This paper describes LeBonGeste, a device consisting of a basketball basket equipped with sensors, actuators and computers to create a so called augmented basket. It is used to train beginner players ...to the free throw by helping them to achieve the right stance. Thanks to the Kinect depth-sensor, the system delivers realtime feedback to the player. LeBonGeste has been showcased two times indoor and outdoor using different communication channels for feedback: visual (screen or LED strips) and audio. Developed as an interactive installation for training by entertaining, the system will be tested soon on basketball courts with experienced players.
The aim of this article is to analyse interactive reinterpretations of two of Raul Meel's artworks. They were created after the original works were made; they reference the original artworks and are ...meta-referential. These reinterpretations allow the original artworks to be opened
and explained and become instantiations of their algorithmic content. The questions that arise in this article are as follows: how can physical artworks be opened up for audiences by means of interactive emulations? How can this serve to document and preserve the unique experience of the artist?
The aim of this article, in addition to the practical analysis of the two case studies, is to discuss the wider context of the problems of meta-artworks and the following direct questions that arise out of analysing them as research objects. I analyse in detail a selection of media artworks
in which meta-referentiality is foregrounded. A focal point of my discussion is an interactive emulation of Raul Meel's Under the Sky, which was created for his biggest retrospective exhibition entitled Dialogues with Infinity (2014) at the Kumu Art Museum in Tallinn. My second object
of interest is the mobile app 'seeESE' based on Meel's installation The Dice, shown in the same exhibition at the Kumu museum in 2014, of which the original version dates back to 1969.
During the last couple of decades our perception of what constitutes a good learning environment has changed. Thanks to the use of technology, education is evolving from a passive model towards a ...more productive model, where students generate knowledge, teach each other, and collaborate on activities that make learning fun and interesting. In some previous works we have adopted this attitude: creating interactive installations thought for learning in an amusing way. Design-based research has demonstrated its potential as a methodology suitable to both research and design of technology-enhanced learning environments, a further step consists in co-design: students directly involved in designing with researchers. This paper provides some comments on the evaluation of the learning experience using two interactive installations promoting eco-friendly behaviours, and describe our experience in codesigning with pupils. We also report the ethnographic research performed underlining the weaknesses and the strengths, the difficulties and findings during the whole work.
A virtual museum guide agent that uses human relationship-building behaviors to engage museum visitors is described. The agent, named “Tinker”, appears in the form of a human-sized anthropomorphic ...robot, and uses nonverbal conversational behavior, empathy, social dialogue, reciprocal self-disclosure and other relational behavior to establish social bonds with users. Tinker can describe exhibits in the museum, give directions, and discuss technical aspects of her own implementation. Results from an experiment involving 1,607 visitors indicate that the use of relational behavior leads to significantly greater engagement by museum visitors, measured by session length, number of sessions, and self-reported attitude, as well as learning gains, as measured by a knowledge test, compared to the same agent that did not use relational behavior. Implications for museum exhibits and intelligent tutoring systems are discussed.
This article presents the design, implementation, and evaluation of an interactive installation to explore color in medieval illuminations and their context. The main goal of the installation is to ...promote wide dissemination of Portuguese medieval illuminations as well as to achieve engagement of the public in the conservation of this treasured heritage. The interactive installation is based on the experience and results obtained in a series of hands-on workshops, where “real” colored paints were produced using techniques and pigments similar to the originals.
The design and development process of the interactive installation was carried out by a multidisciplinary team in computer engineering, design, illustration, art history, history, chemistry, and conservation science. The installation, after several iterations on the content and technology, explores innovative computational interfaces and how they can be developed and used in cultural heritage. It has three components that work independently or as a full installation: (1) Virtual Scriptorium, (2) Interactive Panel, and (3) Augmented Book. The design rational, implementation, and evaluation of the modular installation are described, as well as how this work contributes to the wide dissemination of information on these extraordinary medieval manuscripts.
This study delineates the design of an exploratory study which investigates the potential of using an interactive installation, Anikee, as unorthodox pedagogical tool to support children learning of ...the target language. The purpose of this study is to implement instructional gaming and adopt an inductive approach to investigate user perceptions engendered from interact Anikee as a language learning tool. The researchers’ working hypothesis is that interactive installation could serve as a virtual context rich in social interactions which could be conducive to the emergent development of communicative competence. Qualitative data will be collected from interviews and a post-interaction questionnaire and will be transcribed and analyzed. Analysis of interview and textual data focuses on how user-generated perceptions could be accounted for based on Hahha and Wozniak (2001) motivation theory. Coding schemes reflecting participants’ motivational trends in playing the interactive installation to learn English will be generated by multiple researchers to ensure inter-rater reliability. These user-generated perceptions could illuminate the strengths and weaknesses of utilizing digital media for media-assisted language learning and also inform motivations in playing to learn, digital play-based learning research, and future digital media design.