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resource research Media and Technology
This is the fourth and final installment of a multi-part series describing experiences, lessons, and reflections of the San Francisco public-media based KQED Science news team during a year of reporting on and living through an unprecedented series of disasters.
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Sarah Mohamad Scott Burg
resource research Media and Technology
This is the third installment of a multi-part series describing experiences, lessons, and reflections of the San Francisco public-media based KQED Science news team during a year of reporting on and living through an unprecedented series of disasters.
DATE:
TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Sarah Mohamad Scott Burg
resource research Media and Technology
This is the second installment of a multi-part series describing experiences, lessons, and reflections of the San Francisco public-media based KQED Science news team during a year of reporting on and living through an unprecedented series of disasters.
DATE:
TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Lundrum Sarah Mohamad Scott Burg
resource research Media and Technology
This is the first installment of a multi-part series describing experiences, lessons, and reflections of the San Francisco public-media based KQED Science news team during a year of reporting on and living through an unprecedented series of disasters.
DATE:
TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Sarah Mohamad Scott Burg
resource research Media and Technology
Dr. Barbara Flagg's paper presented at the one-day symposium, Giant Screen Films and Lifelong Learning, focuses on what evaluations by Multimedia Research have taught us about making giant screen films an entertaining and effective tool for lifelong learning by adult audiences. In summary, giant film audiences are attracted mainly to the format by their expectations of vicarious experiences, vertigo feelings, exquisite cinematography and learning new and unusual information. These educated audiences also expect more from the format in the way of information and storyline than is typically
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TEAM MEMBERS: Barbara Flagg
resource research Media and Technology
Most tabletop research presents findings from lab-based user studies, focusing on specific interaction techniques. This means we still know little about how these new interfaces perform in real life settings and how users appropriate them. This paper presents findings from a field study of an existing interactive table in a museum of natural history. Visitors were found to employ a wide variety of gestures for interacting; different interface elements invited different types of gesture. The analysis highlights challenges and design conflicts in the design of tabletop interfaces for public
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TEAM MEMBERS: Eva Hornecker
resource research Media and Technology
In this article, Jim Spadaccini, Director of Ideum, examines open source software packages designed specifically for museums. Spadaccini provides practical advice on how this software can be utilized in museums.
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TEAM MEMBERS: Jim Spadaccini