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CS2 puppeteering physical sound, lights, and the virtual environment with physical and virtual controls.

CS2 puppeteering physical sound, lights, and the virtual environment with physical and virtual controls.

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... Figure 4 shows, the physical media cues and transitions of theatre lighting and sound were live operated by the student-teams in the physical studio spaces. Simultaneously, LogiX-based virtual sliders and buttons were used in NEOS VR as WoZ controls to trigger virtual light, sound, locomotion schemes, and world transitions. ...

Citations

... The COVID-19 pandemic underscored the advantages of online shopping and socialising [19][20][21][22], but it also revealed that older adults struggled due to a lack of digital skills [23,24]. Research indicates a 38% probability of experiencing a pandemic like COVID-19 in one's lifetime [25], suggesting that future lockdowns are possible. ...
Article
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As digital services increasingly replace traditional analogue systems, ensuring that older adults are not left behind is critical to fostering inclusive access. This study explores how digital educators support older adults in developing essential digital skills, drawing insights from interviews with 34 educators in Ireland. These educators, both professional and volunteer, offer instruction through a range of formats, including workshops, remote calls, and in-person sessions. Our findings highlight the importance of personalized, step-by-step guidance tailored to older adults' learning needs, as well as fostering confidence through hands-on engagement with technology. Key challenges identified include limited transportation options, poor internet connectivity, outdated devices, and a lack of familial support for learning. To address these barriers, we propose enhanced public funding, expanded access to resources, and sustainable strategies such as providing relevant and practical course materials. Additionally, innovative tools like simulated online platforms for practicing digital transactions can help reduce anxiety and enhance digital literacy among older adults. This study underscores the vital role that digital educators play in bridging the digital divide, creating a more inclusive, human-centered approach to digital learning for older adults.
... The COVID-19 pandemic underscored the advantages of online shopping and socialising [19][20][21][22], but it also revealed that older adults struggled due to a lack of digital skills [23,24]. Research indicates a 38% probability of experiencing a pandemic like COVID-19 in one's lifetime [25], suggesting that future lockdowns are possible. ...
Preprint
Full-text available
As digital services increasingly replace traditional analogue systems, ensuring that older adults are not left behind is critical to fostering inclusive access. This study explores how digital educators support older adults in developing essential digital skills, drawing insights from interviews with 34 educators in Ireland. These educators, both professional and volunteer, offer instruction through a range of formats, including workshops, remote calls, and in-person sessions. Our findings highlight the importance of personalized, step-by-step guidance tailored to older adults' learning needs, as well as fostering confidence through hands-on engagement with technology. Key challenges identified include limited transportation options, poor internet connectivity, outdated devices, and a lack of familial support for learning. To address these barriers, we propose enhanced public funding, expanded access to resources, and sustainable strategies such as providing relevant and practical course materials. Additionally, innovative tools like simulated online platforms for practicing digital transactions can help reduce anxiety and enhance digital literacy among older adults. This study underscores the vital role that digital educators play in bridging the digital divide, creating a more inclusive, human-centered approach to digital learning for older adults.
... Innanzitutto, la RV permette ai designer di costruire e testare prototipi in ambienti virtuali altamente realistici, riducendo la necessità di creare modelli fisici. Questo non solo accelera il processo di prototipazione, ma lo rende anche più economico, poiché consente iterazioni rapide senza il bisogno di materiali fisici (Weijdom, 2022). Inoltre, i prototipi virtuali possono essere facilmente modificati in tempo reale, consentendo ai progettisti di apportare cambiamenti immediati e visualizzare istantaneamente i risultati. ...
... "Bodystorming", a potential method of unlocking playful creativity, is a situated generative design method that utilizes full-body engagement with objects, space, and people to generate multiple design ideas. This method has evolved with variations proposed by diferent researchers, highlighting the adaptability of movementbased design methods [32,40,46,53,59]. "Sensory Bodystorming", introduced by Turmo Vidal et al. [53], incorporates non-digital materials and objects with diferent sensory qualities to foster exploration and ideation. ...
Article
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The rise of movement-based design (MBD) is fuelled by the integration of computer technology into the movement of the everyday. Departing from traditional interface design, MBD prioritizes natural interaction, SportsHCI, and health promotion through physical activity. This paradigm shift has led to innovations in experimental applications and interaction techniques, including exergames, expressivity in interactions and soma-design. Various guidelines and frameworks have been proposed for specific purposes, from sports to virtual reality. This workshop explores participants' experiences and perspectives on MBD, delving into MBD workshop design and reflect on MBD methods and the current move towards MBD methodologies.
