Mediate

Sensory Components Technology



Visual Progress

Overview
User Definition
User Behavior
Visual Stimuli Definition
Interaction Models
Integration and Future


Overview
  • A range of visual interaction stimuli have manifested from an exemplary argued review of possible visual generation approaches.

  • Essentially based on articulation of particle forms the resultant interaction potential is poetic, drawing the individual into participation with responsive particulate surfaces.

  • The types of interaction in terms of parameters like image distribution and scale of output are beginning to become apparent and this development will continue in conjunction with the other senses and the overall environment context.

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User Definition
  • The user cannot be typified as a single profile:
    autism is a "spectrum" of profiles.

  • Very few common elements, mainly: Weak Central Coherence
    -> this prioritizes recognition of small individual elements,
    rather than integrate elements into a whole.

  • No guarantees that users will understand images based on representation.

  • No archetype of behaviour can be defined.

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User Behavior
UPF Decisions
  • To define elementary/basic user behaviours
    -> walk, limb gestures, jump, etc.

  • To define of a repetitive/non-repetitive attitude strategy:

    diagram

  • To define system reactions to elementary user behaviours that clearly create - Action/Reaction situations to enhance the notions of Agency and Propioception in the users.

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Visual Stimuli Definition
UPF Decisions
  • Use abstract simple forms -> Particle Systems.

    We find that particle systems are a good strategy for this

    They can become background, figure or can generate implicit figures.

    • As background they can create textures, be dynamic, define tempos, rhythms, trace paths, trajectories, etc.
    • As figure they may cluster in different ways, they can form tiling and patterns, etc.
    • As they leave holes in between they generate implicit shapes that may attract PAS attention because of the contour.
    • Particle systems have an analogous logic in vibration and sound.

  • All the visual parameters (e.g. gamuts of colours, sizes and shapes, etc.) will change during interaction to try and adapt to user's preferences.

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Interaction Models
  • Define Interaction Models based on:
    • Particles used as reactive background: an environment that is "alive" and that reacts to the user.
    • Particles as constructive elements of higher order objects.
    • Particles that create implicit shapes.

  • Illustrative example: Ta-to-mo (point - touch - move)

     point-touch-move

  • Illustrative example: Fullaraca (Leaves)

    leaves 

  • Illustrative example: Cuc (Worm)

    worm 

  • If you have a broadband connection a 65Mb Quicktime video is available of the above as interactive exemplars. (Please use your browser's back arrow to return you to this page on choosing to view this video).

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Integration and Future
  • The integration with other stimuli must be done through a Master-Slaves stimuli hierarchy. When the visual interaction model is leading (Master) other stimuli must accompany (Slaves).

  • We will design accomanying visual stimuli for the master interaction models from the sound and the vibrotactile teams.

  • Particle systems have analogous systems in sound and vibrotactile stimuli when seen as granular sounds and sensations -> ease of integration.

  • The visual stimuli interaction models designed contribute to:
    • the understanding of "Interaction driven" strategy in CHI
    • the development of novel interface design.

  • Some examples where this visual stimuli strategy can be applied in the future are:
    • the video game industry to break with clich?? use of particle systems.
    • the educational software industry.
    • the audio-visual software industry.

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