Theories of Interactivity Class Introduction and Expectations
1. SM2701 Theories of Interactivity Class 01 Class introduction Reflexive view of PowerPoint Theory Interactivity
2. SM2701 Theories of Interactivity Class 01 Expectations It is not a technical course in our usual sense. You are expected to read and observe. It provides a theoretical and critical framework for you to analyze existing material and create new ones.
4. SM2701 Theories of Interactivity Class 01 We would like to have a discussion and exchange of information and ideas on the topics of Interactivity . PowerPoint , however, is presenter-oriented not content-oriented.
5. SM2701 Theories of Interactivity Class 01 Low spatial resolution compared with a web page or printed page. Hierarchical structure as the only model for all content. Narrative is broken into separate slides. Temporal sequencing of information vs. visual reasoning.
6. SM2701 Theories of Interactivity Class 01 What about our bullets? A list usually communicates three logical relationships: temporal sequence; priority; or simple membership in a set. Bullet list in PowerPoint often leaves the critical relationships unspecified.
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10. SM2701 Theories of Interactivity Class 01 Theories of Interactivity Question 1 What is theory? Question 2 What is interactivity?
11. SM2701 Theories of Interactivity Class 01 What is Theory? Source of information Dictionary Keywords book Wikipedia Library resources Search engines
12. SM2701 Theories of Interactivity Class 01 Dictionary Google search define: theory
13. SM2701 Theories of Interactivity Class 01 Keywords books Keywords : a vocabulary of culture and society / Raymond Williams. C0238534
14. SM2701 Theories of Interactivity Class 01 Keywords books New keywords: a revised vocabulary of culture and society / edited by Tony Bennett, Lawrence Grossberg, Meaghan Morris. PE1580.N49 2005
15. SM2701 Theories of Interactivity Class 01 Wikipedia You know what it is. http:// en.wikipedia.org/wiki/Theory
16. SM2701 Theories of Interactivity Class 01 Library Resources For example, WiseNews Electronic journals Keyword search
23. SM2701 Theories of Interactivity Class 01 Journals Leonardo N6490.L42e Interactions QA76.9.H85 I55e Convergence ( http:// con.sagepub.com / ) Games and culture ( http:// gac.sagepub.com / ) New Media and Society ( http:// nms.sagepub.com / ) ACM Computers in entertainment ISSN 1544-3574 ACM Personal and ubiquitous computing QA76.59.P47e Presence: teleoperators and virtual environments TA167.P69e
24. SM2701 Theories of Interactivity Class 01 What is Theory? A well-substantiated explanation of some aspect of the natural world; an organized system of accepted knowledge that applies in a variety of circumstances to explain a specific set of phenomena; "theories can incorporate facts and laws and tested hypotheses“ … Source: Google definition from http:// wordnet.princeton.edu/perl/webwn?s =theory
25. SM2701 Theories of Interactivity Class 01 What is Theory? A well- substantiated explanation of some aspect of the natural world ; an organized system of accepted knowledge that applies in a variety of circumstances to explain a specific set of phenomena ; "theories can incorporate facts and laws and tested hypotheses“ … Source: Google definition from http:// wordnet.princeton.edu/perl/webwn?s =theory
26. SM2701 Theories of Interactivity Class 01 What is Theory? Besides explanation, there are other uses/functions of theory. Describe Understand Analyze Explain Predict Generate
27. SM2701 Theories of Interactivity Class 01 What is Theory? Natural world, phenomena refer to reality and part of the reality. It can be natural, social, technical, etc.
28. SM2701 Theories of Interactivity Class 01 What is Theory? Knowledge – what is it?
29. SM2701 Theories of Interactivity Class 01 What is Theory? Ways to acquire knowledge Rational – reasoning, concept based, independent of senses. Empirical – experience, perception In this course, we may focus more on the empirical way.
30. SM2701 Theories of Interactivity Class 01 What is Theory? Substantiation A theory has to be tested in order to verify it. But how?
31. SM2701 Theories of Interactivity Class 01 What is Theory? Testing See if there are any contradictions with existing accepted theories.
32. SM2701 Theories of Interactivity Class 01 What is Theory? Testing Conduct experiments Perform observations See if the data collected fits into the theory
33. SM2701 Theories of Interactivity Class 01 What is Theory? Are they different from theory? Hypothesis Model
34. SM2701 Theories of Interactivity Class 01 A question to think about Theory versus practice Differences and relations between the two.
35. SM2701 Theories of Interactivity Class 01 Type of theories Formal theory e.g. properties of media determined their use and significance. Ideological/cultural theory e.g. dominant ideology like capitalism informs the purposes and messages of media.
