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Different people and cultures associate different emotional states to different parts and spaces of cities. These vary according to individuals, their cultures and also to the time of day, day of week, season, special occasions and more. Recurring patterns may occur in correspondence of the places in which people work, study, entertain themselves, consume, relate, wait or just take a break. What can...
This paper presents a prototype for an educational toolkit (DIY GIS) to learn and teach some important elements of urban design, planning and management. The project aimed at developing a platform that addresses geographic mapping as a process that is subjective (of a projection of the user-inhabitant's imagination) as well as objective (of the territory as a concrete structure). The platform applies...
While we perform our daily tasks we reinterpret space and personalize it, according to tactics which reveal significant information about ourselves. We are now able to fill and stratify space/time with digital information layers, completely wrapping cities in a membrane of information and of opportunities for interaction and communication. Mobile devices, smartphones, wearables, digital tags, near...
This paper explores augmented reality as a set of technologies and processes to weave hyper medial content into printed publications thus fostering new educational practices. In particular this paper focuses on augmented reality as a bridge to extend traditional hyper mediality to paper-based educational tools, analyzing a book recently released by the Italian publisher Fake Press as a case study...
This paper presents a prototype for an application based on a CMS (Content Management System) connected to an augmented-reality engine that allows final users to publish, read and experience multimedia content tied to specific components of physical artifacts. When the physical artifacts are placed under a webcam, a pre-trained 3D feature recognition system scans the entire figure trying to identify...
This paper presents a prototype for an augmented-reality based toy. Toys++ is grounded on the concept that the actual activity of building tangible artifacts can speed up learning processes. Toys ++ aims at assembling a framework that will allow the use of existing physical components of the toy as triggers. When the toy is placed under the webcam, a pre-trained 3D feature recognition system scans...
This paper presents the iterative design process used in generating several prototypes and proofs of concept for wearable, technological devices which are capable of implementing emotional skins. Reactive layers have the potential to act as visualization surfaces to represent individuals' or groups' emotional configurations depending on the specific strategies which can be applied to a wide range...
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