619 results on '"Embodied interaction"'
Search Results
602. Human-robot embodied interaction in hallway settings : a pilot user study
- Author
-
Pacchierotti, Elena, Christensen, Henrik I., Jensfelt, Patric, Pacchierotti, Elena, Christensen, Henrik I., and Jensfelt, Patric
- Abstract
This paper explores the problem of embodied interaction between a service robot and a person in a hallway setting. For operation in environments with people that have limited experience with robots, a behaviour that signals awareness of the persons and safety of motion is essential. A control strategy based on human spatial behaviour studies is presented that adopts human-robot interaction patterns similar to those used in person-person encounters. The results of a pilot study with human subjects are presented in which the users have evaluated the acceptability of the robot behaviour patterns during passage, with respect to three basic parameters: the robot speed, the signaling distance at which the robot starts the maneuver and the lateral distance from the person for safe passage. The study has shown a good overall user response and has provided some useful indications on how to design a hallway passage behaviour that could be most acceptable to human users., QC 20111014
- Published
- 2005
- Full Text
- View/download PDF
603. 'Looking At the Computer but Doing It on Land' : Children’s Interactions in a Tangible Programming Space
- Author
-
Fernaeus, Ylva, Tholander, Jakob, Fernaeus, Ylva, and Tholander, Jakob
- Abstract
We present a tangible programming space designed for children's collaborative construction of screen-based interactive systems. The design is based on three goals for interaction and activity: supporting co-located collaborative activity, screen-based execution, and what we call behaviour-based programming. Further, we analyse the interactions within a group of 10 year olds who used the system to create a live fantasy world together. The results show how the tangible resources shaped the activity of programming so that bodily actions and positioning became prominent. This is conceptualized through the notion of embodied programming, which highlights how programming activity must be understood through its interlinking to external resources and context., QC 20120111
- Published
- 2005
- Full Text
- View/download PDF
604. An observational study of how objects support engineering design thinking and communication : implications for the design of tangible media
- Author
-
Brereton, Margot, McGarry, Ben, Brereton, Margot, and McGarry, Ben
- Abstract
There has been an increasing interest in objects within the HCI field particularly with a view to designing tangible interfaces. However, little is known about how people make sense of objects and how objects support thinking. This paper presents a study of groups of engineers using physical objects to prototype designs, and articulates the roles that physical objects play in supporting their design thinking and communications. The study finds that design thinking is heavily dependent upon physical objects, that designers are active and opportunistic in seeking out physical props and that the interpretation and use of an object depends heavily on the activity. The paper discusses the trade-offs that designers make between speed and accuracy of models, and specificity and generality in choice of representations. Implications for design of tangible interfaces are discussed.
- Published
- 2000
605. Sensitivity to Social Contingency in Adults with High-Functioning Autism during Computer-Mediated Embodied Interaction.
- Author
-
Zapata-Fonseca L, Froese T, Schilbach L, Vogeley K, and Timmermans B
- Abstract
Autism Spectrum Disorder (ASD) can be understood as a social interaction disorder. This makes the emerging "second-person approach" to social cognition a more promising framework for studying ASD than classical approaches focusing on mindreading capacities in detached, observer-based arrangements. According to the second-person approach, embodied, perceptual, and embedded or interactive capabilities are also required for understanding others, and these are hypothesized to be compromised in ASD. We therefore recorded the dynamics of real-time sensorimotor interaction in pairs of control participants and participants with High-Functioning Autism (HFA), using the minimalistic human-computer interface paradigm known as "perceptual crossing" (PC). We investigated whether HFA is associated with impaired detection of social contingency, i.e., a reduced sensitivity to the other's responsiveness to one's own behavior. Surprisingly, our analysis reveals that, at least under the conditions of this highly simplified, computer-mediated, embodied form of social interaction, people with HFA perform equally well as controls. This finding supports the increasing use of virtual reality interfaces for helping people with ASD to better compensate for their social disabilities. Further dynamical analyses are necessary for a better understanding of the mechanisms that are leading to the somewhat surprising results here obtained., Competing Interests: The authors declare no conflicts of interest.
