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2010, Electronic Workshops in Computing
As the world becomes increasingly computationally enabled, so our view of human-computer interaction (HCI) needs to evolve. The proliferation of wireless connectivity and mobile devices in all their various forms moves people from being outside a computer and interacting with it to being inside an information space and moving through it. Sensors on the body, wearable computers, wireless sensor networks, increasingly believable virtual characters and speech-based systems are all contributing to new interactive environments. New forms of interaction such as gesture and touch are rapidly emerging and interactions involving emotion and a real sense of presence are beginning. These are the new spaces of interaction we need to understand, design and engineer. Most importantly these new forms of interaction are fundamentally embodied. Older views of a disembodied cognition need to be replaced with an understanding of how people with bodies live in and move through spaces of interaction.
Unpublished paper, on-line: http://www. ics. uci. edu/~ jpd/publications/misc/embodied. pdf, 1999
As we move towards the close of the millennium, it is perhaps not surprising that we take the “long view” and attempt to find, in the history of HCI, clues to its future. In that vein, this article focuses on the theoretical and foundational underpinnings of interactive system design and development. Drawing upon recent trends in interactive systems research, it proposes “embodiment” as the basis for a new foundational approach to HCI. Embodiment reflects both a physical presence in the world and a social embedding in a web of ...
For over ten years researchers in human-computer interaction (HCI) have explored an embodied perspective that seeks to describe and explain the fundamental role played by the physical body in how we experience, interact with and understand computation in the world we live in. Recently, such a perspective has been used to discuss human actions and interactions with a range of computational applications including tangibles, mobiles, wearables, tabletops and interactive environments. This workshop aims to enable participants to critically explore the different approaches to incorporating an embodied perspective in HCI research, and to develop a shared set of understandings and identification of differences, similarities and synergies between our research approaches.
Human-computer confluence refers to an invisible, implicit, embodied or even implanted interaction between humans and system components. New classes of user interfaces are emerging that make use of several sensors and are able to adapt their physical properties to the current situational context of users. A key aspect of human-computer confluence is its potential for transforming human experience in the sense of bending, breaking and blending the barriers between the real, the virtual and the augmented, to allow users to experience their body and their world in new ways. Research on Presence, Embodiment and Brain-Computer Interface is already exploring these boundaries and asking questions such as: Can we seamlessly move between the virtual and the real? Can we assimilate fundamentally new senses through confluence? The aim of this book is to explore the boundaries and intersections of the multidisciplinary field of HCC and discuss its potential applications in different domains, including healthcare, education, training and even arts.
Leonardo, 2003
ISBN 0-262-04196-0.
2009
This paper advocates the future of the body as a distributed and shared embodiment; an unfolded body that doesn't end at one's skin, but emerges as intercorporeality between bodies and the technological environment. Looking at new tendencies within interaction design and ubiquitous computing to see how these are to an increasing extent focusing on sociality, context-awareness, relations, affects, connectedness, and collectivity we will examine how these new technological movements can change our perception of embodiment towards a distributed and shared one. By examining interactive textiles as part of a future rising landscape of multi-sensory networks we will exemplify how the new technologies can shutter dichotomies and challenge traditional notions of embodiment and the subject. Finally, we show how this 'new embodiment' manifests Deleuze's philosophy of the body as something unstable and changing, and how his refolding of the body can be useful for future int...
Our devices are changing the way we think of ourselves as selves. We produce, share, and publicize our very personal data on a daily basis. Algorithms are personal – they make decisions for us, filter what we read, inform what we buy (or think of buying), map our whereabouts, and remember faces of people we know. Increasingly, thoughts, desires, memories, fears, and anxieties will be " read " by digital sensors and computers on, in, and around the body. The influence of algorithms will grow; we can expect digital lifestyle to undergo exponential transformation. The research and advisory company Gartner predicts that " by 2021, AI [artificial intelligence] will support more than 80% of emerging technologies. " 1 Today we can ask our digital home assistant, Apple's Siri, or even our companion robot to help us find the perfect beach vacation. In the future, we predict, we will simply think about holidays to Hawai'i and they will become reality; thinking, feeling, or remembering will amount to asking. When we suffer ailments now, we search for medical help online; in the future, our bodies will simply be scanned in our homes. Now we circulate political news amongst friends across social media; in the future, our political leanings will be conveyed through various cognitive reactions read by sensors. Discursive prediction amounts to an implicit and even celebrated belief that we are on a course to becoming our computers.
