In this demonstration, we exhibit a prototype of our consumer health-oriented work (e.g., Clayman, E. W. Boberg, & Makoul, 2008) on an interactive system for people managing complex health regimes for themselves and others, such as their children, parents, or grandparents. A key component in this project is the opportunity for the user to customize a number of health avatars that can be used to represent the different people whose health information is under management. In our initial designs, we have explored a range of opportunities for customization, including gender, age, weight, skin colour, ability, and a spectrum of physical representation from "silhouette" to "cartoon" to "realistic". These variations may be familiar to users of the system who have some experience with electronic games or virtual worlds, since avatar customization is increasingly common in those areas. We have, however, also provided a somewhat extended range of possibilities by including avatars in wheelchairs or with missing limbs.
The Simulated Environment for Theatre (SET) is an experimental three-dimensional interface for use in blocking plays. Created using the Unity3D game engine, SET allows directors or student directors to associate character movement and speech with a timeline that represents the line of action, as well as to annotate choices, change the script, place viewpoints in the audience, and specify the scale-model stage and set. In this article, the authors discuss the iterative design choices involved in creating an appropriate range of characters and character attributes, where they were conscious of the need to keep complexity to a minimum while simultaneously providing as wide a range as possible of the features necessary for a director planning blocking. These include considerations of character attributes such as direction of movement, posture, age, and species, while at the same time the authors decided to de-emphasize control of features such as height, weight, gender, costume, and limbs. The purpose of this discussion is twofold: to cast light on the intricacies of the design decisions around what appear to be relatively simple objects; and to help inform related discussions for other researchers making decisions about avatar design, whether in virtual theatre projects or other broader contexts.
This paper examines the use of text analysis tools by humanities scholars. The results of approximately 20 qualitative interviews with academics at different stages of career show both usability issues with current online tools and recommendations for future work in tool development. Implications for information system design are explored.Cette communication porte sur l’utilisation d’outils d’analyse de texte par les chercheurs en sciences humaines. Les résultats d’environ 20 entrevues qualitatives auprès d’universitaires à différents jalons de leur carrière relèvent des enjeux de convivialité d’utilisation pour les outils en ligne actuels et permettent de recommander des améliorations pour les outils. On y explore également les implications sur le design de systèmes d’information.
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