- Published
- 2018
- Full Text
- View/download PDF
606. Intercorporeality as a theory of social cognition.
- Author
-
Tanaka S
- Abstract
The main aim of this article is to revisit Merleau-Ponty's notion of intercorporeality (intercorporéité) and elaborate it as a new theory of social cognition. As is well known, theory of mind has been the central issue in the field of social cognition for more than two decades. In reviewing the basic concepts involved in two major theories (theory theory and simulation theory), I make clear that both theories have been missing the embodied dimension because of their mind-body dualistic supposition. The notion of intercorporeality, in accordance with the recent interaction theory, stresses the role of embodied interactions between the self and the other in the process of social understanding. I develop this notion into two directions and describe the related process of social cognition: one is behavior matching and primordial empathy, the other is interactional synchrony and the sense of mutual understanding. Through these embodied interactions, intersubjective meanings are created and directly shared between the self and the other, without being mediated by mental representations.
- Published
- 2015
- Full Text
- View/download PDF
607. Emergence, Agency, and Interaction-Notes from the Field.
- Author
-
Penny S
- Abstract
This article describes the development of several interactive installations and robotic artworks developed through the 1990s and the technological, theoretical, and discursive context in which those works arose. The main works discussed are Petit Mal (1989-1995), Sympathetic Sentience (1996-1997), Fugitive I (1996-1997), Traces (1998-1999), and Fugitive II (2001-2004)-full documentation at ( www.simonpenny.net/works ). These works were motivated by a critical analysis of cognitivist computer science, which contrasted with notions of embodied experience arising from the arts. The works address questions of agency and interaction, informed by cybernetics and artificial life.
- Published
- 2015
- Full Text
- View/download PDF
608. Anywhere Interfaces Using Handheld Augmented Reality.
- Author
-
Gervautz, Michael and Schmalstieg, Dieter
- Subjects
- *
POCKET computers , *AUGMENTED reality , *HUMAN factors in automation , *COMPUTER software ergonomics , *APPLICATION software , *COMPUTER software - Abstract
An investigation of the technology and human factors that drive augmented reality research describes recent developments in handheld AR, concentrating on localization, tracking, interaction, and visualization, and offers several examples illustrating the vast potential and important applications of AR. A related video can be seen here: http://youtu.be/ol371rIyUFY. It shows several real-world examples illustrating the vast potential and important applications of augmented reality. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
609. Designing for healthy living: Supporting reflectivity on interactions in healthcare
- Author
-
Deray, Kristine and Simoff, Simeon
- Subjects
- *
MEDICAL care , *MEDICAL informatics , *MEDICAL decision making , *MEDICINE information services , *PATIENT participation , *KNOWLEDGE representation (Information theory) - Abstract
Abstract: The design of an efficient and effective healthcare services is part of the design for healthy living. Contemporary models of health rely on a deeper involvement of the patient in the decision-making through the steps of the health journey. In these methods, the quality of practitioner–patient interaction is central to the successful processes and patient participation. The quality of these interactions and the ability of both medical practitioners and patients to reflect on each session is part of the design strategies for healthy living. Interactions rely on extensive, effective and empowering communication between practitioner and patient. The purpose of this work is to address the recognition of this importance, evidenced from the broad and diverse communication training for practitioners, by enabling the capture of information about the quality of these interactions. Captured information has to be encoded in a way that enables computer reasoning with it, as well as delivered to patients and practitioners in ways that allow quick interpretation from respective sides. We present the mechanics of the development of a visual language and analysis system enabling visual reasoning about the quality of interactions. The visual knowledge representation is designed based on aspects of human movement. Such design is justified from the fact that human possess implicit knowledge about human movement. The paper presents KIA (Kinetic Inter-Acting) encoding system that is the foundation of the visual language and respective visual analysis method. KIA enables both humans and machines to utilise information about how interactions unfold, which is necessary for practitioner–patient interaction. The paper concludes with discussion of KIA approach and technology in terms of the implications for designing for healthy living. [Copyright &y& Elsevier]
