Advertisement

A 2-Dimensional Technology and Real-World Interaction View Approach

  • Toshihiko YamakamiEmail author
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 1035)

Abstract

The rise of computing technology has increased its influence on societies. As computing technology penetrates into everyday life, we witness more interactions and integration issues with technology and societies In this paper, the author coins two dimensional models which reflects today’s technological landscape with the reality. Penetration to physical world and social aspects of human life creates increased border interaction for computing technologies. The author presents implications from these dimensional models.

References

  1. 1.
    Britton, L.M.: Manifesting the cyborg via techno body modification: from human computer interaction to integration. In: Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, CSCW 2017, Companion. ACM, New York (2017)Google Scholar
  2. 2.
    Cordasco, G., De Donato, R., Malandrino, D., Palmieri, G., Petta, A., Pirozzi, D., Santangelo, G., Scarano, V., Serra, L., Spagnuolo, C., Vicidomini, L.: Engaging citizens with a social platform for open data. In: Proceedings of the 18th Annual International Conference on Digital Government Research, DG.O 2017, pp. 242–249. ACM, New York (2017)Google Scholar
  3. 3.
    Hunnius, S., Krieger, B.: The social shaping of open data through administrative processes. In: Proceedings of The International Symposium on Open Collaboration, OpenSym 2014, pp. 16:1–16:5. ACM, New York (2014)Google Scholar
  4. 4.
    Paine, G.: Designing the techno-somatic. In: Proceedings of the 2nd International Workshop on Movement and Computing, MOCO 2015, pp. 48–51. ACM, New York (2015)Google Scholar
  5. 5.
    Porwol, L., Ojo, A.: Through vr-participation to more trusted digital participatory democracy. In: Proceedings of the 19th Annual International Conference on Digital Government Research: Governance in the Data Age, DG.O 2018, pp. 95:1–95:2. ACM, New York (2018)Google Scholar
  6. 6.
    Richter, V., Kummert, F.: Towards addressee recognition in smart robotic environments: an evidence based approach. In: Proceedings of the 1st Workshop on Embodied Interaction with Smart Environments, EISE 2016, pp. 2:1–2:6. ACM, New York (2016)Google Scholar
  7. 7.
    Shapiro, D., Tanenbaum, K., McCoy, J., LeBron, L., Reynolds, C., Stern, A., Mateas, M., Ferguson, B., Diller, D., Moffitt, K., Coon, W., Roberts, B.: Composing social interactions via social games. In: Proceedings of the 2015 International Conference on Autonomous Agents and Multiagent Systems, AAMAS 2015, pp. 573–580. International Foundation for Autonomous Agents and Multiagent Systems, Richland (2015)Google Scholar
  8. 8.
    Su, N.M., Stolterman, E.: A design approach for authenticity and technology. In: Proceedings of the 2016 ACM Conference on Designing Interactive Systems, DIS 2016, pp. 643–655. ACM, New York (2016)Google Scholar
  9. 9.
    Yamazaki, A., Yamazaki, K., Ohyama, T., Kobayashi, Y., Kuno, Y.: A techno-sociological solution for designing a museum guide robot: regarding choosing an appropriate visitor. In: Proceedings of the Seventh Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2012, pp. 309–316. ACM, New York (2012)Google Scholar

Copyright information

© Springer Nature Switzerland AG 2020

Authors and Affiliations

  1. 1.ACCESSTokyoJapan

Personalised recommendations