... (1) Bodystorming and sketching through virtual reality (Vistisen et al., 2019) and mixed reality (Márquez Segura et al., 2024;Weijdom, 2022;Zhou et al., 2019). ...
... Other relevant methods research draws from the legacy of theater includes explorations of performative affordances that combine virtual and physical experience-so called 'frictional realities' of Rostami et al. (2018). Another example is Weijdom's (2022) performative prototyping methods for collaborative mixed-reality bodystorming, puppeteering, and performance. Finally, we also draw from embodied speculative techniques such as immersive design fiction which explores speculative social worlds as a form of embodied co-imagining in VR (McVeigh-Schultz et al., 2018a). ...
... The experimental result illustrated the connection between the theoretical and practical technologies. According to the study [14], PMRE (physical mixed reality environment) and CMRE (cognitive mixed reality environment) techniques that take into the users' actual bodies, integrated visual settings, and technical resources are practical. Using integrated design approaches that span creative undertakings and HCI, instantaneous physical involvement was employed to validate and adjust the experience aesthetics throughout the production process. ...
Article
Full-text available
The Virtual reality (VR) affords a promising route for revolutionizing online shopping (OS) experiences, imparting human-computer interaction (HCI) and more desirable product expertise. By integrating the VR into OS platforms, users can delve deeper into product details, along with substance, shade, and different vital characteristics, thereby improving choice-making and fulfillment. This investigation specializes in knowledge of the synergy among VR and OS, utilizing structural equation modeling (SEM) to evaluate user interaction (UI) and experience (UE). Through UI achievement surveys and professional panels, insights into VR-integrated OS are collective, informing the improvement of design standards. The research focused on generating evidence-primarily based layout requirements, validating their feasibility, and assessing their impact. By emphasizing sizeable design additives, VR creators can enhance consumer enjoyment and pleasure, ultimately contributing to greater effective OS interfaces. This research presents sensible pointers for VR improvement but underscores the potential for VR to elevate overall user satisfaction in online retail environments.
... MR's capability to provide immersive visual content within situated environments holds promise in supporting embodied ideation. Weijdom et al. [46] have previously combined WoZ methods with bodystorming to enhance collaborative design for performative MR experiences. Our work proposes a new mixed prototyping workflow while also investigating how embodied ideation enhances empathetic design and provokes creativity. ...
Conference Paper
Full-text available
Driven by the vision of future responsive environments, where everyday surroundings can perceive human behaviors and respond through intelligent robotic actuation, we propose Wizard of Props (WoP): a human-centered design workflow for creating expressive, implicit, and meaningful interactions. This collaborative experience prototyping approach integrates full-scale physical props with Mixed Reality (MR) to support ideation, prototyping, and rapid testing of responsive environments. We present two design explorations that showcase our investigations of diverse design solutions based on varying technology resources, contextual considerations, and target audiences. Design Exploration One focuses on mixed environment building, where we observe fluid prototyping methods. In Design Exploration Two, we explore how novice designers approach WoP, and illustrate their design ideas and behaviors. Our findings reveal that WoP complements conventional design methods, enabling intuitive body-storming, supporting flexible prototyping fidelity, and fostering expressive environment-human interactions through in-situ improvisational performance.
... Relatedly, in McVeigh-Schultz et al. 's Immersive Design Fiction [18], designers are immersed in a virtual narrative world acting as characters (future designers) engaging with future work practices by their design company. In the context of Mixed Reality (MR), Weijdom's Performative Prototyping [41] proposed bodystorming methods, puppeteering (a Wizard of Oz technique in MR), and performative arts techniques and practices, which are used in collaborative mixed-reality environments and to design performative MR experiences in higher-art education. Then, works as that of Zhou et al. [44] or Lund et al. [16] leveraged the use of embodied design methods to explore the affordances of collocated play in VR. ...
... This adds to the body of works using embodied design methods in XR (e.g. [41,44]), which support live embodied improvisation and design. Both in [44] and this work, this involved using objects in the physical space (props) to imagine them in VR and XR. ...
