271 research outputs found

    Developing Enculturated Agents:Pitfalls and Strategies

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    Understanding the Telematic Apparatus

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    Under the conditions of its geographic distribution, the “telematic performance” can be regarded as a remediation of traditional concert, theater or dance formats. Conversely, and as this paper argues, the telematic performance can also be understood as an artistic format of its own right, one which then can serve as a trope for social interaction under the conditions of critical posthumanism. To gain a wider perspective, this paper analyzes Alan Turing’s “Imitation Game” from his seminal article Computing Machinery and Intelligence, 1950, proposing it as an early conceptualization of a telematic performance. This against-the-grain reading of Turing’s text reveals certain attributes that are distinctive to this type of performance. Following a descriptive and analytic critique of the “Turing Test,” Vilém Flusser’s theoretical considerations of digitization and technical apparatuses comes into play. In the second and main part of the paper, these findings are applied to a series of artistic practices with telematic performances developed by a research team at Zurich University of the Arts. The section details the construction of telematic apparatuses and demonstrates the multilayered interaction between human and nonhuman agents

    Aesthetic Animism: Digital Poetry as Ontological Probe

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    This thesis is about the poetic edge of language and technology. It inter-relates both computational creation and poetic reception by analysing typographic animation softwares and meditating (speculatively) on a future malleable language that possesses the quality of being (and is implicitly perceived as) alive. As such it is a composite document: a philosophical and practice-based exploration of how computers are transforming literature, an ontological meditation on life and language, and a contribution to software studies. Digital poetry introduces animation, dimensionality and metadata into literary discourse. This necessitates new terminology; an acronym for Textual Audio-Visual Interactivity is proposed: Tavit. Tavits (malleable digital text) are tactile and responsive in ways that emulate living entities. They can possess dimensionality, memory, flocking, kinematics, surface reflectivity, collision detection, and responsiveness to touch, etc…. Life-like tactile tavits involve information that is not only semantic or syntactic, but also audible, imagistic and interactive. Reading mediated language-art requires an expanded set of critical, practical and discourse tools, and an awareness of the historical continuum that anticipates this expansion. The ontological and temporal design implications of tavits are supported with case-studies of two commercial typographic-animation softwares and one custom software (Mr Softie created at OBX Labs, Concordia) used during a research-creation process

    Perceiving Sociable Technology: Exploring the Role of Anthropomorphism and Agency Perception on Human-Computer Interaction (HCI)

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    With the arrival of personal assistants and other AI-enabled autonomous technologies, social interactions with smart devices have become a part of our daily lives. Therefore, it becomes increasingly important to understand how these social interactions emerge, and why users appear to be influenced by them. For this reason, I explore questions on what the antecedents and consequences of this phenomenon, known as anthropomorphism, are as described in the extant literature from fields ranging from information systems to social neuroscience. I critically analyze those empirical studies directly measuring anthropomorphism and those referring to it without a corresponding measurement. Through a grounded theory approach, I identify common themes and use them to develop models for the antecedents and consequences of anthropomorphism. The results suggest anthropomorphism possesses both conscious and non-conscious components with varying implications. While conscious attributions are shown to vary based on individual differences, non-conscious attributions emerge whenever a technology exhibits apparent reasoning such as through non-verbal behavior like peer-to-peer mirroring or verbal paralinguistic and backchanneling cues. Anthropomorphism has been shown to affect users’ self-perceptions, perceptions of the technology, how users interact with the technology, and the users’ performance. Examples include changes in a users’ trust on the technology, conformity effects, bonding, and displays of empathy. I argue these effects emerge from changes in users’ perceived agency, and their self- and social- identity similarly to interactions between humans. Afterwards, I critically examine current theories on anthropomorphism and present propositions about its nature based on the results of the empirical literature. Subsequently, I introduce a two-factor model of anthropomorphism that proposes how an individual anthropomorphizes a technology is dependent on how the technology was initially perceived (top-down and rational or bottom-up and automatic), and whether it exhibits a capacity for agency or experience. I propose that where a technology lays along this spectrum determines how individuals relates to it, creating shared agency effects, or changing the users’ social identity. For this reason, anthropomorphism is a powerful tool that can be leveraged to support future interactions with smart technologies

    Design and semantics of form and movement : DeSForM 2007

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    A strong theme that has emerged in our previous two conferences in the importance of narrative to the process of generating, developing and communicating new modalities of interaction between people, things and environments. Our researches have identified aspects of importance in the design and have begun to establish orders of, priority of approach and representation for these aspects as components of interaction. We have begun to grapple with the growth in the complexity of the interaction design process for truly ‘animated’ functionality in products, especially where this manifests itself as apparent behavioural characteristics resident in or portrayed by products. The findings and experience of researchers is that this increase in complexity is likely to be exponential compared to the rigours relating to the resolution of static physical product configuration or even system operated product with screen based interfaces. The emerging sense is that narrative in the process is essential to bring meaning and to ‘touch’ our humanity or connect with human experience. ‘The science of the artificial in conversation with the poetics of human experience’! Through this conference we will once again engage in presentations, debate and demonstrations on these issues. In this respect we, the conference co-chairs, have sought to bring together researchers from academia, industry and professional design practice and related disciplines connected with interactive product service and system development to share our latest thinking in the field, to asses its outcomes and to identify further research questions, opportunities and territories for future investigation and exploration

