Gustav Taxén's research while affiliated with KTH Royal Institute of Technology and other places

Publications (19)

Conference Paper
While considerable technical ingenuity is being devoted to making the computer “disappear”, comparatively few research endeavours have concertedly explored the issues which arise when innovative artefacts are deployed in public settings. Innovations in “mixed reality”, “augmented reality” and “ubiquitous computing” tend to be confined to demonstrat...
Conference Paper
Full-text available
This paper describes how principles which are emerging from social scientific studies of people's interaction with mixed media artefacts in public places have been used to support the development of two installations, the second of which is a long term museum exhibit. Our principles highlight the design of 'emergent collaborative value', 'layers of...
Conference Paper
This paper describes how a set of participatory design methodologies have been introduced to and adopted for museum exhibition design. It provides a brief historical account of museums and reviews some current trends in museum exhibition design. Furthermore, the paper outlines a number of reasons why participatory methods may be appropriate for mus...
Article
During the last few decades, constructivist-oriented teaching methods have gained increasing support within primary education. This paper provides a short overview of two such constructivist epistemologies and describes a preliminary attempt to apply them in university-level graphics education. While the outcome of the attempt is difficult to evalu...
Chapter
This paper describes an activity designed for a site of special interest in which clues to its history are gathered as visitors explore the site before interacting with two displays which reveal details of key past events. We investigate a design approach in which electronically tagged paper is used both to weave the visit together and configure th...
Conference Paper
Full-text available
This paper describes an activity designed for a site of special interest in which clues to its history are gathered as visitors explore the site before interacting with two displays which reveal details of key past events. We investigate a design approach in which electronically tagged paper is used both to weave the visit together and configure th...
Article
Virtual Reality (VR) has been shown to be an effective way of teaching difficult concepts to students. However, a number of important questions related to immersion, collaboration and realism remain to be answered before truly efficient virtual learning environments can be designed. We present CyberMath, an avatar-based shared virtual environment f...
Conference Paper
Full-text available
Collaborative storytelling occurs frequently when children play, but few efforts have been made to support it with computers. This demonstration presents KidPad, a collaborative storytelling tool that supports children creating hyperlinked stories in a large two-dimensional zoomable space. Through the use of local tools, KidPad provides children wi...
Article
Full-text available
HCI is faced with a new challenge: how to assemble coherent experiences across increasingly diverse interfaces. We explore an approach in which electronically tagged paper provides the glue between displays in a museum setting. Visitors follow and annotate paper clues as they explore a historical site. These clues are then tagged and used to intera...
Article
This paper is concerned with the massively multi-player online role-playing game Ultima Online. Because of the large number of players, the evolution of sub-groups, or guilds, are very common. This document contains a general description of Ultima Online and an analysis of a particular guild. I show that the guild can be classified as a virtual com...
Article
We present a new design method that is used within the KidStory project to enable a large number of young children to participate as partners in the design of advanced storytelling technology. The method is an adaptation of the cooperative inquiry method for school environments and uses a combination of evaluation, brainstorming and traditional edu...
Conference Paper
Full-text available
Costly props, complicated authoring technologies, and limited access to space are among the many reasons why children can rarely enjoy the experience of authoring room-sized interactive stories. Typically in these kinds of environments, children are restricted to being story participants, rather than story authors. Therefore, we have begun the deve...
Article
Full-text available
This paper is concerned with visitors' experience of new technologies in museums. We have designed and evaluated a technology-intensive installation at the Museum of Science and Technology in Stockholm, Sweden. The Museum aims at providing visitors with a comprehensive view of the history of technology and technical innovations. The science center,...

Citations

... While some of this concentrated on the design of interfaces to support co-present collaboration (e.g. [10][1]) the majority focused on the use of technology to support children's collaborative interactions (e.g. [12], [14], [11]). ...
... Lastly, we report on some first preliminary user testing carried out with young gamers and users and provide some concluding remarks and indications for future work. The evolution of smartphones and tablets with technologies like GPS, gyroscopes, accelerometers and AR enables the development of a new generation of games with great potential to be applied in location-based experiences [9]. For instance, gamified tour experiences can be tailored to visitors by calculating their position and orientations. ...
... Ultima online [11] released in 1997 by electronic arts, was branded as a mile stone within the progression of MMORPG's, for example it was one of the first games to introduce a flat rate monthly subscription. In comparison to previous pay as you play payment models, this opened the market up attracting a broader audience, instead of previously attracting the more " hardcore " gamers who would rack up extensive fees. ...
... The 3D content provides the capability to produce moving pictures and animation for many application areas. Since the early 1990s, 3D and Virtual Reality has also been introduced in educational contexts [5]. Tourism and heritage industry has been utilising 3D modelling for various reasons. ...
... In a broader sense, VR is a trending term that revolutionizes the present and the future by creating new interactive experience. VR has emerged as an innovative new approach in different areas such as healthcare field for rehabilitation and treatment [8], [9], education field for learning and teaching [10], [11], also in business field for employee training and product development [12]. ...
... Moreover, designing an IMAI leads to designing an experience for the spectator [13] where s/he will go through a journey that varies in its length throughout the interactions. And employing the spectator's culture and background in the installation supports his/her subjective perception of the installation [18], and therefore; increases the probability of the message convection. ...
... Some prototypes [18] and proof of concepts of geometric training systems [32] with a variety of 3D stereoscopic display systems from single-channel display systems such as head-mounted displays [15], single projection walls [14], and projection benches [16] as well as multi-channel stereo projection environments such as Computer-Aided Virtual Environment (CAVE) [12] systems have been tested by researchers but they were costly to use in a large classroom. They found out that schools are not able to afford this expensive equipment [19] and therefore designed hybrid systems with the limited use of the system for large classrooms. ...
... The number of studies on how to teach computer graphics for higher education is still small. Although there are studies found that constructivist pedagogy and didactic guidelines may be useful in teaching computer graphics [40], it is necessary to study the ways of learning that are truly in line with the needs of current students. In order to increase the quality of learning, computer graphics courses need to construct practical teaching systems, improve performance while conventional teaching and learning practice is not sufficient for improving some skill on graphics communication [41]. ...
... Research in the fields of cultural heritage technologies, digital heritage, human-computer interaction (HCI), and participatory and co-design explored ways to deploy digital tools and technologies to support participatory engagement and the results of sustained efforts to generate innovation value through co-design (Avram et al. 2020). Participatory approaches have been applied to the design of cultural heritage technologies for some time, particularly to engage certain demographics of visitors in the process and refine museum interpretation strategies (Taxén 2004, Roussou et al. 2007, Smith and Iversen 2014, while more recently we are witnessing more systematic work towards the wider representation of voices and values in heritage settings (Arrigoni andGalani 2019, Claisse et al. 2020), such as through the explicit focus on the critical heritage concept of polivocality (Whitehead et al. 2021). The participatory engagement of communities at risk of exclusion, such as migrants and refugees, in relation to digitally enhanced exhibitions is even more recent (Galani et al. 2020). ...
... The technologies should not focus solely on exploiting the preservation of tangible heritage objects, but also address the endeavour of safeguarding ICH (Kurin 2004). On the other hand, interactive technologies have vast potential to help safeguard ICH, both in China and on an international scale (Fraser et al. 2003;Kortbek and Grønbaek 2008;Candy and Ferguson 2014;Huang 2015;Chang et al. 2017). Researchers have used them to virtually represent tangible cultural artefacts; this has often involved digital augmentation to support audience involvement. ...