202,230 research outputs found
Embodiment and embodied design
Picture this. A preverbal infant straddles the center of a seesaw. She gently tilts her weight back and forth from one side to the other, sensing as each side tips downward and then back up again. This child cannot articulate her observations in simple words, let alone in scientific jargon. Can she learn anything from this experience? If so, what is she learning, and what role might such learning play in her future interactions in the world? Of course, this is a nonverbal bodily experience, and any learning that occurs must be bodily, physical learning. But does this nonverbal bodily experience have anything to do with the sort of learning that takes place in schools - learning verbal and abstract concepts? In this chapter, we argue that the body has everything to do with learning, even learning of abstract concepts. Take mathematics, for example. Mathematical practice is thought to be about producing and manipulating arbitrary symbolic inscriptions that bear abstract, universal truisms untainted by human corporeality. Mathematics is thought to epitomize our species’ collective historical achievement of transcending and, perhaps, escaping the mundane, material condition of having a body governed by haphazard terrestrial circumstance. Surely mathematics is disembodied
Composite passive damping struts for large precision structures
In the field of viscoelastic dampers, a new strut design comprises a viscoelastic material sandwiched between multiple layers, some of which layers bear and dampen load force. In one embodiment, the layers are composite plies of opposing orientation. In another embodiment, the strut utilizes a viscoelastic layer sandwiched between V-shaped composite plies. In a third embodiment, a viscoelastic layer is sandwiched between sine-shaped plies. Strut strength is equal to or greater than conventional aluminum struts due to the unique high interlaminar shear ply design
Embodied conversations: Performance and the design of a robotic dancing partner
This paper reports insights gained from an exploration of performance-based techniques to improve the design of relationships between people and responsive machines. It draws on the Emergent Objects project and specifically addresses notions of embodiment as employed in the field of performance as a means to prototype and develop a robotic agent, SpiderCrab, designed to promote expressive interaction of device and human dancer, in order to achieve ‘performative merging’.
The significance of the work is to bring further knowledge of embodiment to bear on the development of human-technological interaction in general. In doing so, it draws on discursive and interpretive methods of research widely used in the field of performance but not yet obviously aligned with some orthodox paradigms and practices within design research. It also posits the design outcome as an ‘objectile’ in the sense that a continuous and potentially divergent iteration of prototypes is envisaged, rather than a singular final product. The focus on performative merging draws in notions of complexity and user experience.
Keywords:
Embodiment; Performance; Tacit Knowledge; Practice-As-Research; Habitus.</p
Embodiment as a means for scaffolding young childrenʼs social skill acquisition
In this paper, we discuss the notion of embodiment in the context of the ECHOES project, which aims at developing a multi-modal interactive environment for scaffolding young typically developing (TD) children and children with Asperger Syndrome (AS) in acquiring social interaction skills. Whilst, our approach to embodiment is in line with the current HCI trends, the pedagogical nature of ECHOES and the specific target users pose unusual challenges to the design and implementation of embodied interaction
The interaction between voice and appearance in the embodiment of a robot tutor
Robot embodiment is, by its very nature, holistic and understanding how various aspects contribute to the user perception of the robot is non-trivial. A study is presented here that investigates whether there is an interaction effect between voice and other aspects of embodiment, such as movement and appearance, in a pedagogical setting. An on-line study was distributed to children aged 11–17 that uses a modified Godspeed questionnaire. We show an interaction effect between the robot embodiment and voice in terms of perceived lifelikeness of the robot. Politeness is a key strategy used in learning and teaching, and here an effect is also observed for perceived politeness. Interestingly, participants’ overall preference was for embodiment combinations that are deemed polite and more like a teacher, but are not necessarily the most lifelike. From these findings, we are able to inform the design of robotic tutors going forward
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Utilizing FM software in collaborative design-learning
In this paper, we describe a case study of computer-supported collaborative learning in design using OpenLearn FlashMeeting software, a video conferencing tool. This 6-week experiment, involving Open University students and staff, aimed at exploring the capabilities of FlashMeeting software to support several phases of the design process including formulating a design brief, discovering user requirements, setting design specifications, concept generation, design embodiment and implementation of proposed concepts. We conclude this paper with lessons learned from using FlashMeeting in a design e-learning project
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Utilising Flash Meeting software in collaborative design-learning
In this paper, we describe a case study of computer-supported collaborative learning in design using FM (FlashMeeting), a Web-based video-conferencing tool offered freely on OpenLearn. This 6-week experiment, involving Open University students and staff, aimed to explore the capabilities of FM software to support several phases of the design process including formulating a design brief, discovering user requirements, setting design specifications, concept generation, design embodiment and implementation of proposed concepts. We conclude this paper with lessons learned from using FM in a design e-learning project
Solving an Air Conditioning System Problem in an Embodiment Design Context Using Constraint Satisfaction Techniques
International audienceIn this paper, the embodiment design of an air condition- ing system (ACS) in an aircraft is investigated using interval constraint satisfaction techniques. The detailed ACS model is quite complex to solve, since it contains many coupled variables and many constraints corresponding to complex physics phenomena. Some new heuristics and notions based on embodiment design knowledge, are briefly introduced to undertake some embodiment design concepts and to obtain a more relevant and more efficient solving process than classical algorithms. The benefits of using constraint programming in embodiment design are discussed and some difficulties for designers using CP tools are shortly detailed
Natural Selection: A Stethoscopic Amphibious Installation.
This paper discusses emergence as a complex behaviour in the sound domain and presents a design strategy that was used in the creation of the sound installation Natural Selection to encourage the perception of sonic emergence. The interactions in Natural Selection are based on an algorithm derived from an innately sonic emergent ecological system found in nature, that of mating choices by female frogs within a calling male frog chorus. This paper outlines the design and implementation of the installation and describes the research behind its design, most notably the notion of embodiment within a sonic environment and its importance to the perception of sonic emergence
Adaptation and implementation of a process of innovation and design within a SME
A design process is a sequence of design phases, starting with the design requirement and leading to a definition of one or several system architectures. For every design phase, various support tools and resolution methods are proposed in the literature. These tools are however very difficult to implement in an SME, which may often lack resources. In this article we propose a complete design process for new manufacturing techniques, based on creativity and knowledge re-use in searching for technical solutions. Conscious of the difficulties of appropriation in SME, for every phase of our design process we propose resolution tools which are adapted to the context of a small firm. Design knowledge has been capitalized in a knowledge base. The knowledge structuring we propose is based on functional logic and the design process too is based on the functional decomposition of the system, and integrates the simplification of the system architecture, from the early phases of the process. For this purpose, aggregation phases and embodiment are proposed and guided by heuristics
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