Isabel Pedersen

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People understand themselves as centers. Using a humanities approach, this paper proposes a conceptual model that promotes human-centricity for AR experiences. It uses David Burrows' phenomenology of sound and human thought as a reflective model. He argues that humans act according to a center-periphery scheme that is projected in three fields of action(More)
The help systems of computer applications attempt to provide useful and usable information within the very specific context of a user’s lack of adeptness at a particular task or lack of familiarity with a particular concept. Of course, this is similar to most information-providing systems, except for one fundamental difference: the help system is usually a(More)
The emergence of Google Glass, a prototype for a transparent Heads-Up Display available for the everyday consumer, is the first public conceptualization of a mainstream augmented-reality wearable eye display. Google's promotional material frames Glass as the brainchild of company co-founder Sergey Brin, who, by being associated with a state-of-the-art(More)
The Iron Man media franchise glorifies futuristic interfaces and devices like holographic screens, powerful mobile devices, and heads-up displays. Consequently, a mainstream audience has come to know about and discursively relate to Augmented Reality (AR) technology through fan participation. This paper identifies how Iron Man fans reveal the belief that(More)
Future, wearable, digital devices are constantly emerging and celebrated in the mainstream news media. We are gradually embracing the idea that our future digital life will involve watch computers, heads-up displays, brain-computer interfaces, body sensors, and digital tattoos, to name a few examples. In keeping with the Google Glass phenomenon, these(More)
In recent years, new wearable platforms and peripherals requiring unique modes of interaction have been emerging in record numbers. Watches, necklaces, glasses, even pants [1] are beginning to incorporate technology. Wearable devices also offer many new ways for users to interact; therefore, more research is needed to evaluate these novel methods of(More)