The Social Psychology of YouTube: How to Become a Successful YouTuber?
This paper examines why certain YouTubers are successful and the factors that make YouTube videos gain success. Through content analysis and research into existing literature on online behaviour, this paper has narrowed the success of a YouTuber to six qualities. The first factor, authenticity, refers to the YouTuber’s ability to appear genuine. The second quality is relatability, which allows viewers to identify with the YouTuber. Having consistency in the theme, tone of voice, and branding is found to help with the overall image. Engaging with viewers helps to create a bond and sense of community. This analysis also finds that creating shareable content helps to increase the success of the YouTuber. Finally, research suggests that viewers want to be like the YouTubers. From these six qualities, videos were produced with real examples from YouTube that explain in an informative and educational way.
Brand Tune Up: Building Value for Brands Through Strategic Sonic Planning
While often overlooked, sound and music play an important role in marketing communications strategies. To stand out in today’s competitive marketplace, top companies are investing in strategic sonic planning to build value for their brands. This paper will investigate the role of sonic branding in marketing communications, and how brands can authentically and cost effectively integrate music and sound into their overall communications strategy. Looking at the history and future of sonic branding and the impact of sound and music on brands and consumers, this paper will seek to define a practical guideline for marketers and practitioners of sonic branding. The paper concludes that although it is difficult to quantify the impact of a sonic strategy, brands that embrace the principles of sonic branding can more effectively reach customers across all touch points. Moreover, the paper asserts that best practices for creating customized audio solutions differ from culture to culture.
Dynamic Data Visualization Approaches Using Video Game Engines
One of the biggest challenges of collecting research data is to find a way to logically visualize it and discover meaningful patterns and relevant information within it. The complexity of the data, along with the multiple output possibilities within it, can often cause a disengagement between the viewer and the information presented. A major obstacle in the analysis of the data is to depict the information in a manner that is easily understood by the viewing audience. The presentation of the data has to be done in a visually engaging style that conveys clearly the essence of the findings in a logical and concise manner. The aim of this project is to explore the option of creating a 3D-based visual platform that will allow the datasets analyzed to be presented and evaluated by using the current generation of video game engines.
Project Wraith: Systematizing Transmedia Through the Horizontal Reading Spectrum
Project Wraith is a transmedia experience conceptualized as a vehicle for exploring the affordances that separate this medium from traditional forms of storytelling. Beginning with a fake dating app, Project Wraith thrusts users into a storyworld where every match serves as a rabbit hole, the beginning of a distinct narrative thread that stretches across multiple channels and platforms. As a narrative mosaic in itself, the making of Project Wraith served as an opportunity to systematize various forms of transmedia storytelling. The result of this systematization is the Horizontal Reading Spectrum (HRS), a taxonomical framework comprised of four distinct classifications, each one distinguishable by the level of control and mobility users are afforded as they move from channel to channel in a given transmedia experience.
Don't Hate the Player: An Educational Card Game
Teenagers use social media as their main form of communication, allowing them to communicate and collaborate with distant friends and build new skills. However, they may also encounter danger in public shaming, cyber-bullying or sexual harassment. Don’t Hate the Player is an educational card game in which teens create narratives using the cards they have been dealt. Games present players with an artificial problem within fixed parameters. They are free to take risks without actual consequences. Don’t Hate the Player was created after examining and playing existing card games. Once a working prototype for the game was created, it was tested on teenagers (three sessions) and adults (two sessions). Suggestions made by test players led to modifications which improved game play and clarity. The results indicate that the game is an effective tool for educating teens about social media when played in an educational environment with an educator present.
A Strategic Foray into Multi-Dimensional Data Visualization in Immersive Environments
Turning large volumes of data into truly revolutionary market insights and strategies continues to make the analysis and visualization of data a core technology initiative within organizations and the basis of competitive advantage, organizational growth and system wide change. This requires deep analysis, exploration and logical depiction of the relationships and patterns that exist within data. To drive value from data to both domain experts and non-experts, information and data visualization tools and environments need to be intuitive, understandable and efficient. Our approach to visualization takes users into a multi-dimensional immersive experience by creating procedurally generated relational data environments using game engines. We believe such an approach helps augment the cognitive capacity of the user by providing logic, immersion and narrative; hence enhancing the user’s decision making capabilities, and resulting in strategic, actionable insights for the organization.