- Published
- 2011
- Full Text
- View/download PDF
610. Fostering Body Movement In Children Through An Exertion Interface As An Educational Tool
- Author
-
Marta Castañer, Pascal Landry, Oleguer Camerino, and Narcis Pares
- Subjects
Engineering ,Multimedia ,Embodied Interaction ,business.industry ,Interface (computing) ,Motor skills ,Body movement ,Virtual reality ,computer.software_genre ,Pattern detection ,Human–computer interaction ,Temporal patterns ,General Materials Science ,business ,Observational methodology ,computer ,Exergaming ,Motor skill - Abstract
We present an exertion interface called the Interactive Slide (Soler, Ferrer, Parés, 2009), a large inflatable slide augmented with virtual reality technology that offers the possibility to children to move freely in a large and diverse spatial area. Diversity of motor skills actions that children do while playing were analyzed with observational methodology and sequential analysis through temporal pattern detection (T-patterns) to obtain behavior motor responses. The results reveal that the strategic virtual games of this Interactive Slide stimulate a large number of motor skills and a rich variability of them. Thus, in a pedagogical sense, it optimizes body movement in children while exergaming. Part of this project is funded by the grants from the Spanish Ministry of Science and Innovation:/n“Method for the Control and Regulation of Physical Activity of Children through a Novel Platform for Full-body/nInteractive Experiences called the Interactive Slide” (CRAFTI), grant TIN2010-18268/n“Avances tecnológicos y metodológicos en la automatización de estudios observacionales en deporte”, grant/nPSI2008-01179/nWe also gratefully acknowledge the support of the Catalan government Project (GRID) (2009 SGR829).
- Full Text
- View/download PDF
611. INTERAÇÃO CORPORIFICADA: MULTIMODALIDADE, CORPO E COGNIÇÃO EXPLORADOS NA ANÁLISE DE CONVERSAS ENVOLVENDO SUJEITOS COM ALZHEIMER
- Author
-
Fernanda Miranda da Cruz
- Subjects
Environmental Engineering ,Videoanalysis ,Interação corporificada ,Gestos ,Industrial and Manufacturing Engineering ,Cognition ,lcsh:P1-1091 ,Semiotics ,Vídeo-análises ,Pathologies ,Cognitive science ,Communication ,Gestures ,Ecology ,business.industry ,Sign (semiotics) ,Gaze ,Corpo ,Focus (linguistics) ,Ecologia ,lcsh:Philology. Linguistics ,Action (philosophy) ,Embodied cognition ,Embodied interaction ,Body ,business ,Psychology ,Patologias ,Cognição ,Gesture - Abstract
RESUMO Este artigo procura explorar, teórica e analiticamente, como construímos os espaços interacionais multimodalmente, ou seja, como uma ação (verbal ou não) é construída graças a uma ecologia (GOODWIN, 2010a,b) de sistemas de signos, estruturalmente distintos entre si, mas intrinsecamente relacionados. Para isso, trazemos alguns referencias teóricos do campo dos estudos interacionais que concebem a interação social e a cognição humana de forma corporificada (embodied interaction, STRECK et al., 2011), como uma organização temporal, espacial, corporal e materialmente coletiva. Propomos essa discussão com base na análise de dois excertos de conversas envolvendo sujeitos com Alzheimer. Os dados analisados foram extraídos do corpus audiovisual DALI (Doença de Alzheimer, Linguagem e Interação). Inspiradas nas pesquisas em vídeo-análises (MONDADA, 2008, KNOBLAUCH et al., 2012), as análises trazidas permitem destacar o papel do corpo e dos gestos na construção de um espaço interacional. O enfoque analítico recai sobre os chamados gestos mínimos localizados no curso da interação e sobre os momentos em que é possível apontar uma sincronia entre a cadeia da fala e os gestos. Como potencial contribuição, a discussão promovida aqui procura refletir sobre uma infinidade de recursos cognitivos que são ou podem ser mobilizados e analisados na construção de nossa fala-em-interação. ABSTRACT STREECK et al., 2011 MONDADA, 2008 KNOBLAUCH et al., 2012
612. Creating space for facilitated music performance: gesture controlled sound for users with complex disabilities