assembla.com
Lecture Notes in Computer Science, 2009
This paper revisits the notion of context from an interaction design perspective. Since the emergence of the research fields of Computer supported cooperative work and Ubiquitous computing, the notion of context has been discussed from different theoretical approaches and in different research traditions. One of these approaches is Embodied Interaction. This theoretical approach has in particular contributed to (i) challenge the view that user context can be meaningfully represented by a computer system, (ii) discuss the notion of context as interaction through the idea that users are always embodied in their interaction with computer systems. We believe that the particular view on users context that the approach of Embodied Interaction suggests needs to be further elaborated in terms of design. As a contribution we suggest an integrated approach where the interactional view of Embodied Interaction is interrelated with the representational view of Context-aware computing.
2006
Our physical bodies play a central role in shaping human experience in the world, understanding of the world, and interactions in the world. This paper draws on theories of embodiment -from psychology, sociology, and philosophy -synthesizing five themes we believe are particularly salient for interaction design: thinking through doing, performance, visibility, risk, and thick practice. We introduce aspects of human embodied engagement in the world with the goal of inspiring new interaction design approaches and evaluations that better integrate the physical and computational worlds.
The aim of this paper is to investigate the perception of space in the context of digital architecture. Our starting point is Merleau-Ponty’s concept of flesh which represents the continuity between a perceiving body and the perceived world. While moving in space, the body is able to incorporate direct spatial relations and make dynamic and constantly-in-movement synthesis. Models of posture are consequentially projected onto changing spatial situations by the body, whose position in space is constantly updated in order to interact with the environment. The communication between the body and the world takes place through a praktognosia, a practical and direct knowledge of the world. The body’s posture is also predictive because it assumes multiple or possible tasks and acts in an oriented-space connected with an historical time. The intention of the body creates a space-time structure of her-and-now. An architectural environment convey certain spatial experiences and can refine sensibility and enlarge consciousness by exploiting multiple possibilities of movement. The perception of architectural spaces is nowadays connected with the rise of technology and virtual reality produced by computer and digital designing. In the case of computer-aided architectural design - in which the architect can manipulate visual representations - architectural spaces gain a new reality by supporting the creation of new architectural objects. In this process, the constituting elements of a building become technical networks of communicating nodes. Digital design becomes not only a way to create new objects but also a support for communicative and intersubjective platforms which could be considered means of mediation between people. In the virtual context of digital architecture the body oriented space is modified and the original movement is replaced by an exploring virtual body projected by mind inside a non-Euclidean and non-orthogonal context. Our question is: if architectural, urban structures are designed for the experience of the body’s motor faculties, does architecture, by modifying space-time categories of the lived-body and brain’s treatment of spatial perceptions, open new paths of experience?
2006
Abstract Advocates of embodied agents often assume that such agents will enhance humancomputer interaction (HCI) as they take advantage of our pre-existing social skills and provide an interface that is natural and engaging to use. But this is not guaranteed.
2009
A particular vision of ubiquitous computing is offered to contribute to the burgeoning, dominant interaction paradigm in human-computer interaction (HCI). An engaged vision of ubiquitous computing (UbiComp) can take advantage of natural human abilities and tendencies for interaction. The HCI literature is reviewed to provide a brief overview of promising interaction styles and paradigms in order to situate them within ubiquitous computing. Embodied interaction is introduced as a key theoretical framework for moving UbiComp forward as an engaged interaction paradigm.
Acm Transactions on Computer Human Interaction, 2013
Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA '11, 2011
For over ten years researchers in human-computer interaction (HCI) have explored an embodied perspective that seeks to describe and explain the fundamental role played by the physical body in how we experience, interact with and understand computation in the world we live in. Recently, such a perspective has been used to discuss human actions and interactions with a range of computational applications including tangibles, mobiles, wearables, tabletops and interactive environments. This workshop aims to enable participants to critically explore the different approaches to incorporating an embodied perspective in HCI research, and to develop a shared set of understandings and identification of differences, similarities and synergies between our research approaches.
