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Record W6890410942 · doi:10.35010/ecuad:15102

The Experience of a Lifetime: Interactive Digital Experience Beyond the Screen

2019· article· en· W6890410942 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

aboutThe title or abstract carries a Canadian signal from the geographic lexicon.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueArca (British Columbia Electronic Library Network) · 2019
Typearticle
Languageen
FieldComputer Science
TopicInnovative Human-Technology Interaction
Canadian institutionsnot available
Fundersnot available
KeywordsUser experience designInteractive designLeverage (statistics)Interactive mediaProcess (computing)Interaction designField (mathematics)Key (lock)Virtual realityInteractivity

Abstract

fetched live from OpenAlex

Screen-based digital experience design is blooming among the local businesses in Metro Vancouver along with the increased pervasiveness of information technologies, new digital products in contemporary society. However, there are significantly fewer cases and related businesses around tangible interactive digital experience in which tangible objects and physical spaces replace the screen as the site of interaction. This thesis project aims to explore the specialties of the tangible interactive experience compared to the digital experience on the screen or in the virtual space. Additionally, the author investigates how to leverage user experience design methodologies in the process of designing an experimental interactive experience. In this practice-based exploration, the author prototyped four interactive digital experiences using different interactive technologies and tools tailored to different use case scenarios: 1. an interactive offline retail experience, 2. a “magical” and playful painting, 3. a room-scale interactive installation, and 4. an immersive meditation activity. These projects illustrate and explore the implementation of tangible interactions into digital experience design. During the development process, the author applied several user experience design methodologies in the projects – including field research, interviews, questionnaires, and design probes – to develop a workable framework designing tangible interactive experiences throughout the research project. The author aims to outline key implications of applying principles of user experience design to the field of tangible interactive environments. In the process, the author argues that tangible interactive design is indispensable in a successful and engaging digital experience, and thus worth investing in and exploring further in Vancouver’s marketplace.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesScholarly communication, Insufficient payload (model declined to judge)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: Theoretical or conceptual
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.250
Threshold uncertainty score0.999

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.001
Science and technology studies0.0010.001
Scholarly communication0.0020.005
Open science0.0030.001
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0040.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.003
GPT teacher head0.199
Teacher spread0.195 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it