- Author
-
Dickens, Amy, Greenhalgh, Chris, Koleva, Boriana, Dickens, Amy, Greenhalgh, Chris, and Koleva, Boriana
- Abstract
Musical interactions have the potential to increase emotional well-being, self-confidence and self-motivation. However, the ability to actively participate in creative activities involving music performance has so far been difficult for users with complex disabilities. This paper discusses placing a technology probe, using gesture based musical controls, in an existing music technology project for users with complex disabilities (conditions which affect both cognitive and motor abilities of an individual). The focus is on understanding the needs of this user group in a participatory design approach for creative music technologies that allow for tailored accessibility. Outcomes from this research show that many multi-level social interactions surrounding the technology, users, audience, and any third party facilitators exist in the context of ‘facilitated performance’. Results suggest that including facilitators in the design of Digital Musical Instruments (DMIs) could allow for improved accessibility for users with complex disabilities.
613. Brain-controlled cinematic interactions
- Author
-
Ramchurn, Richard and Ramchurn, Richard
- Abstract
Interactive films have been around for almost a century, yet they have suffered repeatedly from critical, commercial and interactional failings. We propose that brain-computer interfaces can offer interactions with narratives and encourage cinematic engagement by minimising active control. We ask what are the problems inherent to interactive cinema? Can real-time interactions via a brain-computer interface (BCI) construct cinematic content? And how do groups of individuals experience brain-controlled cinema designed for individual, shared or distributed control? Our review of related work motivates the interactional choice of using Passive BCI with real-time cinematic construction to synchronise rhythms of the viewers blinking, Attention and Meditation to the rhythms of cinema. We use the Performance Led Research in-the-Wild methodology to probe public deployments of our films, and we describe user interactions in-the-Wild during screenings of multiple designs of two interactive films: three single user, three multi user, and a live score performance. Our descriptions of BCI mappings to cinematic techniques and production strategies to produce interactive content efficiently contributes to the understanding of practical interactive cinema production. In our results we define 1) different stages of control; discovery, conscious and unconscious, 2) awareness of the affective loop, 3) a shifting prominence of engagement between the narrative, the visual qualities and the agency of users’ interactions. We offer a dynamic view of control; people’s experiences are shifting from awareness of their self, the film, and their control. Our hyper-scanning multi-user study introduces the concept of effects moving across groups, working together to produce engaging experiences, and instances of group members disrupting other’s experience by deciding to unilaterally take control of the film. Our discussion contributes to our understanding of passive interactions with narrative sys
614. Creating space for facilitated music performance: gesture controlled sound for users with complex disabilities
- Author
-
Dickens, Amy, Greenhalgh, Chris, Koleva, Boriana, Dickens, Amy, Greenhalgh, Chris, and Koleva, Boriana
- Abstract
Musical interactions have the potential to increase emotional well-being, self-confidence and self-motivation. However, the ability to actively participate in creative activities involving music performance has so far been difficult for users with complex disabilities. This paper discusses placing a technology probe, using gesture based musical controls, in an existing music technology project for users with complex disabilities (conditions which affect both cognitive and motor abilities of an individual). The focus is on understanding the needs of this user group in a participatory design approach for creative music technologies that allow for tailored accessibility. Outcomes from this research show that many multi-level social interactions surrounding the technology, users, audience, and any third party facilitators exist in the context of ‘facilitated performance’. Results suggest that including facilitators in the design of Digital Musical Instruments (DMIs) could allow for improved accessibility for users with complex disabilities.
