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| The Crossing exhibit re-"presents" the complex
learning spaces of Banaras through living multimedia documents and
interfaces. Through the design of physical and virtual learning
spaces and through live, real time multimedia net-based connection
to the spaces in Banaras, as well as interpretation by knowledge
practitioners, the exhibit aims to immerse people into the transformative
dimensions of Banaras. In terms of layout, the Crossing exhibit
consists of a collection of physical virtual spaces, each space
interpreting learning themes related to the pilgrimage site. |
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| Contemporary multimedia technology has undoubtedly
increased the screen based display space and provided users with
quick access to images and sound. While there is rich output coming
from system to user, input between user to system is keyboard and
mouse based and text based. What if, instead of text-based retrieval
and button pushing, the learner could interact through expressive
gestures? Couldn't interacting through gestures allow the learner
to access pictures through pictures, sound through sound. Couldn't
we explore 'multimedia' search engines? |
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| There will not be any keyboard or mice visible
in the Crossing exhibit. Instead, interaction with the digital content
will be through a variety of smart, high-touch interfaces, such
as physical icons, pop up boxes, body adornable accessories, such
as rings, jewellery, wearable computing, and computing augmented
books. Each of these physical interfaces has embedded computing
technology. The user's actions with the physical interfaces are
recognized and transmitted through IR technology to a nearby hidden
computer. The computer parses the user's commands and translates
them into actions, such as play a multimedia file, or browse through
a hypermedia database. |
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| Early efforts of computing focused on emulating
the properties of paper media, creating digital screen design based
presentation models. While designers captured the gross aspects
of paper medium in digital media the subtler aspects of paper interaction
were ignored - i.e., how the paper document, one that could support
fluid, social learning interactions.
Therefore, can we not explore bridges between the traditional media
and computing display media?
Explorations of these questions lead us to a vision of the living
document experience that incorporates spatial dimensions and the
body in the act of communication. |
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| Early efforts of computing focused on emulating
the properties of paper media, .e., creating digital screen design
based presentation models. While designers captured the gross aspects
of paper medium in digital media the subtler aspects of paper interaction
were ignored - i.e., how the paper document, one that could support
fluid, social learning interactions.
Therefore, can we not explore bridges between the traditional media
and computing display media?
Explorations of these questions lead us to a vision of the living
document experience that incorporates spatial dimensions and the
body in the act of communication. |
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| The physical interfaces described earlier serve
as a means for the user to interact with the digital content, but
they also serve as the memory aid to the learning spaces of the
exhibit. URL paths describing the users path through the content
space can be stored in the physical objects. These serves as memory
aid, memento, and 3Dphysical 'book marks', which allow user to retrieve
the context of the interactions with the exhibit's content from
home. |
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