36. SM2701 Theories of Interactivity Class 01 Simple exercise Computer is just a tool. It still depends on the users to use it in a good or bad way. What do you think about this statement?
37. SM2701 Theories of Interactivity Class 01 Simple exercise again Technology shapes our life. New form of interactive technology will enable new practices of works, entertainment, etc. What do you think about this statement?
38. SM2701 Theories of Interactivity Class 01 More exercise Computer, discovered as a possibility by scientific and technical research, was selected for investment and promotion as a new and profitable phase of a domestic consumer society; it is then one of the characteristic “machines for the home.” What do you think about this statement?
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40. SM2701 Theories of Interactivity Class 01 What is Interactivity? It is your turn. Divide the class into 3 groups. Use the online resources. Try to answer the question “What is Interactivity?” It is not just cut and paste from the web. Elaboration and explanation are essential.
42. SM2701 Theories of Interactivity Class 01 Who am I? Audience User Participant Player
43. SM2701 Theories of Interactivity Class 01 Who am I? Audience – broadcast mode of communication User Participant Player
44. SM2701 Theories of Interactivity Class 01 Who am I? Audience – broadcast mode of communication User – functional system, e.g. product design, software Participant Player
45. SM2701 Theories of Interactivity Class 01 Who am I? Audience – broadcast mode of communication User – functional system, e.g. product design, software Participant – active role to co-create something Player
46. SM2701 Theories of Interactivity Class 01 Who am I? Audience – broadcast mode of communication User – functional system, e.g. product design, software Participant – active role to co-create something Player – performative role to assert identity
47. SM2701 Theories of Interactivity Class 01 Interactivity One form of interactivity relies on replicating the interpersonal and its value for the appropriation of meaning. New media forms are thus modeled on providing the possibility of exchange and interplay.
49. SM2701 Theories of Interactivity Class 01 Interactivity The second form of interactivity privileged in new media forms is their capacity to provide complete environments. The objective of these new media forms is a kind of immersive state.
51. SM2701 Theories of Interactivity Class 01 Interactivity A third direction in the development and use of interactivity was a kind of representation of difference from the forms of interaction that past media forms presented. Its promise of change and empowerment intersected with the audience’s desire for greater control of its media forms.
54. SM2701 Theories of Interactivity Class 01 A case study Referring to the previous video, write up some assumptions about the development, deployment of the Surface computers.
Hinweis der Redaktion
Describe features, working mechanism, etc. E.g. thunder and lightning come together. Understand the operations, structure. Analyze the functioning of something. Explain – the most common use of theory. E.g. the human behaviour in various situation, less resistance, most pleasurable. Predict the outcome. It comes naturally the explain function. Generate new ideas/designs, etc. This is the function we want here.
E.g. falling from 5 th floor will not die.
Reasoning approach. It does not involve any perceptual elements.
Empirical approach. It involves experiential information.
Hypothesis is usually more specific and may not applicable in a general scenario. Model is a representation of realities which is often used to describe and sometimes predict (simulate) the phenomena, while theory is often employed to explain.
E.g. random access of digital video enables the development of interactivity in digital media. E.g. the market force will emerge the interactive media into mass media where active users will become passive consumers. Formal theory just describes and explains the phenomena and sometimes provides guidance for designers to create media content. Cultural theory may aim to effect social changes, e.g. liberating the users from dominant social control, etc.
Director of Marketing (Surface Computing) Product introduction, demonstration, with commercial partners Target applications: hotel, retailer, entertainment, casino R&D originated from Hardware team. Approachable, convenient, collaborative Without mouse and keyboard interaction, using hand and fingers Direct manipulation Multi-touch (massive) Multi-user (collaborative) Object-recognition Have fun. Not a laboratory prototype, commercially available. Cell phone partner Product features Blend physical and virtual worlds Product and service comparison Eventually leads to purchase and billing Extra values: location information (coverage), content (ring tone) Individual recognition (customized service) Dining restaurant partner Compete for waiter -> replace waiter Order menu Physical glass with tag Advertising information Game for fun Entertaining and easy for dining experience Payment method (split the bill) Photo partner Identification of users Collaborative social experience (browsing) Live demo (wi-fi camera) Additional service (postcard) Reward program partner Resort applications Guide map Restaurant reservation Show ticket booking Trailer preview Optimize experience Music partner (Sheraton) Jukebox application Queue information Transfer to MP3 Collaborative experience Video puzzle Fun Commercial potential Water To understand the working mechanism Education and fun Lobby applications