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The
EQUATOR Project is part of a 10 million pound initiative, funded
by the EPSRC, running from 2000-2006. It is an Interdisciplinary Research
Collaboration (IRC) concerned with innovation and, in particular, exploring the
relationship between the physical and the digital - in all walks of life. Eight
British universities are taking part in the IRC, with about 100 researchers and
Phd students involved. Our work includes:
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Developing novel user experiences
* Building system architectures
* Investigating and designing new technologies
* Practising and evolving new design and evaluation methods
* Engaging users in the research process
Here
at the Interact Lab (in collaboration with other members of the IRC) we are
particularly involved in exploring the use of combined physical / digital
environments for extending current forms of interaction, play and learning.
Playing & Learning: Recent advances in the design of
interactive technologies have allowed the possibility of designing 'mixed
reality environments' (MREs), where the real world is combined in some way and
at some level with a virtual computer based environment. New hand held and
wireless technologies in the form of 'tangibles' enable digital information to
be coupled with novel arrangements of electronically embedded physical objects,
providing different forms of user interaction. Everyday artefacts, like bricks,
balls and tools can be physically manipulated to make changes in an associated
digital world. Technologies such as these have the potential for providing
innovative ways for enabling children to play and learn, through novel forms of
interacting.
They offer, too, the scope for bringing playfulness, as well as independent
exploration and discovery and reflection back into learning. As little is
currently known about the effectiveness of tangible-mediated learning, our
research aims to investigate how various novel tangibles might support playful
learning. To do this, we are designing a range of novel play and learning
environments where children can collaboratively interact with an assortment of
tangibles intended to stimulate exploration and reflection.
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The
Chawton House Project
(2004 to Present)
Uses ubiquitous computing to create a flexible, reconfigurable and extensible
system capable of delivering a wide range of novel technology-enhanced visitor
experiences of the Chawton House estate.
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The
Ambient Wood Project
(2002 / 2003)
Focuses on an outdoor playful
learning experience where children
can collaboratively explore, experiment
and reflect in a digitally augmented
physical environment.
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The
Hunting of the Snark (2001)
Is an adventure game designed to promote novel forms of playing and learning
for young children, using a diversity of ambient and pervasive technologies.
Studies suggest how
these kinds of interactive spaces may encourage aspects of playful learning.
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The
Chromarium (2001)
Chromarium is a mixed reality environment (MRE) where children can explore
novel ways of creating and mixing colours, and which enables investigation into
how children explore and reflect using novel forms of interaction.
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For more
information on these projects please visit The
EQUATOR site
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