Western society has accepted as unquestionable a technological imperative that is quite as arbitrary as the most primitive taboo: not merely the duty to foster invention and constantly to create technological novelties, but equally the duty to surrender to these novelties unconditionally, just because they are offered, without respect to their human consequences.
-- Lewis Mumford
Philosophy of Interaction: How to use philosophical theories concretely when designing interactive products. Includes 4 HD videos filmed in Denmark
Read Dag's chapterThe following articles are from "Designing Augmented Reality Environments 2000":
Rekimoto, Jun and Ayatsuka, Yuji (2000): CyberCode: designing augmented reality environments with visual tags. In: Designing Augmented Reality Environments 2000 2000. pp. 1-10. Available online
Redström, Johan, Skog, Tobias and Hallnäs, Lars (2000): Informative art: using amplified artworks as information displays. In: Designing Augmented Reality Environments 2000 2000. pp. 103-114. Available online
Pyssysalo, Tino, Repo, Tapio, Turunen, Tuukka, Lankila, Teemu and Röning, Juha (2000): CyPhone - bringing augmented reality to next generation mobile phones. In: Designing Augmented Reality Environments 2000 2000. pp. 11-21. Available online
Masui, Toshiyuki (2000): Real-world programming. In: Designing Augmented Reality Environments 2000 2000. pp. 115-120. Available online
Svanaes, Dag and Verplank, William (2000): In search of metaphors for tangible user intefaces. In: Designing Augmented Reality Environments 2000 2000. pp. 121-129. Available online
Djajadiningrat, J. P., Overbeeke, Kees and Wensveen, Stephan (2000): Augmenting fun and beauty: a pamphlet. In: Designing Augmented Reality Environments 2000 2000. pp. 131-134. Available online
Krogh, Peter Gall (2000): Interactive rooms - augmented reality in an architectural perspective. In: Designing Augmented Reality Environments 2000 2000. pp. 135-137. Available online
Svendsen, Ernest Holm and Søndergaard, Astrid Pinholt (2000): Support for flexbile work settings by augmenting artifacts. In: Designing Augmented Reality Environments 2000 2000. pp. 138-140. Available online
Mapes, Daniel P. (2000): The human device abstraction. In: Designing Augmented Reality Environments 2000 2000. pp. 141-143. Available online
MacIntyre, Blair and Bolter, Jay David (2000): A multi-disciplinary course on augmented reality design. In: Designing Augmented Reality Environments 2000 2000. p. 144. Available online
Mynatt, Elizabeth D. (2000): Co-opting everyday objects. In: Designing Augmented Reality Environments 2000 2000. pp. 145-146. Available online
Johansson, Martin and Pettersson, Mårten (2000): Eyes on the road - augmenting traffic information. In: Designing Augmented Reality Environments 2000 2000. pp. 147-148. Available online
Browall, Carolina and Lindquist, Kristina (2000): Our little orchestra: the development of an interactive toy. In: Designing Augmented Reality Environments 2000 2000. pp. 149-150. Available online
Wohlgemuth, Wolfgang and Triebfürst, Gunthard (2000): ARVIKA: augmented reality for development, production and service. In: Designing Augmented Reality Environments 2000 2000. pp. 151-152. Available online
Pederson, Thomas (2000): Human hands as a link between physical and virtual. In: Designing Augmented Reality Environments 2000 2000. pp. 153-154. Available online
Koleva, Boriana, Schnädelbach, Holger, Benford, Steve and Greenhalgh, Chris (2000): Developing mixed reality boundaries. In: Designing Augmented Reality Environments 2000 2000. pp. 155-156. Available online
Fjeld, Morten (2000): Evaluating navigation methods for an AR system. In: Designing Augmented Reality Environments 2000 2000. pp. 157-158. Available online
Chalmers, Matthew (2000): Interweaving objects, types and people. In: Designing Augmented Reality Environments 2000 2000. pp. 159-160. Available online
Tobita, Hiroaki and Koike, Hideki (2000): Information retrieval system using real world objects. In: Designing Augmented Reality Environments 2000 2000. pp. 161-162. Available online
Friedman, Batya and Jr., Peter H. Kahn (2000): New directions: a value-sensitive design approach to augmented reality. In: Designing Augmented Reality Environments 2000 2000. pp. 163-164. Available online
Dubois, Emmanuel and Nigay, Laurence (2000): Augmented reality: which augmentation for which reality?. In: Designing Augmented Reality Environments 2000 2000. pp. 165-166. Available online
Madsen, Kim Halskov (2000): Magic by metaphors. In: Designing Augmented Reality Environments 2000 2000. pp. 167-169. Available online
Mackay, Wendy E. (2000): Augmented reality: dangerous liaisons or the best of both worlds?. In: Designing Augmented Reality Environments 2000 2000. pp. 170-171. Available online
Ljungstrand, Peter, Redström, Johan and Holmquist, Lars Erik (2000): WebStickers: using physical tokens to access, manage and share bookmarks to the Web. In: Designing Augmented Reality Environments 2000 2000. pp. 23-31. Available online
McGarry, Ben, Matthews, Ben and Brereton, Margot (2000): Reflections on a candidate design of the user-interface for a wireless vital-signs monitor. In: Designing Augmented Reality Environments 2000 2000. pp. 33-40. Available online
Patten, James and Ishii, Hiroshi (2000): A comparison of spatial organization strategies in graphical and tangible user interfaces. In: Designing Augmented Reality Environments 2000 2000. pp. 41-50. Available online
Grasso, Antonietta, Karsenty, Alain and Susani, Marco (2000): Augmenting paper to enhance community information sharing. In: Designing Augmented Reality Environments 2000 2000. pp. 51-62. Available online
Buur, Jacob and Soendergaard, Astrid (2000): Video card game: an augmented environment for user centred design discussions. In: Designing Augmented Reality Environments 2000 2000. pp. 63-69. Available online
Michelis, Giorgio de, Paoli, Flavio De, Pluchinotta, Costanza and Susani, Marco (2000): Weakly augmented reality: observing and designing the work-place of creative designers. In: Designing Augmented Reality Environments 2000 2000. pp. 81-91. Available online
Wrensch, Thomas, Blauvelt, Glenn and Eisenberg, Michael (2000): The rototack: designing a computationally-enhanced craft item. In: Designing Augmented Reality Environments 2000 2000. pp. 93-101. Available online
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Western society has accepted as unquestionable a technological imperative that is quite as arbitrary as the most primitive taboo: not merely the duty to foster invention and constantly to create technological novelties, but equally the duty to surrender to these novelties unconditionally, just because they are offered, without respect to their human consequences.
-- Lewis Mumford
Philosophy of Interaction: How to use philosophical theories concretely when designing interactive products. Includes 4 HD videos filmed in Denmark
Read Dag's chapter