In this Special Issue, we explore emerging theories, methods, and case studies focusing on co-design activities within and between communities in cultural heritage contexts
1 April 2020 in Radio Journal: International Studies in Broadcast & Audio Media
Connectivity made possible by the diffusion of digital technologies has offered new possibilities for the public to interact with media, including radio. However, interactions are often framed by globally managed platforms, owned by companies with values based on maximizing profit, rather than prioritising Illich’s forms of conviviality. In this article, we draw on experiences from the Grassroot Wavelengths project that introduces an innovative peer-to-peer platform to support the creation and management of community radio stations. We offer insight into the practices of participation in community media, where the users influence decisions concerning the technology, the content, the actors and the organization policy of the radio station, through a participatory design approach. These collaborations between researchers and users, together with a focus on the development of relational assets in local contexts, are fundamental in an attempt to design a platform that fosters conviviality and offers an alternative way to consider participation in community media.
Virtual Reality (VR) offers a unique platform to explore auditory-visual cross-modal associations, such as mappings between musical pitch and visual colour, through immersive and interactive environments. This study investigates how Virtual Environment (VE) design and immersive VR features, such as environment setting, auditory and visual elements, locomotion and interactions, can support users in engaging in pitch-colour cross-modal tasks. Thirty-eight participants completed the tasks in two distinct VR environments: “forest” and “space”. An A/B experimental design was used, collecting qualitative feedback, usability ratings, and measures of presence, cognitive load, and simulator sickness. Additionally, completion times and pitch-colour/size selections were recorded for each environment. Results revealed that the “forest” environment induced higher simulator sickness compared to the baseline scores (significantly) and the “space” environment. The template analysis highlighted the elements participants found most engaging and immersive, with the “space” environment being more effective at helping participants focus on the task. Preferences varied, but many participants valued 3D audio presentation and visual feedback in the “forest” and appreciated the ability to control locomotion style over a fixed locomotion style. This study informs the design of virtual learning platforms that enhance pitch-colour cross-modal associations, leveraging synaesthetic principles for more engaging and effective VR learning experiences. Beyond these specific applications, the results highlight the potential of XR technology to address broader challenges in tailoring immersive experiences to diverse real-world needs and user preferences.
This Meet-Up aims to support the neurodiverse communities at CHI and broaden our examination of our practices, with the goal of fostering neuro-affirming environments both within and outside academia. Following our Special Interest Group (SIG) meeting at CHI last year, we aim to further establish a sense of community, continuity, and tradition at CHI and continue these discussions in the long term. We build on our existing resources and community from this SIG and seek to continue extending it in future years, welcoming participants of any neurotype to join us in this endeavour. We focus on shared strategies, creating infrastructure, and providing access to information through documentation. We will discuss how different actors at micro (individual), meso (community), and macro (structural) levels can help distribute access labour through a World Café-style discussion, followed by a document of resources for the community to access.