... Both in [44] and this work, this involved using objects in the physical space (props) to imagine them in VR and XR. In [41], they used objects in the physical world but also operated technical controls operated by a "puppeteer, " which triggered real-time events in VR. Different than in [44], the props in our bodystorming basket were carefully curated, including wooden hand models, which were mostly used in the hybrid design session to represent the ghost's hands; and physical visualization prompts, which would be used to explore error signalling and potential corrections and guidance for future design (See Figure 1). ...
Conference Paper
Extended Reality (XR) technology offers promising results to support skill training. In the field of surgical education, Virtual Reality (VR) has long been explored, showing the potential to foster improved skill development and learning. However, XR in this domain is still underinvestigated, and there is a lack of design knowledge, design methods, and guidelines to inform how to best design XR experiences for effective surgical training. Here, we focus on suture training and show how participatory embodied design activities with experienced surgeons can help open the design space and arrive at interesting design solutions. We report on a hybrid bodystorming combining physical props with XR headsets with passthrough capabilities, supporting rich embodied explorations, a better understanding and articulation of key steps of suturing, uncovering essential design requirements and features, and arriving at an interesting design concept proposal that can be inspiring for future works in the domain.
... VR as a new media is a new concept of digital environment where the user metaphorically stepping inside a reality world in exploring interactive media, games, online festival, conferences and enjoying performance (Weijdom, 2022). Virtual reality has evolved through various stages, providing students with immersive and unforgettable experiences. ...
Article
Full-text available
Virtual Reality (VR) technology is a computer-based simulation system designed to create novel learning experiences within a virtual realm. VR establishes a simulated environment that has significant impact one's attitude toward learning. This new environment enables interaction with three-dimensional, dynamic views, thereby influencing physical learning behaviour. Virtual reality is a crucial component of the innovation process, facilitating real-time interaction within simulations and representing cutting-edge technology for enhanced comprehension of products. In contrast, traditional learning methods tend to be monotonous, whereas current educational approaches prioritise interactivity, saving time, fostering positive learning attitudes among young individuals, and enabling learning at any location and time. The primary objective of this study is to investigate the acceptance and utilisation of virtual reality among young adults and its effect on learning attitudes. One of the notable advancements in VR technology is its integration into educational institutions, with universities and schools emphasising alternative learning methods. This observation highlights the significance of embracing VR in a world increasingly focused on digitalisation. The study employs a quantitative methodology, utilising face-to-face surveys involving questionnaire distribution to a sample of 200 young adults within the Bangi, Selangor, Malaysia. The research findings reveal that Virtual Reality Hedonic Motivation plays a significant role in shaping the Behavioural Intention to use virtual learning (as indicated by a Pearson correlation of r=.726 and Regression R2 = .527). This result indicates that, VR is accepted as an alternative learning method, especially within the context of Malaysia, where online digitalisation is gaining prominence within the education sector. This discussion on existing literature provide valuable insights for future researchers seeking to enhance the learning attitudes of young adults through the integration of VR technology.
... In both, an implicit tendency towards promoting the use of "more" technology can be expected, but we also recognize "more is better" perspectives in the elements of movement and play. Regarding the design process, we see a natural tendency which suggests using more, technology [20], movement [1,19], and play [10,11,14] This 'more is better' perspective includes introducing new technological sensors, actuators, or systems; adding more (intense) movements and focus on actions; or triggering a more playful mindset. We know of only a few approaches that productively focus less on technology, movement, or play in the process. ...
... Then the next person took their turn for a new round investigating a new idea. Similarly, in technology-facilitated bodystorming methods such as 'performative prototyping' there is the playful 'experiencer' which is accompanied by fellow designers taking a facilitator, puppeteer, and observer role to also focus on first, second, and third person perspectives, foregrounding the actual experience through the body over the used technologies [20]. ...
Conference Paper
Full-text available
In this paper, we highlight how including technology, movement or play can boost a design process but with unbalanced amounts can also hamper the process. We provide a set of examples where we miscalculated the amount of technology, movement, or play that was needed in a design activity in such a way that it became counterproductive and for each example mention possible adaptations. Finally, we highlight three existing approaches that can balance the overabundance of technology, movement, and play in design processes: activity-centered design, somaesthetic design, and perspective-changing movement-based design. See the following link for an author copy shared via our own institution until the Taverne ruling will allow sharing of the actual paper: https://robbyvd.com/files/POP_authorcopy_Play_Movement_and_Technology_Hampering_and_Boosting_Process_and_Products.pdf