Search results for "Interactive technology"

showing 3 items of 3 documents

Towards a Coming Together of Transhumanism and Play

2018

We note a trend on utilizing interactive technology to extend human capacities through bodily cyborg-like integrations such as artificial limbs and implantables. This trend is often captured by the term "transhumanism", referring to the use of technology to extend human capacities. We find that many transhuman discussions appear to focus on instrumental benefits (i.e. exploiting opportunities to be more productive). We extend this by proposing engagement with transhumanism also from a perspective of "play". We reflect on our own and other's work to articulate three strategies for game designers on how they can engage with transhumanism when aiming to facilitate playful experiences. Ultimate…

05 social sciencesPerspective (graphical)020207 software engineeringTranshuman02 engineering and technologyInteractive technologyArtificial limbsTranshumanismEpistemology0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesSociologyUse of technology050107 human factorsProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
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Aims vs. technology: Pedagogical view to the use of educational applications in safety critical contexts

2011

Interactive technology for education has formed into a relatively independent domain of research and development. Interactive technology is often seen as a context independent tool. However, we argue that education in different contexts may have so different and incommensurable aims that no single technology can be announced as good or bad per se in terms of learning. The development of educational application should not be based on the technology to be applied, but by careful analysis of learning aims. When formulated in an appropriate way, learning aims work as a relevant basis in all stages of the design process of an educational application. The formulation of aims is therefore critical…

Process managementMultimediaWork (electrical)Computer scienceComputer assisted learningContext (language use)computer.software_genreComputer aided instructionEngineering design processInteractive technologycomputerDomain (software engineering)Context independent2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH)
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Co-riding With My eBike to Get Green Lights

2019

Researchers are increasingly exploring interactive technology supporting human-system partnership in an exertion context, such as cycling. So far, most investigations have supported the rider cognitively, by the system "sensing and presenting" information to assist the rider to make informed decisions. In contrast, we propose systems that promote user-system co-operation, by "sensing and acting" on information to assist the rider, not only "cognitively" but also "physically", with the aim of facilitating user-system co-operation in an exertion context. Our prototype, "Ari", is a novel augmented eBike designed to facilitate user-system co-operation, where the information that each party can …

eBikeComputer scienceihmisen ja tietokoneen vuorovaikutus05 social scienceshuman computer interaction (HCI)polkupyörät020207 software engineeringContext (language use)02 engineering and technologyInteractive technologyHuman–computer interactionGeneral partnership0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciences050107 human factorsIntersection (aeronautics)pyöräily
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