The argument discussed in this paper presents the following movements: first, it presents a brief history of cognitive science and human-computer interaction, raising some considerations arising from the interaction between these two disciplines. Basically the argument here suggests that HCI is still based on the vision known as first-generation cognitive science, where it is still possible to observe how human beings are seen as information processing, treating the act of thinking as an act which is purely computational, neglecting the complexity involved as well as the complexity of human experience. Then it will present the concepts of embodiment and enaction as a more externalist vision of cognitive science and philosophy of mind, introducing concepts such as new prospects for the paradigm of interaction. The effort of this paper will be to look for ways to understand how we can translate and apply Embodiment and Enaction in order to improve human-computer-interaction and consequently the interaction design practices.
Lecture Notes in Computer Science, 2005
When computation moves off the desktop, how will it transform the new spaces that it comes to occupy? How will people encounter and understand these spaces, and how will they interact with each other through the augmented capabilities of such spaces? We have been exploring these questions through a prototype system in which augmented objects are used to control a complex audio 'soundscape.' The system involves a range of objects distributed through a space, supporting simultaneous use by many participants. We have deployed this system at a number of settings in which groups of people have explored it collaboratively. Our initial explorations of the use of this system reveal a number of important considerations for how we design for the interrelationships between people, objects, and spaces.
This paper advocates for supporting movement awareness in ubiquitous computing as a means of transforming technology design through an approach that considers movement as an experiential component of interaction rather than a solely functional one. Somatic awareness, or the awareness of the body from the inside, is one of the primary components of movement experience, yet its resource for technology design is not yet fully understood within the field of Human-Computer Interaction (HCI). The inclusion of phenomenological movement experience in computational interaction has the potential to improve user experience, enhance the fidelity and quality of communication, and produce heightened engagement for users. Although somatic awareness has received little attention within HCI, other disciplines offer theories and frameworks that can inform the development of technology to support movement awareness. Through the discussion of theories of embodiment from a diverse range of disciplines including cognitive science, dance, somatic practices, and philosophy, this paper presents an argument for the importance of movement experience as a component of interaction with technology. It provides a history of movement within HCI, highlighting movement’s role in a variety of theories and frameworks, and identifies two distinct approaches toward the utilization of movement in HCI— task oriented and experience-oriented. An in-depth discussion of experience-oriented approaches illustrates the importance of movement and somatic awareness as necessary components of ubiquitous computing systems.
The ubiquitous computing era is bringing to the human the possibility to interact always and everywhere with digital information. However, the interaction means used to access this information exploit only few of the human sensorimotor abilities. Most of these interactions happen through traditional desktop or mobile interfaces, which often involve just vision and hearing senses and require the movement of only one finger. The aim of this workshop is rediscovering the role of human body and senses, focusing on abilities that are often forgotten by the HCI designers, in order to provide new body experiences through the design of novel interactions in smart environments. The focus of this workshop will go beyond the mere design of multimodal interfaces and will exploit theories of embodied cognition to design new full-body experiences to explore ambient space and, more in general, the environment.
2020
This artwork exploits recent research into augmented reality systems, such as the HoloLens, for building creative interaction in augmented reality. The work is being conducted in the context of interactive art experiences. The first version of the audience experience of the artwork, "H Space", was informally tested in the SIGGRAPH 2018 Art Gallery context. Experiences with a later, improved, version was evaluated at Tsinghua University. The latest distributed version will be shown in Sydney. The paper describes the concept, the background in both the art and the technological domain and points to some of the key computer human interaction art research issues that the work highlights.
2009
The graphical user interface has become the de facto metaphor for the majority of our diverse activities using computers, yet the desktop environment provides a one size fits all user interface. This dissertation argues that for the computer to fully realize its potential to significantly extend our intellectual abilities, new interaction techniques must call upon our bodily abilities to manipulate objects, enable collaborative work, and be usable in our everyday physical environment. In this dissertation I introduce a new human-computer interaction concept, embodied media. An embodied media system physically represents digital content such as files, variables, or other program constructs with a collection of self-contained, interactive electronic tokens that can display visual feedback and can be manipulated gesturally by users as a single, coordinated interface. Such a system relies minimally on external sensing infrastructure compared to tabletop or augmented reality systems, and...
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