre ...
Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems,
10/2022
Conference Proceeding
Ubiquitous and pervasive technologies, alongside the expanding role of the computer in our lives, present new dimensions to the concept of embodiment within the Human-Computer Interaction (HCI) ...field. Interactive installations, in particular, afford the technological and conceptual exploration of embodiment due to a high degree of creative freedom and more open objectives, making it a promising context to be investigated. In this paper, we present a systematic literature review on approaches to embodiment in the context of interactive installations. We searched four major digital libraries and screened a total of 3245 studies following a protocol described in the paper. The final selection consists of 67 entries. Our analysis shows a multitude of theoretical and practical approaches to embodiment in interactive installations, but also significant compatibility and combined use. We present detailed summaries of and discussion on how embodiment is conceptualized, put into practice, and what technologies are involved, revealing new perspectives and possibilities for investigating embodiment in HCI.
Interactive installations for museums are a particular kind of interactive systems, the design of which has been the subject of several research studies. However, the aspects of a rich, cultural ...experience are easily overlooked in a technologically driven system design and there are few studies that actually compare the role of different interaction styles (such as touching versus walking) on the museums visitor’s experience. We present our experience of designing a cultural interactive multimedia exhibition, comprised of four sensor-based interactive installations, and two non-interactive installations. Our results were organized around usability problems detected, social interaction issues and differences between interaction styles, and suggest that the most enjoyable installations are those which facilitate collaborative activities as well as those making a creative use of sensor-based technology.
Viele Museen suchen heutzutage neue Methoden und Wege, um Museen attraktiver zu gestalten und weitere Museumsbesucher und Zielgruppen anzusprechen. Eine Ausprägung davon stellen Science Center oder ...Themenparks dar, aber auch Kinder-, Kunst- und Technikmuseen mit digitalen Museum Guides oder „Exponaten zum Anfassen”. Basierend auf diesem Trend haben das ZGDV Darmstadt und die Bauhaus-Universität Weimar unabhängig voneinander multimediale Museumsanwendungen entwickelt, die insbesondere das jüngere Publikum in die Museen locken als auch „etablierte” Museumsgänger durch einen digital erweiterten Wissens- und Erlebnisraum ansprechen soll. Die Fallbeispiele des ZGDV „DinoSim Senckenberg”, „art-E-fact” und das innovative Präsentationssystem „iPX” repräsentieren interaktive Museumsanwendungen zur wissenschaftlich-technischen Simulation von Dinosaurier Laufstudien und der Exploration von Gemälden und Kunstobjekten sowie des menschlichen Körpers innerhalb der seitens des Heinz Nixdorf Museumsforum initiierten Sonderausstellung „Computer.Mensch” direkt vor Ort im Museum; „DinoExplorer Senckenberg” bietet eine virtuelle Umgebung zur spielerischen Exploration von Museumsräumen und Exponaten in Form einer emulierten Museumsrallye. Das digitale Osmantinum spricht den Literatur interessierten Besucher an und ist als mobiles Informations- und Führungssystem auf der Basis eines PDA's konzipiert, ohne die besondere Stimmung der Museumsräume zu stören.
Many museums nowadays search for new methods to make the museum more attractive and to reach new audiences. Based on this trend the ZGDV Darmstadt and the Bauhaus-University Weimar independently developed multimedia applications that address young audiences as well as “traditional” visitors and offer access to digitally enhanced Knowledge- and Experience Spaces. The works of ZGDV “DinoSim Senckenberg”, “art-E-fact” and an innovative presentation system “iPX” represent interactive applications for the museum for the scientific-technical simulation of dinosaurs movement, the exploration of paintings and art-objects and the human body in the Heinz Nixdorf Museum. “DinoExplorer Senckenberg” offers a virtual environment for the playful exploration (museum rally) of spaces and objects in the museum. The “Digital Osmantinum” addresses visitors interested in literature and is realized as a PDA based, mobile information and guidance system that does not interfere with the special aura of the museums rooms.
Public displays have invaded urban spaces, and different types of interactive screens are commonplace. In this poster paper, we describe an unconventional solution to construct an interactive display ...in an urban environment, projecting on a wall of snow. We demonstrated an interactive installation, where passersby could interact with a playful mirror application using gestures. The demonstrated installation projected on a snow wall offers an inspiring and aesthetic alternative screen set-up, which can also be used as part of the environmental and architectural landscape design for winter contexts.
One Step Michalsky, Courtney; Sykora, Stephanie; Toler, Lauren
Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems,
04/2018
Conference Proceeding
Those living in poverty are often misjudged as being the reason they are in their situation. Many people who do not deal with poverty believe that those who do live in poverty could have easily ...prevented their situation or can easily get out of it if they work "hard enough"; often creating an "us" and "them" mentality. Because of this misconception, most people do not know how extensive and how many people are affected by poverty. The problem is commonly ignored in Bryan/College Station, TX, mainly on the college campuses in the area. One Step was created to address this misconception and bridge the gap between people who are affected by poverty and those who are not. By using interactive installations and social media to put people in "the shoes" of individuals who live in poverty One Step aims to create an emotional response and understanding in its viewers and nurture a relationship between individuals affected by poverty and students in Bryan/College Station.
Tangible user interfaces provide possibilities for creating aesthetic and experience rich interactions, where the multimodal sensation strengthens the narrative presented through digital media. In ...our multimedia installation, touching water is used as a tangible user interface to trigger visual changes in images of natural landscapes. The visual transformations illustrate the change of Arctic nature from winter to Spring, the tangible water interface encourages reflection on the role of water in such natural phenomena.
VEII Kubitza, Thomas; Thullner, Sascha; Schmidt, Albrecht
Proceedings of the 4th International Symposium on Pervasive Displays,
06/2015
Conference Proceeding
Interactive visual installations have spread among many different areas of our daily lifes, for example displays and projections in public spaces, museums and transportation. Content is often ...deployed remotely and leads to unexpected results because it cannot be viewed, assessed and possibly modified in context of the target display. By extending the typical workflow of content creation with a mobile editor component for onsite tweaking, we believe that better content can be produced in shorter time optimally fitting the context in which it is displayed. In this paper we present VEII (Visual Editor for Interactive Installations) -- a web-based toolkit that supports the common practice of content collection and composition in a CMS-like manner, but adds a mobile device component for tweaking content on-site and with instant feedback on the target display. Early insights of using the toolkit indicate that it leads to much shorter "change and re-try" cycles, more creative experimentation and better content.