How UX & UI Affects the Teleoperation of a Robot by a Novice User
The investigation of User Experience (UX) and User Interaction (UI), telepresence and robotics came as the result of prolonged work on a project known as the BUSA Dig. The objective was to create a robot that archeologists could use to effectively search and navigate looter tunnels in el-Hibeh, Egypt. The end goal was to have an archeologist, who is most likely a novice user, teleoperate the robot. The first phase of the project was a proof of concept. Six robots were created that were able to search and discover artifacts in a simulated site. In all cases, the UI of these robots was not intuitive and was created as an afterthought. Designs were varied and not easily replicable. The focus of the project was to research and discover how UX & UI principles could be applied to create a robot designed for a novice user.
What Gender Do You Think This Robot Is: Exploring Gender in the World of Human-Robot Interaction
This major research project will explore gender in human-robot interactions by using a physical robot that was created by the author. The research question posed in this project was: Do humans associate gender with robots innately or do we need external cues in order to determine this? In order to test this theory, the author built a mechanical robot that was entirely gender-neutral, showed it to a user group, and asked them to determine what gender it was after watching it perform a predetermined function. The two main data collection methods used in this experiment were verbal interviews and questionnaires. The author’s goal for this project was to continue the conversation in the world of human-robot interaction, and to elaborate on findings that have already been made.
Virtual Aamjiwnaang: Indigenous Interactive Storytelling
Stories shape how we understand ourselves and the world around us. They inform our sense of belonging, and connect us to our past. Stories are our lives. And we are our stories. Given their undeniable weight, we ought to question what their form and content teaches us. Increasingly, stories are shared as interactive digital experiences; a reshaping that impacts their configuration, their reach and their outcome. For Indigenous peoples, who continue to resist the colonial paradigm, digital storytelling can represent a weapon of subtle yet pervasive colonialism or be a tool to talk back. Virtual Aamjiwnaang is an interactive platform that integrates Indigenous storytelling practices in recounting the lived realities of the Aamjiwnaang First Nation online. Inspired by the Two-Eyed Seeing approach, which encourages embracing multiple perspectives, and building on previous digital experiences, Virtual Aamjiwnaang proposes methods for creating digital territories that honour Indigenous ways of knowing.
Alice Through the Looking Glass: Augmented Reality Storytelling
This Major Research Project will focus on interactive storytelling using augmented reality technology. We will be researching and developing an interactive book and will specifically examine the development, design, animation, and user experience. Essentially, we would like to enhance the traditional book reading experience using augmented reality technology. We want to provide additional content that will elevate the user’s experience. Our artistic goal for this project is to make stories come to life similar to a cinematic experience. We will be exploring the possibilities of AR technology in the print realm. Through the Looking Glass was designed for both the physical and digital design-space. Both the print book and AR technology created were taken into account as two separate entities in both of these spaces. We wanted to focus on the print book as much as we did on the AR part as most of the books already on the market focus predominantly on AR and we wanted to make sure that the user sees and experiences both of these worlds as one.
From Fine Art to Digital: A Framework for Exploring Web Design & Digital Communications
This Major Research Project (MRP) is focused on the exploration of a digital communications toolset, primarily within the field of web design, from the perspective of an artist/creative with the goal of developing a strong skill set in the field. Throughout the course of this project I have had the opportunity to work on both passion projects and complete client work throughout a wide range of industries. By carefully documenting an approach to this often daunting and difficult to navigate field, this project aims to inform other like-minded, talented and creative individuals with a framework to design for the web with an audience in mind.
Art-repreneur: An Examination of the Role of Entrepreneurial Self-Identification and Technique in the Success of Creative Ventures
The following paper positions independent, creative producers and businesses in the creative sector as entrepreneurial. It also assesses how prior knowledge of entrepreneurship may contribute to the success of creative ventures. Through a sample of nine interviews with creative producers in the visual arts (namely digital art, multimedia production, painting, photography and new media art), this papers assesses 1) current conceptions of creative process and creative personalities 2) how entrepreneurial orientation and entrepreneurial intention has helped them achieve social or capital gain. While some artists have used bootstrapping and lean methodologies to increase their incidences of success, they were not exposed to these methodologies prior to embarking on a career in the arts. Knowledge of bootstrapping can give artists ways to maximize the social and economic resources available to them. Knowledge of lean methodology can help artists decrease the inherent risk of creating artistic products while letting them better understand their value within a marketplace.
