International Journal of Technology and Human Interaction, 2009
This article describes an investigation in location-based mobile storytelling entitled Tracking A... more This article describes an investigation in location-based mobile storytelling entitled Tracking Agama. Using a combination of SMS messaging, voice calls, and web log entries, Tracking Agama leads its participants on a narrative-based exploration of Los Angeles, in pursuit of a fabled urban researcher, "Agama." Participants use a bit of detective work to discover the keywords allowing access to Agama's voice-activated and phone-accessible audio diary entries; send and receive SMS messages from Agama and his assistant; and receive calls from the virtual characters.
Abstract—This paper explores ongoing research into ambient storytelling experiences and applicati... more Abstract—This paper explores ongoing research into ambient storytelling experiences and applications for the built environment and presents a design prototype for Place-based, Ubiquitous, Connected, and Kinetic (PUCK) interactive architecture. Through the use of ubiquitous technologies, it is our goal to enhance environmental awareness, augment presence in the physical environment, and enable participation through ambient interfaces. This research specifically investigates ambient storytelling through responsive environments, and explores how buildings can act as animate storytelling entities that engage and interact with their inhabitants.
Proceedings of the 2018 Designing Interactive Systems Conference
Immersive design fiction is a novel approach that embeds speculative interactions within a rich v... more Immersive design fiction is a novel approach that embeds speculative interactions within a rich virtual reality (VR) storyworld. Immersive design fictions use VR to translate new design opportunities into story-driven, embodied experiences by positioning the participant as a character in a narrative world. This paper presents a case study of an immersive design fiction that depicts a fictionalized reimagining of an industry partner's work practices. This VR experience explores speculative interfaces for creative work and collaboration in the context of a fictional workplace environment. By placing design fictions within rich immersive contexts such as room-scale VR, researchers and practitioners can go beyond prototyping imagined interfaces to also speculate about the interaction rituals and surrounding social context within an experiential storyworld. This approach makes methodological and theoretical contributions to design fiction research by demonstrating a toolkit for exploring and reflecting upon the intersections between speculation, embodiment, and narrative context.
Virtual environments and interactivity: windows to the future
ACM SIGGRAPH Computer Graphics
I really apologize. I promised everyone I would come out wearing the data suit, but it just slipp... more I really apologize. I promised everyone I would come out wearing the data suit, but it just slipped my mind and I never got around to it. Actually Marvin Minsky was saying that the thing to do would be to come out with nothing on because that would be the perfect interface to the computer. So I kind of shunned the whole thing off at that point.We just heard Nicholas Negroponte ask us -- "how do we communicate with computers?" Well, that's why this panel is here today. We'll be discussing virtual environments and interactivity with some of the people who have been doing a lot of work in this field. I was interviewing a lot of people last night at the parties about virtual environments and I realized that everyone has their own idea of what their virtual environment will be. Some want to interact more, others less. Some want little people running around on the screen bringing them all sorts of messages or images. We'll be hearing about a lot of different types of...
Stereoscopic Displays and Virtual Reality Systems IX, 2002
This system has been in development at Keio University in Japan and pulls together several techni... more This system has been in development at Keio University in Japan and pulls together several techniques including Micro Archiving and interactive stereoscopic displays. The exhibit, shown at Siggraph, engages visitors who are invited to visualize and interact with microscopic structures that cannot be seen with the naked eye, but that commonly exist in our everyday surroundings. The exhibit presents a virtual world in which dead specimens of bugs come back to life as virtual bugs, and freely walk around-visitors interact with these virtual bugs and examine the virtual models in detail.
Proceedings of SPIE - The International Society for Optical Engineering
The papers included in this volume were part of the technical conference cited on the cover and t... more The papers included in this volume were part of the technical conference cited on the cover and title page. Papers were selected and subject to review by the editors and conference program committee. Some conference presentations may not be available for publication. The papers published in these proceedings reflect the work and thoughts of the authors and are published herein as submitted. The publishers are not responsible for the validity of the information or for any outcomes resulting from reliance thereon.
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Papers by Scott Fisher