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In here I will like to present a very condensed version of some issues I disuss in my final paper.
THE FUTURE, WHY?

Questioning and searching is the basic condition of growth. The capacity to change and adapt can be seen as a state of permanent anguish among the continuos rhetoric of evolution. More than a vision that believes in the "perfect" future, the chance is on betting for growth and transformation, TO CONSTRUCT THE FUTURE ONE WILL LIKE FOR ONESELF.

- SHAPPING FORCES:

THE INDUSTRY-TECHNOLOGY AND THE USER

More than trends; the implication of shaping forces acknowledges the existence of a diverse variety of forces that drive change. It would be absurd to regard Technology as the only driving force for change (Silverstone 1992). Along with the limits it imposes and the challenge it offers, technology is socially constructed and a result of the dynamics of people’s everyday lives, industry (economy) and communities.

DIGITAL REVOLUTION , an enabler:

The network (The digital domain) , the flexibility of software (the game in the digital domain) and Ubiquitous computing ideas


TOWARDS THE "INTELLIGENT" INTERFACE

With changing conditions, the necessity to adapt the systems, the opportunity to free applications from the black box and the possibility to include different and new users, the traditional approach is no longer enough. We will seek to improve efficiency, effectiveness, and naturalness of the INTERACTION process (Maybury et al. 1998). More than that the claim is for a more "Intelligent" interaction, in which the system is also able to achieve a more flexible and real model of the user.
Unlike current approaches, the intelligence lies on representing and reasoning about the user, the media, the situation, the activity undertaken, and so on. Thus the benefit, the goal is rendered towards empowering the user. As with traditional interface challenges like learnability, usability and transparency, this new generation will strive to achieve a step further: to enhance the interaction.

NATURAL LANGUAGE: Language is one of the fundamental aspects of human behaviour. As a crucial component of our lives, enabling natural language (speech) as an option in our interaction with systems has been always an engaging vision.

MULTIMODAL SENSING: Components: Typed and spoken language, gesture including hand, body, face, eye track, context awareness. The multimodal emphasis requires considering that the input given by some mode can be reinforced and complemented by another

SOFTWARE AGENTS: Agents are distinguished from other types of software because of their status as independent entities, rather than tools that must be manipulated by a User (Huhns and Singh 1998). Their development suggests that software agents (as a realistic approach) may be accepted as a design paradigm like object-oriented programming is developing today.

* Please note that the "intelligent" claim is not related excactly to the Hard Core Artificial Intelligence project.


CHILDREN, THE ADULT'S DISCOURSE

Children are not adults; neither they are embodiments of "future adults" as they are sometimes presented. They are individuals with likes and dislikes, with a particular position in the world that offers certain kinds of advantages and potential variability and flexibility. In this sense, my users are in constant transformation, living in paradox; they remain the same person, though they are constantly in change.

PLAY, discovering the world:

On the intrinsic values of Play and its function there is still much theoretical discussion and ambiguity. One thing does remain clear: to a child, any play activity represents a very serious and motivated one. In his continuous search and active lust for pleasure and meaningful experiences, the child reinvents and questions the world. One can see Play as a virtual simulation characterised by staged contingencies of variation, with opportunities for control, engendered by either mastery or further chaos. The key to play is Variability (Sutton-Smith 1997); its structure is characterised by quirkiness, redundancy and flexibility.

The Emotional experience:

The definitions of play given by children themselves (Kaarby 1986) usually centre on having fun, being outdoors, being with friends, choosing freely, not working, pretending, acting, using their fantasy in dramatic ways. The children's discourse is by large similar to that adopted by adults on explaining a kind of valuable personal experience (Sutton-Smith 1997). Sometimes this emotional experience involves their own feelings and regards, oriented more towards a self-expression impulse (especially in smaller children). On the other hand it can also involve a strong social component, the pleasure in having an audience, the value of a shared experience, the fun of imagining it together.

What is their own discourse? What kinds of things they are interest to explore, learn and "inhabit" throug













































- FMH
Future Media Home 
Research project. 
(Media Lab)
EMAIL!!mail This is a short summary of some of the ideas that form the background material. Complete information must be searched in the final document.