SmallTalk: An E-therapy Program Assisting Those with Bipolar Disorders
SmallTalk is a program that assists those with bipolar disorder or a mental health care need to record, communicate and track stressful situations, moments or events. Traditional cognitive behavioral therapy (CBT) asks that one chronicles their thought processes in a journal so one can learn how to change. However, contemporaneously, more and more online therapies, group discussions, and outreach hotlines have become the new arena for discussing mental health issues and care with trained professionals or people living with similar conditions. I’ve been creating a program prototype, for those diagnosed with bipolar disorder, to improve their therapy outcomes. This has been done by combining the strengths of face-to-face therapy with emerging e-therapy tools. E-mental health technologies address the systematic failures of systematic limitations. The designed prototype, SmallTalk, will serve as an essential tool to assist with therapeutic outcomes for outcomes for individuals with bipolar disorders.
The Alexa Impact Factor: Measuring Social Media Impact from Instameets
The growth of Instagram as a lucrative advertising platform has driven marketers to engage in influencer marketing strategies. Marketers are identifying online influencers through online engagement in terms of likes, comments and followers. This paper proposes an alternative method in measuring an Instagram user’s influence. The “Alexa Impact Factor” focuses on offline engagement and is determined by the number of Instagrammers that an influencer is able to bring together from hosting an Instameet.
Arch Play: Applications of Narrative Theory in Video Game Aesthetics
As of 2015, the incumbent international eSports paradigm centers on genre-defining systems and games that were not initially designed for mass spectatorship. As a result, would-be fans are often confronted with a high-friction onboarding process verging on hostility. With global viewership estimated to reach over 238m unique annual viewers by 2017 (Superdata, 2015), leading developers have adapted the designs of new products to prioritize audiences as well as players. The most successful among them have capitalized off of the resulting spectator virality. Lacking is a high-level framework for evaluating games based on aesthetic composition and their resulting viability as a spectator experience.This paper offers critical evaluations of dominant and lesser-known gaming spectator experiences via in-depth analyses of their constituent design affordances relating to a combined, interdisciplinary aesthetic framework centered heavily around narrative-bias. It is asserted throughout that any viewing experience with certain aesthetic factors configured to prioritize a clear and approachable classical narrative design, when evaluated aesthetically, can be considered rich in quality. Conforming to this aesthetic standard also permits games the potential to enjoy mass popularity. This paper is intended to serve as a foundation for an interdisciplinary framework of best practices in video game design.
Wayfinding, Robotics and Hospitals
This paper will give a better understanding on how complex healthcare facilities such as hospitals are using robotic technologies that incorporate superior Wayfinding systems to carry out tasks and obtain information which originally, were conducted by healthcare workers, nurses and or doctors. This paper will also address the ethical concerns that people have by incorporating these robotic technologies such as: third parties being able to hack into these technologies and collect confidential information from patients, healthcare workers and nurses possibly loosing their jobs to hospital robots and whether or not hospital robots are in fact, safe to be operating within a environment where peoples lives are on the line.
Colour and Emotion Recognition Technology: An Exploration of the Psychological Effects on ASD
This project aims to provide a basis for the development of assistive technologies for individuals with Autism Spectrum Disorder (ASD) and proposes a tool that uses emotion recognition technology and colour filters as framework for future development. Researchers suggest that colour filters may significantly improve the perception of emotions exhibited in facial expressions and this project explores both psychological and technological components of a proposed tool. The psychological aspects of colour filters and ASD are explored in this paper. The technological intricacies and design hypothesis of the proposed tool is outlined in the paper written by Elizabeth Wood, “Emotive Pal and Emotion Recognition Technology and ASD: A design hypothesis for an emotion to colour mapping system”. As emotions have both mental and physical components, the primary focus is on facial expressions. The combined research suggests that colour filters enhance the ability to perceive facial expressions when used with electronic devices.