    Design and semantics of form and movement : DeSForM 2007

    Get PDF
    A strong theme that has emerged in our previous two conferences in the importance of narrative to the process of generating, developing and communicating new modalities of interaction between people, things and environments. Our researches have identified aspects of importance in the design and have begun to establish orders of, priority of approach and representation for these aspects as components of interaction. We have begun to grapple with the growth in the complexity of the interaction design process for truly ‘animated’ functionality in products, especially where this manifests itself as apparent behavioural characteristics resident in or portrayed by products. The findings and experience of researchers is that this increase in complexity is likely to be exponential compared to the rigours relating to the resolution of static physical product configuration or even system operated product with screen based interfaces. The emerging sense is that narrative in the process is essential to bring meaning and to ‘touch’ our humanity or connect with human experience. ‘The science of the artificial in conversation with the poetics of human experience’! Through this conference we will once again engage in presentations, debate and demonstrations on these issues. In this respect we, the conference co-chairs, have sought to bring together researchers from academia, industry and professional design practice and related disciplines connected with interactive product service and system development to share our latest thinking in the field, to asses its outcomes and to identify further research questions, opportunities and territories for future investigation and exploration

    Listening-Mode-Centered Sonification Design for Data Exploration

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    Grond F. Listening-Mode-Centered Sonification Design for Data Exploration. Bielefeld: Bielefeld University; 2013.From the Introduction to this thesis: Through the ever growing amount of data and the desire to make them accessible to the user through the sense of listening, sonification, the representation of data by using sound has been subject of active research in the computer sciences and the field of HCI for the last 20 years. During this time, the field of sonification has diversified into different application areas: today, sound in auditory display informs the user about states and actions on the desktop and in mobile devices; sonification has been applied in monitoring applications, where sound can range from being informative to alarming; sonification has been used to give sensory feedback in order to close the action and perception loop; last but not least, sonifications have also been developed for exploratory data analysis, where sound is used to represent data with unknown structures for hypothesis building. Coming from the computer sciences and HCI, the conceptualization of sonification has been mostly driven by application areas. On the other hand, the sonic arts who have always contributed to the community of auditory display have a genuine focus on sound. Despite this close interdisciplinary relation of communities of sound practitioners, a rich and sound- (or listening)-centered concept about sonification is still missing as a point of departure for a more application and task overarching approach towards design guidelines. Complementary to the useful organization along fields of applications, a conceptual framework that is proper to sound needs to abstract from applications and also to some degree from tasks, as both are not directly related to sound. I hence propose in this thesis to conceptualize sonifications along two poles where sound serves either a normative or a descriptive purpose. In the beginning of auditory display research, a continuum between a symbolic and an analogic pole has been proposed by Kramer (1994a, page 21). In this continuum, symbolic stands for sounds that coincide with existing schemas and are more denotative, analogic stands for sounds that are informative through their connotative aspects. (compare Worrall (2009, page 315)). The notions of symbolic and analogic illustrate the struggle to find apt descriptions of how the intention of the listener subjects audible phenomena to a process of meaning making and interpretation. Complementing the analogic-symbolic continuum with descriptive and normative purposes of displays is proposed in the light of the recently increased research interest in listening modes and intentions. Similar to the terms symbolic and analogic, listening modes have been discussed in auditory display since the beginning usually in dichotomic terms which were either identified with the words listening and hearing or understood as musical listening and everyday listening as proposed by Gaver (1993a). More than 25 years earlier, four direct listening modes have been introduced by Schaeffer (1966) together with a 5th synthetic mode of reduced listening which leads to the well-known sound object. Interestingly, Schaeffer’s listening modes remained largely unnoticed by the auditory display community. Particularly the notion of reduced listening goes beyond the connotative and denotative poles of the continuum proposed by Kramer and justifies the new terms descriptive and normative. Recently, a new taxonomy of listening modes has been proposed by Tuuri and Eerola (2012) that is motivated through an embodied cognition approach. The main contribution of their taxonomy is that it convincingly diversifies the connotative and denotative aspects of listening modes. In the recently published sonification handbook, multimodal and interactive aspects in combination with sonification have been discussed as promising options to expand and advance the field by Hunt and Hermann (2011), who point out that there is a big need for a better theoretical foundation in order to systematically integrate these aspects. The main contribution of this thesis is to address this need by providing alternative and complementary design guidelines with respect to existing approaches, all of which have been conceived before the recently increased research interest in listening modes. None of the existing contributions to design frameworks integrates multimodality, and listening modes with a focus on exploratory data analysis, where sonification is conceived to support the understanding of complex data potentially helping to identify new structures therein. In order to structure this field the following questions are addressed in this thesis: • How do natural listening modes and reduced listening relate to the proposed normative and descriptive display purposes? • What is the relationship of multimodality and interaction with listening modes and display purposes? • How can the potential of embodied cognition based listening modes be put to use for exploratory data sonification? • How can listening modes and display purposes be connected to questions of aesthetics in the display? • How do data complexity and Parameter-mapping sonification relate to exploratory data analysis and listening modes

    Human-machine communication for educational systems design

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    Human-machine communication for educational systems design

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    This book contains the papers presented at the NATO Advanced Study Institute (ASI) on the Basics of man-machine communication for the design of educational systems, held August 16-26, 1993, in Eindhoven, The Netherland
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