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31 results

The value of mass-digitised cultural heritage content in creative contexts

Journal Article
Coleman, S., Terras, M., Thornton, P., Smyth, M., Schafer, B., Drost, S., …Speed, C. (2021)
The value of mass-digitised cultural heritage content in creative contexts. Big Data and Society, 8(1), https://doi.org/10.1177/20539517211006165
How can digitised assets of Galleries, Libraries, Archives and Museums be reused to unlock new value? What are the implications of viewing large-scale cultural heritage data a...

Comparative Evaluation of Radio and Audio Logo Sound Designs

Journal Article
McGregor, I., & Cunningham, S. (2015)
Comparative Evaluation of Radio and Audio Logo Sound Designs. Journal of the Audio Engineering Society, 63(11), 876-888. https://doi.org/10.17743/jaes.2015.0076
This study aims to explore the suitability of capturing designers’ and listeners’ experiences of sound design for a radio drama and audio logos using the repertory grid techni...

Advances in designing product-service systems

Journal Article
Vasantha, G. V. A., Roy, R., & Corney, J. R. (2015)
Advances in designing product-service systems. Journal of the Indian Institute of Science, 95, 429-448
Product-Service Systems (PSS) have emerged as a class of hybrid business models that have evolved particular relevance to enterprises operating in a resource-efficient, circul...

Extending the semiotics of embodied interaction to blended spaces.

Journal Article
O'Neill, S., & Benyon, D. (2015)
Extending the semiotics of embodied interaction to blended spaces. Human technology an interdisciplinary journal on humans in ICT environments, 11, 30-56. https://doi.org/10.17011/ht/urn.201505061739
In this paper, we develop a new way of understanding interactions in blended spaces. We do this by developing ideas about embodied semiotics and then apply these ideas to the ...

Comparing designers’ and listeners’ experiences

Journal Article
McGregor, I. (2014)
Comparing designers’ and listeners’ experiences. AI & society, 29(4), 473-483. https://doi.org/10.1007/s00146-013-0489-4
This paper compares the listening experiences of non-experts and the designers of two sound designs. To date, no such comparisons have been examined empiri- cally, and so for ...

A Knowledge Flow Model to Capture Unstructured Product Development Processes: A Knowledge Flow Model

Journal Article
Vasantha, G. V. A., Chakrabarti, A., & Corney, J. (2016)
A Knowledge Flow Model to Capture Unstructured Product Development Processes: A Knowledge Flow Model. Knowledge and Process Management, 23(2), 91-109. https://doi.org/10.1002/kpm.1501
Product knowledge emerges from day‐to‐day, ubiquitous interactions executed by engineers. Types of interaction and their associated influence on knowledge activities are often...

The impact of head movements on user involvement in mediated interaction

Journal Article
Bamoallem, B. S., Wodehouse, A. J., Mair, G. M., & Vasantha, G. A. (2016)
The impact of head movements on user involvement in mediated interaction. Computers in Human Behavior, 55(A), 424-431. https://doi.org/10.1016/j.chb.2015.09.016
Communication takes place not only through speech, but also through gestures such as facial expressions, gaze, head movements, hand movements and body posture. Although develo...

Place and technology in the home.

Journal Article
Baillie, L., & Benyon, D. (2007)
Place and technology in the home. Computer Supported Cooperative Work, 17, 227-256. https://doi.org/10.1007/s10606-007-9063-2
The home is a complex environment, designed for general use but shaped by individual needs and desires. It is a place often shared by several people with different demands and...

A manufacturing framework for capability-based product-service systems design

Journal Article
Gokula Vijaykumar, A. V., Komoto, H., Hussain, R., Roy, R., Tomiyama, T., Evans, S., …Williams, S. (2013)
A manufacturing framework for capability-based product-service systems design. Journal of Remanufacturing, 3(1), 1-32. https://doi.org/10.1186/2210-4690-3-8
Manufacturers aim to design product-service systems (PSS) which integrate services with products to attain sustained competitive advantage from a life cycle perspective. PSS d...

Virtualizing the real: a virtual reality contemporary sculpture park for children

Journal Article
Flint, T., Hall, L., Stewart, F., & Hagan, D. (2018)
Virtualizing the real: a virtual reality contemporary sculpture park for children. Digital Creativity, 29(2/3), 191-207. https://doi.org/10.1080/14626268.2018.1511601
This paper discusses a virtual reality experience for a contemporary sculpture park, Jupiter Artland, developed in Minecraft targeting 9-11-year-old children. Issues of fideli...