Multimedia Learning: Creating Engaging Online Tutorials Through Instructional Design
This Major Research Project will focus on designing an online course, influenced by Mayer’s Principles of Multimedia Learning Theory, active learning, and the SAM model of instructional design. After taking this course, students will have an understanding of not only how an Arduino works, but why-- so that rather than just following instructions, students may quickly begin applying this tool in their own projects. These learning modules are geared to young adult learners from a non-technical background and were produced for used by the Digital Media Experience (DME), a teaching digital fabrication laboratory at Ryerson University. The main goal of this MRP is to analyze and fill a needs gap for the non-tech beginning and intermediate Arduino learner audience which is not currently being met in the market. By non-tech, I refer to those who have not received formal training in electronics, circuitry, or programming.
Foodmat: A Personal Internet of Things Add-on Device for Domestic Fridges
This Master's Thesis Project researches the application of the Internet of Things (IoT) technology on the home refrigerator. The project examines three challenges regarding food waste and inventory, the fridge lifecycle and current product design approaches. The project created a minimum viable product (MVP) called Foodmat, as a new design approach to applying smart technology to the traditional fridge. This final proposed product provides alternative design thinking: augmenting everyday objects with new technology rather than replacing them with a new unit. The future development of the Foodmat will continue to progress with user testing.
Storytelling in Virtual Reality from an Animation Director’s Perspective
The explosion of consumer level virtual reality (VR) hardware and the gaming engines that have powered and enabled real-time interaction within a virtual 3D environment, has moved the production and use of VR from fiction, Gene Rodenberry’s Star Trek Holodeck, into reality. “Virtual reality was once the dream of science fiction...the future is coming and we have a chance to build it together” (Zuckerberg, 2014, para. 9). This research reflexively explores the design, development and production of VR content from a traditional Animation Director’s perspective. Using twenty (20) years of experience, in script, storyboard, modeling and animation production, I will explore the notion of participant controlled autonomy within an immersive 360-degree virtual environment and how that changes the need to control the narrative through traditional directorial techniques.
Alice Through the Looking Glass: Augmented Reality Storytelling
This Major Research Project will focus on interactive storytelling using augmented reality technology. We will be researching and developing an interactive book and will specifically examine the development, design, animation, and user experience. Essentially, we would like to enhance the traditional book reading experience using the augmented reality technology. We want to provide additional content that will elevate the user’s experience. Our artistic goal for this project is to make stories come to life similar to a cinematic experience. We will be exploring the possibilities of the AR technology in the print realm. Our book will transport the readers into an alternate universe by combining pictures on the pages of the book with multimedia content seen on the screen. We want to create a way to combine analog and digital content. The main objective of this MRP is to understand how interactive storytelling works by researching both successful and unsuccessful platforms and examples. Additionally, we will be researching the market and consumer trends in digital reading, looking at how analog and digital content differ in terms of content and UI experience.
Breaking the "Fourth Wall": Virtual Reality Storytelling and a Creators' Guide for Content Creators the Creation of Dan's Solo
Dan’s Solo is a real-time rendered interactive personal narrative of a real person, represented within a virtual world. This project aims to provide participants a simulative virtual space from Dan’s point of view. The inclusion of both the prelude and the interactive scenario proliferates the viewer’s participatory level. Each viewer experiences and explores Dan’s narrative by interacting with a virtual object in his room, where she is addressed as a character that is immersed in Dan’s imaginary world and can choose her own story trajectory. This project examines both theoretical and practical methodologies to develop a personal narrative for virtual reality platforms.
Social Media for Social Change: Developing Social Media Strategies to Influence Negative Cultural Assumptions
This research explores how social media can effectively be used by community activists to influence negative cultural assumptions. This study focused on challenging stereotypical attitudes towards Muslim women who wear hijab. Ten participants responded to a pre-campaign survey, which gathered their attitudes towards head coverings, specifically people in baseball caps (non-religious headgear) and hijabs (Muslim headscarf). Participants then followed a two-week social media campaign, developed with the Canadian Council of Muslim Women (Toronto chapter), that addressed common assumptions about women in hijab, and answered a post campaign survey to assess the campaign’s impact. Seven participants said the campaign successfully challenged negative stereotypes about women who wear hijab, and five said the campaign positively influenced their ideas about this cultural group. Participants said the profiles of successful women who wear hijab were most effective, which seems to indicate that positive stories may have more impact in creating social change.
