Embodied Interaction

Description

Semester hours: 2 lecture + 2 exercise
Language: English

Lecture: Thu, 1.00-3.00 pm, room MZH 5300, Prof. Dr. Rainer Malaka, Martin Faust, Robert Porzel

Exercise: Thu, 3.00-5.00 pm, room MZH 5290, Prof. Dr. Rainer Malaka, Martin Faust, Robert Porzel

Goals:

In human-computer interaction we got used to interfaces that use keyboards, mice, and joysticks. Despite all technological progress and development, the basic interaction patterns and input devices have not changed in the last decades. However, new trends postulate a rather radical change towards pervasive computers with interfaces that are so naturally usable that they literally become invisible for the users’ conscious perception. The interaction artifacts are “ready-to-hand” and the users derive their meaning from the interaction with them. Such a view on interactive artifacts has become popular in ubiquitous computing and is closely related to the notion of embodiment. Embodied interaction takes the user and the computer system within their context and physical environment into account. Applications are used in complex real-world settings and their meaning (for the user) will evolve in the course of action.

Through the use of algorithms and tools from computer graphics, video analysis, mobile and language technology, a new dimension in engaging interfaces is feasible. Applications of these Digital Media incorporating embodied interaction can be mixed reality games for entertainment or teaching, intelligent assistant systems, collaborative design tools in a number of different domains.

The integration of the physical space and stimulation of additional senses are building the base for the future of high-level interactive and immersive environments.

Further Readings

  • A. Bayliss (2004). Augmenting expectation in playful arena performances with ubiquitous intimate technologies. In PixelRaiders 2, Sheffield Hallam University, UK, April
  • S. Benford, S. J. Norman, J. Bowers, M. Adams, J. Row-Farr, B. Koleva, I. Taylor, M. L. Rinman, K. Martin, H. Schnädelbach and C. Greenhalgh (1999). Pushing Mixed Reality Boundaries. Deliverable 7b.1 for the eRENA project
  • DIS (2002). Serious reflections on designing interactive systems. In Designing Interactive Systems
  • C. Dodsworth Jr .(1998) Digital Illusion. Entertaining the Future with High Technology. ACM Press
  • P. Dourish (2001). Where The Action Is: The Foundations of Embodied Interaction. MIT Press
  • M. Faust and B. Robben (2005). Sound-Ästhetik von Eingabegeräten - Klangdimensionen. HyperKult 14 - AudioKult und Hypersound? Aesthetics and culture of digital audio media, Lüneburg, Germany, 14-16 July
  • M. Faust and Y.-H (2006). Yoo. Haptic Feedback in Pervasive Games. In Proceedings of the Third International Workshop on Pervasive Gaming Applications - PerGames 2006, 7 May, Dublin Ireland
  • Erika Fischer-Lichte (2004). Ästhetik des Performativen. Suhrkamp
  • Hartson, H.R. and Hix, D., 1989. Toward empirically derived methodologies and tools for human–computer interface development. Int. J. Man–Machine Studies 31, pp. 477–494
  • Wieser 1999. The computer for the 21st century. In  ACM SIGMOBILE Mobile Computing and Communications Review. Volume 3 ,  Issue 3  (July 1999) Special issue dedicated to Mark Weiser Pages: 3 - 11
  • Weiser 1999. Some computer science issues in ubiquitous computing. In ACM SIGMOBILE Mobile Computing and Communications Review, Volume 3,  Issue 3  (July 1999) Special issue dedicated to Mark Weiser  Pages: 12-21

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