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Titlebook: Culture and Computing. Design Thinking and Cultural Computing; 9th International Co Matthias Rauterberg Conference proceedings 2021 Springe

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發(fā)表于 2025-3-23 10:43:42 | 只看該作者
https://doi.org/10.1007/978-1-137-11299-6 and groups in everyday life as well as to professional memory makers in GLAMs. It will highlight concepts which are used in both the realms of computer technology and socio-cultural theory, but still have specific meanings, such as memory making, accessibility, algorithm etc. A short description of
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發(fā)表于 2025-3-23 17:04:27 | 只看該作者
Culture and Computing. Design Thinking and Cultural Computing9th International Co
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Civic Community Archiving with the Platform for Experimental Collaborative Ethnography: Double Bindsr what purposes. We also ask how, by design, community archives can connect diverse users, analog and digital components (including human and technological), and complicated pasts to creative futures. Throughout, we call out the double-binds of civic community archiving, delineating risks and possib
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Socio-emotional Experience in Human Technology Interaction Design – A Fashion Framework Proposal to social emotional experience of technology through illustrating how it operates according to fashion – temporality and spatiality in culture. This is a theoretical paper that presents a review of social experience, social emotional and collective emotion based literature in light of fashion and d
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發(fā)表于 2025-3-24 21:44:52 | 只看該作者
Research on the Public Design Innovation Method Based on the Sharing Concept of Cultural Computingh a user and a creator and contributor of cultural computing, and in the process of using various open design platforms, they can effectively use them in tandem to form a cultural computing “skill tree” that meets their own design needs. In this process, it is necessary to create a basic cognition a
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發(fā)表于 2025-3-25 01:01:54 | 只看該作者
The Ontology of Mixed Reality Agents Memorializing the Dead and Dyinglevate the evidentiary status of these posthumous personhoods. Insights from HCI end-of-life literature, death and dying studies, and interactive non-fiction are used to explore the ontology of these interactive posthumous personhoods to discover what MR is doing. This paper elucidates connected eth
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