For Your Information (FYI)
As a direct result of the ever increasing use of non-traditional platform delivery of broadcast and filmed entertainment, commercial ad revenue has seen immense pressure to not only adapt to new forms of platform delivery, but for broadcasters and distributors to generate more ad revenue through ad based content. “For Your Information” (FYI) is a second screen ad revenue generating service that allows products and services referenced within broadcast or filmed entertainment to be interactively engaged with. FYI allows hungry ad-free users to be better connected to the content they are viewing. This synergistic opportunity provides an avenue for brands to reach the viewing audience in a non-commercial environment. My research focuses on why a second screen option can be a great ad revenue generating tool that engages viewers in a unique way, but also explores the various opportunities and risks of developing a second screen service.
Corporate Crises in the Digital World: What Went Wrong with Chipotle?
The practice of crisis communication has evolved since the rise of digital technologies and social media. Defined as an unexpected and non-routine event with high levels of uncertainty, crisis management plans and strategies are essential for organizations’ successes. Failure to strategically manage crises through both traditional and digital media may result in significant damages and losses. This MRP examines a recent corporate crisis - the case of Chipotle Mexican Grill during the 2015-2016 E. coli outbreak across the United-States - and looks at how the social media strategy (namely Twitter) influenced the outcome of the case. Using a combination of data analytics, company financials, and theoretical frameworks, this research brings to light the importance of measuring online data, and makes suggestions on how companies may use social media to manage various types of crises.
A Visual Representation of Numbers
This research addresses the visual representation of numeric values by uniquely addressing gaps found in current data visualization software and solutions. These gaps exist in both knowledge construction as well as dissemination. Allowing users to choose their own data sets, presenting unbiased information in a clear and understandable form, and allowing users to interact with data in a way previously underexplored are three avenues where there is potential for improvement. Problem solving and narrative building can be achieved through hacking currently available tools, once paired with a simple to use, accessible, and familiar platform. Through shifting the traditional toolset, approach, and engagement these gaps can be significantly reduced.
Can Digital Technology Help Mend a Broken Heart? Self Help Redefined for the Digital Age
From swiping right on Tinder to clicking your favourites on Plenty of Fish, the market is overflowing with digital options when it comes to searching for romance. However, when that love goes awry, digital options to help heal from the heartbreak are surprisingly limited. This project offers both academic and industry research and reflection designed to discover how digital technology can be incorporated to create a more robust reader experience, to help users heal from a romantic relationship dissolution, in a faster, more effective way. From the use of game design principles to social engagement strategies, consideration is given to which platform affordances, user experience strategies, and engagement designs can be integrated with a therapeutic process, for the most effective outcome. This project examines which specific offline protocols from the fields of positive psychology, cognitive neuroscience, unconscious cognition and thought engineering are best suited for execution with these digital tools, to create results that are more effective.
Modifying Traditional Print Workflows to Include Interactive Components
Near Field Communication (NFC), is a budding technology that is slowly gaining momentum. While there is currently a lack of mainstream awareness, technology acceptance appears imminent in the long term. NFC has potential to bridge the physical and digital platforms.. This project thoroughly examines and defines NFC technology. To deepen understanding, NFC technology has been implemented into an advertising campaign, whereby the process and workflow for using the technology is documented and its effectiveness is explored. The campaign is a real application of the technology in a consumer setting. Results of this campaign indicate there is still a lack of NFC awareness among consumers. This project offers insight on how to improve awareness through education. Overall this project presents a case as to whether NFC is an effective tool to link consumers to digital campaigns, while examining the necessary modifications required for a print workflow to include the technology.
