Deriving Features for Designing Ambient Media

0Citations
Citations of this article
11Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

In this study, we focus on an information presentation method to reduce cognitive load. For example, a typical method of presenting information in a useful manner is Augmented Reality, which overlays information on the real world; however, this approach causes high cognitive load because it is too loud compared to the real world. Thus, we focus on an ambient media approach proposed by Hiroshi Ishii that works on the background of human consciousness to reduce the cognitive load. We aim to find expressions that are midway between information superposition and ambient media. In this study, we focus on the visual and auditory senses, which are mainly used for information presentation, and learn the features necessary to design ambient media through our case studies. We develop two case studies: HoloList and Ambient Table. We implement and evaluate these systems to learn the features required to design the ambient media.

Cite

CITATION STYLE

APA

Gushima, K., Toyama, S., Kinoshita, Y., & Nakajima, T. (2019). Deriving Features for Designing Ambient Media. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11580 LNAI, pp. 29–40). Springer Verlag. https://doi.org/10.1007/978-3-030-22419-6_3

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free