615. Creating space for facilitated music performance: gesture controlled sound for users with complex disabilities
- Author
-
Dickens, Amy, Greenhalgh, Chris, Koleva, Boriana, Dickens, Amy, Greenhalgh, Chris, and Koleva, Boriana
- Abstract
Musical interactions have the potential to increase emotional well-being, self-confidence and self-motivation. However, the ability to actively participate in creative activities involving music performance has so far been difficult for users with complex disabilities. This paper discusses placing a technology probe, using gesture based musical controls, in an existing music technology project for users with complex disabilities (conditions which affect both cognitive and motor abilities of an individual). The focus is on understanding the needs of this user group in a participatory design approach for creative music technologies that allow for tailored accessibility. Outcomes from this research show that many multi-level social interactions surrounding the technology, users, audience, and any third party facilitators exist in the context of ‘facilitated performance’. Results suggest that including facilitators in the design of Digital Musical Instruments (DMIs) could allow for improved accessibility for users with complex disabilities.
616. Crafting Material Innovation
- Author
-
Wilde, D., Jenny Underwood, Pohlner, R., Bang, Anne Louise, Buur, Jacob, Alma Lønne, Irene, and Nimkulrat, Nithikul
- Subjects
Craft ,Material interactions ,Embodied interaction ,Advanced materials ,Prototyping - Abstract
When designing material interactions using digital and other technologies, ideation and development timelines can go out of sync. In this paper we discuss how a crafts-driven approach to wearable technologies can sensitise researchers to novel ways of moving forward when faced with such a challenge. We identify 'no-tech' prototyping as a powerful paradigm for ideating wearable technologies when the technologies are not yet specified or available; and we describe four craft-based conceptual lenses - an approach, expression, dialogue and language - that support the development of no-tech prototypes at a range of resolutions. The Poetic Kinaesthetic Interface project (PKI) serves as our case for study. PKI aims to support material innovation in the context of wearable technologies for enhanced embodied interactions. At a crucial point in an early phase of PKI we were stopped short by a delay in data delivery. Faced with an impasse, we turned to our crafts to find a way forward. The craft-based lenses and no-tech prototypes that resulted enabled us to undertake investigative, participatory experiments with a broad public and continue to move forward with the research. To support our discussion, we unpack the notions of no-tech prototyping and advanced material interactions; we describe the PKI Phase I prototypes and discuss the value of working at different resolutions of conceptual and material finish. We then lay out our four lenses and reflect on how each of these lenses enable us to remain in a state of unknowing and continue to not only craft our way through our impasse, but deepen our embodied inquiry into the development of experientially rich material interactions. The resulting extended, reflective, embodied, craft-based approach to material innovation is supporting greater public engagement with our core research concerns, as well as an expanded vision of how to effectively work towards material innovation. This research contributes to exploratory material-based and craft-informed interaction design and wearable technologies development. It also contributes to research into how to upstream public engagement with emerging science and technology, though this is not the focus of this article. The purpose of this paper is to use the case of PKI to reflect on how our approach may be fed forward, to be of use for others grappling with the challenges of multifaceted research into emerging materials and practices.
617. Multi-disciplinary language construction for the 0-3 year child
- Author
-
Ole Henrik Hansen
- Subjects
Diversity ,læring ,inclusion ,care and education ,diversitet ,educare ,inklusion ,Under 3 ,vuggestue ,embodied interaction ,omsorg - Abstract
En tværvidenskabelig bestemmelse af det lille barns første sprog.
618. Learning of Abstract Concepts through Full-Body Interaction: A Systematic Review
- Published
- 2014
619. Learner Centred Design for a Hybrid Interaction Application
- Published
- 2010
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.