Results 1 -
9 of
9
No More SMS from Jesus: Ubicomp, Religion and Techno-spiritual Practices
- in Proceedings of Ubicomp 06
, 2006
"... Abstract. Over the last decade, new information and communication technologies have lived a secret life. For individuals and institutions around the world, this constellation of mobile phones, personal computers, the internet, software, games, and other computing objects have supported a complex set ..."
Abstract
-
Cited by 27 (0 self)
- Add to MetaCart
Abstract. Over the last decade, new information and communication technologies have lived a secret life. For individuals and institutions around the world, this constellation of mobile phones, personal computers, the internet, software, games, and other computing objects have supported a complex set of religious and spiritual needs. In this paper, I offer a survey of emerging and emergent techno-spiritual practices, and the anxieties surrounding their uptake. I am interested in particular in the ways in which religious uses of technology represent not only a critique of dominant visions of technology’s futures, but also suggest a very different path(s) for ubiquitous computing's technology envisioning and development. 1
Extraordinary computing: religion as a lens for reconsidering the home
- In Proc. CHI '09, ACM
, 2009
"... We present results from a study examining how American Protestant Christians ’ faith affects their domestic life. There are two contributions of this work for the HCI community. First, we provide empirical evidence demonstrating how topics of interest to HCI researchers (e.g., material artifacts, ro ..."
Abstract
-
Cited by 11 (0 self)
- Add to MetaCart
(Show Context)
We present results from a study examining how American Protestant Christians ’ faith affects their domestic life. There are two contributions of this work for the HCI community. First, we provide empirical evidence demonstrating how topics of interest to HCI researchers (e.g., material artifacts, routines, and ICT use) are used for religious purposes. Our findings show how Christians distinguish these aspects of domestic life from their secular counterparts. Second, we use our findings to reflect on current directions of future domestic ICT applications. Specifically, we critically evaluate the “problem solving ” approaches dominating the design of future technologies, and present extraordinary computing or systems that promote and honor the special value accorded to some aspects of domestic life. Author Keywords Religion, domestic technologies
Multiple Paradigms in Affective Computing
- Interacting with Computers
, 2004
"... This brief essay considers the three papers of the special issue of Interacting with Computers by Picard and colleagues, from several perspectives. First, I question two aspects of the work: the Computers Are Social Actors (CASA) approach, and the use of psychophysiological measurements of emotion w ..."
Abstract
-
Cited by 1 (0 self)
- Add to MetaCart
(Show Context)
This brief essay considers the three papers of the special issue of Interacting with Computers by Picard and colleagues, from several perspectives. First, I question two aspects of the work: the Computers Are Social Actors (CASA) approach, and the use of psychophysiological measurements of emotion without a stated theory of emotion. Despite these criticisms, the contributions of Picard and colleagues are valuable and powerfully challenging. I suggest three convergent ways of to pursue this important research program. I am grateful to Gilbert Cockton for the privilege and responsibility of commenting on the ground-breaking papers in Interacting with Computers by Rosalind Picard and associates (Klein, Moon, and Picard, 2002; Picard and Klein, 2002; Schreirer, Fernandez, Klein, and Picard, 2002). Although in many ways preliminary, their research calls us to reflect on the formal study of emotional interactions as conducted with and through computers, which until now have largely “reflect[ed] a view of the user as part of a productivity equation ” (Picard and Klein, 2001). This is an original, provocative, and important challenge. As Cockton reminds us (2002), this work requires us to reconsider many of our theoretical and practical ideas about what emotion is, how it happens, and what we may want to do about it as we continue to do research and design with computers. In a similar vein – but with a very different methodology – Gaver and Martin (2000) have challenged what they call the “simple dichotomy between work and play ” that can cause “[m]any devices [to] import values from the workplace into the home, emphasizing the requirement of ‘domestic work ’ by allowing chores to be done more efficiently or productively. ” McCarthy (2001) elaborates on some of these ideas in his argument to move from an HCI based in function to an HCI of “enchantment, ” emphasizing delight, with overtones of magic. In another related development, Monk and colleagues have proposed alternatives to what Cockton has criticized (2002) as the “usability hardcore ” approach to HCI, through a series of
Tangible Interfaces for Manipulating Aggregates of . . .
, 2002
"... This thesis develops new approaches for people to physically represent and interact with aggregates of digital information. These support the concept of Tangible User Interfaces (TUIs), a genre of human-computer interaction that uses spatially reconfigurable physical objects as representations and c ..."
Abstract
-
Cited by 1 (0 self)
- Add to MetaCart
This thesis develops new approaches for people to physically represent and interact with aggregates of digital information. These support the concept of Tangible User Interfaces (TUIs), a genre of human-computer interaction that uses spatially reconfigurable physical objects as representations and controls for digital information. The thesis supports the manipulation of information aggregates through systems of physical tokens and constraints. In these interfaces, physical tokens act as containers and parameters for referencing digital information elements and aggregates. Physical constraints are then used to map structured compositions of tokens onto a variety of computational interpretations. This approach is supported through the design and implementation of several systems. The mediaBlocks system enables people to use physical blocks to “copy and paste” digital media between specialized
members [12,27].
"... socially organized and serve as communities of practice for their ..."
(Show Context)
DISARMING- a place specific project for
"... Our interest in place specific computing brought us after a short browsing in Malmö to the church of St. Johannes. As a place for interaction designers to explore it is a particularly interesting site in terms of its nature as a spiritual place and the development currently taking place. St. Johanne ..."
Abstract
- Add to MetaCart
(Show Context)
Our interest in place specific computing brought us after a short browsing in Malmö to the church of St. Johannes. As a place for interaction designers to explore it is a particularly interesting site in terms of its nature as a spiritual place and the development currently taking place. St. Johannes could also be considered to be a collection of places within places which adds an extra twist of interest. In this paper we will introduce the site and its special qualities based on our field study and discuss what we consider to be the most interesting findings. We introduce a design proposal for St. Johannes, Disarming, where we offer visitors of the church to exchange their mobile phones with an interactive item for use in the church.
General Terms
"... Mobile phone users in rural parts of the developing world, especially Africa, adapt to lack of electricity, poverty, remote locations, unpredictable services, and second-hand technology. Meanwhile, the technology developers are forging ahead, designing for “smartphones, ” high-speed data packets, an ..."
Abstract
- Add to MetaCart
(Show Context)
Mobile phone users in rural parts of the developing world, especially Africa, adapt to lack of electricity, poverty, remote locations, unpredictable services, and second-hand technology. Meanwhile, the technology developers are forging ahead, designing for “smartphones, ” high-speed data packets, and Internet access, not the “dumb ” phones and parsimonious voice calls of the rural householder. We draw from fieldwork in Kenya with mobile phone owners to relate specific practices and issues facing rural users. Problems such as “spoiled ” phone batteries and “China-makes ” suggest larger design implications. We use our findings to motivate a design agenda for the rural poor built on the assumption of off-grid use and limited power, simple cheap phones, and Unstructured Supplementary Service Data (USSD) protocol. A key part of this agenda calls for developing usable technologies aimed at the infrastructure rather than mobile phone interface level.