Impact of Virtual and Augmented Reality on Theme Parks
Virtual Reality (VR) and Augmented Reality (AR), provide immersive experiences that are increasingly considered for implementation within Theme Parks. This paper seeks to determine the impact of virtual technologies on the Theme Parks. The method for this paper involved interviews with industry leading experts from the Theme Park industry. The interviews were structured to determine more detailed information on how they are approaching VR/AR in Theme Park attractions. Theme Parks need to provide guests with something they can’t get at home. There are many challenges with head mounted displays (HMD) in Theme Parks, as a result, several participants pointed to Mixed Reality (MR) as a better current solution. It mixes physical spaces with digital overlays with less complicated and operationally challenging technology. New attractions using VR/AR/MR technologies need to carefully consider what content they will use, mechanics of the experience and the business case to ultimately achieve overall success.
Motion Capture and Stretchable Capacitive Sensors in the Smart Wear Industry
The purpose of this reflection paper is to provide an overview of the research process I went through for my major research project in the Masters of Digital Media program at Ryerson University during the spring/summer session of 2016. My research was done in tandem with Ghazal Taheri, and together we analyzed the online fashion retail industry and its openness to technological innovation. We identified a problem the industry faces with high return rates and low customer confidence and we came up with an innovative technological solution for it. Our MRP focused on developing a commercialization plan for a company that would operate in the virtual change room sector by developing a garment that creates a virtual avatar with dimensions that are identical to their real life ones.
Wireless Charging Using Radio Waves
The main objective of this project is to innovate on the existing idea of creating wireless electricity using Electromagnetic (EM) waves; mainly focusing on radio waves. A thorough amount of research was conducted on existing designs and advancements in wireless electricity field, and hence an idea regarding the implementation of these designs was developed. This project aims to design and build a working prototype of a piece of technology in a compact fabricated electronic chip form that could be attached to small devices that require low voltage charging. This application is mainly targeted towards devices such as cell phones, sensors that require minimal amount of battery equivalent voltage for charging. This project will make use of a radio frequency (RF) harvester chip, which will convert any incoming radio waves to battery equivalent power; furthermore converting or amplifying that voltage to higher amount to be used by bigger and complex technologies, hence completing the objective of providing wireless electricity to technologies requiring less power.
interacTABLE: Going Beyond Aesthetics with Performance Driven Design Modelling
Design is an iterative and multi-phased process involving various collaborators, tools, and variables. This paper argues that conventional design is a linear process that relies on post-design analysis, lacking structural validation feedback in its critical initial phases. The paper introduces a developed framework for performance driven design modelling. interacTABLE enables a design model to go beyond aesthetics; integrating notions of form with materiality and structural performance in the earliest stages of the design process. The system is an interactive modelling surface, which employs computer vision and augmented display technology to establish synchronicity between a physical and digital design model. With this approach, a designer is able to visualize structural analysis feedback projected directly onto the physical model, thus equipping them with early design validation and mitigating a reliance on post-design analysis.
Privacy by Design Principles as a Foundation to a More Secure Internet of Things
The Internet of Things (IoT) is a revolutionary concept that emerged in the late 21st century, whereby everyday objects such as household items, cars, and wearables, equipped with sensors and (Radio Frequency Identification) RFID chips, can communicate with the internet and to their physical surroundings. These chips allow the connected items to share information, and allow the user to collect information about his/her “quantified self”, measuring personal data such as habits of usage, lifestyle, and location through internet networks. IoT enabled devices are designed to collect, store, share, and analyze of highly personal data ubiquitously and in real time. However, with this new affordance of connectivity, comes a potential loss of privacy for users, as ever increasing sets of personal data are collected and tracked. As such, there is a pressing need for privacy considerations to be embedded within the early stages of design of connected devices and networks.
Collaborative Telepresence Using Mixed Mediums
Collaboration in telepresence helps reduce the cost of travel expenses and the time lost through commuting. Telepresence has taken many forms from 2D to 3D systems, from autonomous robots to augmented and virtual telepresence environments, all in an attempt to bring telepresence closer to a real life experience. With head mounted displays penetrating commercial markets, virtual telepresence systems provide new ways for collaboration. With the help of 3D scanning advancements, the exploration of integrating a hyper realistic replica of real people in a 3D environment has the opportunity to create life like avatars that function in virtual environments. This major research project presents a telepresence system that provides a virtual space for users to collaborate in real time. A user study was conducted with industry professionals to query the effectiveness of collaboration in virtual reality. Results show efficiency in simultaneous navigation and collaboration while using a virtual telepresence system.
