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Data Through Movement: Designing Embodied Human-Data Interaction for Informal Learning (Synthesis Lectures on Visualization)


Publisher
Morgan & Claypool
Tongue
English
Leaves
147
Category
Library

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โœฆ Table of Contents


Figure Credits List
Foreword by Niklas Elmqvist
Acknowledgments
Introduction
1.1 Modern Data Literacy
1.2 Data Interactions through Embodiment
1.3 HDI in Informal Spaces
1.4 Our Perspective on Human-Data Interaction
Understanding Human-Data Interaction
2.1 HDI: A Broad, Multi-Disciplinary Research Field
2.1.1 HDI in Data Visualization
2.1.2 Early HDI Work on Databases and Information Systems
2.1.3 HDI and Personal Data
2.1.4 HDI and Embodied Interaction
2.1.5 Common Threads in HDI
2.2 Motivation in HDI
2.2.1 Organic HDI
2.3 Summary: Embodied, Organic HDI
Theoretical Foundations
3.1 Embodied Cognition
3.2 Lakoff and Johnson's Conceptual Metaphor Theory
3.2.1 Conceptual Metaphors
3.2.2 Conceptual Primitives: Embodied Schemata
3.2.3 Hierarchy of Mental Patterns: Embodied Schemata, Conceptual Metaphors, and Frames
3.2.4 Effect of Polisemy: Different Mental Models Lead to Different Ways of Reasoning
3.3 Embodied Interaction
3.3.1 Dourish's Definition of Embodied Interaction
3.3.2 The Role of the Body
3.4 Embodiment and Learning
3.4.1 Actions as Indicators: The Behaviorist Perspective
3.4.2 Constructing Knowledge
3.4.3 Learning Together: A Sociocultural Perspective
3.4.4 Embodied Learning Environments
3.5 Summary: From Cognitive Science to Human-Data Interaction
Background: Designing for Learning in Museums
4.1 Understanding People in Museums
4.2 Visitor-Centered Design of Museum Experiences
4.3 Museums as Social Learning Environments
4.3.1 The Personal Context
4.3.2 The Sociocultural Context
4.3.3 The Physical Context
4.4 Meeting the Needs of Inter-Generational Groups
4.5 Choosing Technology Designs for Visitor Interactions
4.5.1 Screen-Based Interactives
4.5.2 Mobile Applications
4.6 Measuring Learning in Museums
4.6.1 Learning Talk
4.7 Summary: Doing HDI in Informal Learning Settings
Background: Visualizations to Support Learning
5.1 Visualization in Public Spaces
5.2 Graph Interpretation
5.3 Maps as Reasoning Tools
5.4 Summary: Data Representations as Tools for Learning
Designing Engaging Human-Data Interactions
6.1 Engaging Museum Visitors in Data Exploration
6.2 Challenges for Interactive Public Displays
6.2.1 Display Blindness
6.2.2 Interaction Blindness
6.2.3 Affordance Blindness
6.3 Providing Entry Points to the Interaction
6.3.1 Instrumenting the Floor
6.3.2 Forcing Collaboration
6.3.3 Implementing Multiple Gestures to Control the Same Effect
6.3.4 Visualizing the Visitor's Silhouette Beside the Data Visualization
6.4 Representing the User as Camera Overlay, Silhouette, and Skeleton
6.4.1 Ability to Attract Passersby
6.4.2 Influence on Gestures and Body Movements
6.4.3 Effect on the Amount of Time Visitors Spend Looking at the Visualization
6.4.4 Implications for HDI and Future Research Directions
6.5 Summary: HDI, Informal Learning, and Design
Designing Hand Gestures and Body Movements for HDI
7.1 Taxonomies of Human Gestures
7.1.1 McNeill Taxonomy of "Spontaneous'' Gestures
7.1.2 Kendon's Continuum of Human Gestures
7.1.3 Toward Gesture Classification Systems for Interaction Design
7.2 Approaches to Gesture Design
7.2.1 Extending Gesture Taxonomies
7.2.2 Extending WIMP Guidelines
7.3 The State-of-The-Art of Gesture Design: Elicitation Studies
7.3.1 An Early Example of Elicitation Studies
7.3.2 Wobbrock's Guessability Studies
7.3.3 Guessability Studies for Gesture Design
7.3.4 Considerations for Applying Guessability Studies to Human-Data Interaction
7.3.5 Framed Guessability
7.4 Summary: Gesture Classifications and Gesture Design
Embodiment and Sensemaking
8.1 CoCensus: Embodiment to Foster Perspective Taking
8.1.1 Collaborative Exploration of Census Data
8.1.2 Early Emergence of Perspective Taking in CoCensus
8.1.3 Encouraging Perspective Taking through Interaction Design
8.1.4 Perspective Taking and Learning Talk
8.2 Correlation and Causation
8.2.1 Historic Perspective on Causation and Correlation
8.2.2 Common Challenges while Interpreting Causation and Correlation
8.2.3 Comparing Two Interaction Styles: Full-Body vs. Gamepad
8.3 Analyzing the Interaction with HDI Installations
8.3.1 Interaction Analysis
8.3.2 Analyzing People's Interaction Using Conceptual Metaphor Theory
8.4 Summary: HDI for Sensemaking
Conclusion
9.1 From Kinect to iPhone: Birth and Evolution of Off-the-Shelf Tracking Systems
9.2 Future Research Directions for HDI
9.2.1 The Need for Familiar Gestures
9.2.2 Embodiment without Touch?
9.2.3 Defining Schemata
9.2.4 Assessing Learning
9.3 HDI in the Wild
Bibliography
Authors' Biographies
Blank Page


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