The Photo Genome Project Building an online community for sharing images as narrative artifacts
This paper examines the prospect of building an online community focusing on sharing images as narrative anchors. Images have been typically kept as important artifacts for sharing and passing on our personal histories. This paper will look at building an online community that adapts traditional methods and practices of sharing images to the digital world. We will look at research on current sharing practices and how they have changed the way we share images. This paper will explore opportunities to share personal archived images and prints in the digital realm, as well as expand on the ways we shared these family photos before the digital era. The project aims to develop an approach to engage users in sharing their images along with the narrative and personal history that accompanies them. The practical portion of this project exists online, and lays out a foundation for this kind of image sharing, both in terms of functionality and design.
SHAPEY: Bridging the Gap between Bricks and Clicks
SHAPEY is a smart garment that solves pain points in the retail industry through innovation in the wearable tech field. Using measuring sensors and three dimensional (3D) mapping, the SHAPEY garment will allow shoppers to determine their true size across brands, create a digital avatar that accurately represents their proportions, and allow them to virtually try on a garment before making a purchase. Retailers who adopt this technology will benefit by being able to provide a more seamless experience for their consumers, increase their online sales, and decrease the cost of returns.
#BeenRapedNeverReported Reimagined: Exploring the Use of Marketing and Transmedia Storytelling Strategies to Drive Social Change
When Antonia Zerbisias and Sue Montgomery started the #BeenRapedNeverReported campaign, they employed three key components: a story, a cause for change and a digital tool. Although the campaign resulted in global reach and over 7 million tweets within days, the true impact of their effort is difficult to determine. The story is over and the cause for change has succumbed to a hashtag’s ephemeral nature. The campaign, like many of its kind, missed an opportunity to drive social change - an opportunity afforded by the interconnectivity of the digital landscape and the affective power of storytelling. This project explores the possibilities of borrowing and adapting existing frameworks in marketing and transmedia storytelling in order to maximize engagement in social change campaigns.
Emotive Pal, Emotion Recognition Technology and ASD: A Design Hypothesis for an Emotion to Colour Mapping System
As part of a larger project seeking to improve emotion recognition through colour association for persons diagnosed with Autism Spectrum Disorder (ASD), this portion of work represents the research and analysis of the pertinent technologies and should be read in tandem with “Colour and Emotion Recognition Technology: An Exploration of the Psychological Effects on ASD” by André Gizenga-Ehiwe. As such, the following explores facial and emotion recognition, and discusses the application of facial expression analysis within assistive tools that are developed for those diagnosed with ASD. This research provides the context and basis for the proposed tool, Emotive Pal, which involves an emotion to colour mapping system. The design hypothesis and prototype creation process are detailed, including the different aspects of building an Android application that utilizes an API called Affectiva. Finally, the learning objectives of this project are reviewed as well as its potential influence and impact.
PROJECT AETHOS: Emotional Interactivity in Virtual Reality
Biometric feedback is a technique that utilizes electrical sensors to collect information on an individual’s psychophysiology, and relay sensory output to help regulate their functions. Heart rate variability (HRV) measures the deviation of heart rate from constancy with an estimated variation of interbeat intervals. HRV reflects an individual’s physiological, psychological and neurological conditions among many other dynamics. Studies consistently demonstrate a significant correlation between HRV with emotional experiences and emotional reactivity. Project Aethos combines HRV biometric feedback with the medium of virtual reality to create a unique environment that enables an interactive experience of emotional management.
3 Minutes to Midnight: Speculative Game Design for Nuclear Disarmament
This paper proposes a digital game concept designed to increase the millennial generation’s level of engagement with the campaign for nuclear disarmament. It discusses four key research findings that support the need for the development of this game, and provides helpful information to enable better understanding of the relatively specialized inspiring concepts. The paper argues that activist campaigns should design nuanced communication plans that consider the complexities of the issue and leverage the digital media tools whose affordances best match the goals of the campaign. In the case of nuclear disarmament, I propose a campaign communication strategy in the form of a pervasive social impact game, called 3 Minutes to Midnight, as an effective way to ignite widespread public support in the 21st century.