7,096 research outputs found
Recommended from our members
Producing place atmospheres digitally: Architecture, digital visualisations practices and the experience economy
Computer generated images have become the common means for architects and developers to visualise and market future urban developments. This article examines within the context of the experience economy how these digital images aim to evoke and manipulate specific place atmospheres to emphasize the experiential qualities of new buildings and urban environments. In particular, we argue that CGIs are far from âjustâ glossy representations but are a new form of visualising the urban that captures and markets particular embodied sensations. Drawing on a two year qualitative study of architectsâ practices that worked on the Msheireb project, a large scale redevelopment project in Doha (Qatar), we examine how digital visualisation technology enables the virtual engineering of sensory experiences using a wide range of graphic effects. We show how these CGIs are laboriously materialised in order to depict and present specific sensory, embodied regimes and affective experiences to appeal to clients and consumers. Such development has two key implications. Firstly, we demonstrate the importance of digital technologies in framing the âexpressive infrastructureâ (Thrift 2012) of the experience economy. Secondly, we argue that although the Msheireb CGIs open up a field of negotiation between producers and the Qatari client, and work quite hard at being culturally specific, they ultimately draw âon a Westnocentric literary and sensory paletteâ (Tolia-Kelly 2006) that highlights the continuing influence of colonial sensibilities in supposedly postcolonial urban processes.This research was funded by the ESRC (RES-062-23-0223)
Integrating art into bodily interactions : exploring digital art in HCI design to foster somaesthetic experiences
PhD ThesisMy interdisciplinary doctoral research of this thesis explored how interaction design â with a
combination of digital art, body-centred practice and biophysical sensing technology â
cultivates self-awareness and self-reflection to foster somaesthetic experiences in everyday
walking. My research followed a Research through Design (RtD) approach to provide design
artefacts as examples of research in the expanded territory of Somaesthetic Design,
technology-enhanced body-centred practices and digital art applied in interaction design.
Background research included a critical review of Affective Computing, the concept of
somaesthetic experience, existing body-centred practices (e.g. mindfulness and deep
listening), HCI designs for somaesthetic experiences, and interactive digital art applications
(using biophysical data as input) to express bodily activities.
In methodological terms the research could be summarized as a process of âmaking design
theoriesâ (Redström, 2017) that draws upon a Research through Design (RtD) approach. The
whole research process could be described with a âbucketâ model in making design theories
(Redström, 2017): identified initial design space as the initial âbucketâ; derived the first design
artefact âAmbient Walkâ as a âfactâ to represent the initial design space and the cause of
transitioning, re-accenting process from mindfulness to âadding a sixth-senseâ (i.e. to extend
the initial âbucketâ); the making of second design artefact âHearing the Hiddenâ as a âfactâ to
represent the re-accented research rationale in designing for somaesthetic experience by
âadding a sixth senseâ. I followed a qualitative approach to evaluate individual user feedbacks
on enhancing somaesthetic experiences, the aspects to be considered in designing for
experiences, and how my design process contributed to refining design for experiences. At the
end of this thesis, I discuss the findings from the two practical projects regarding the
somaesthetic experiences that have been provoked during usersâ engagement with âAmbient
Walkâ and âHearing the Hiddenâ; the inclusion of bodily interactions with surroundings in
somaesthetic design; the use of âprovotypesâ in experience-centred design practices; and the
benefit of integrating digital art into technology for body-centred practices
Elements of design for indoor visualisation
Indoor visualisation has received little attention. Research related to indoor environments have primarily focussed on the data structuring, localisation and navigation components (Zlatanova et al., 2013). Visualisation is an integral component in addressing the diverse array of indoor environments. In simple words, 'What is the most efficient way to visualise the surrounding indoor environment so that the user can concisely understand their surroundings as well as facilitating the process of navigation?' This dissertation proposes a holistic approach that consists of two components. The significance of this approach is that it provides a robust and adaptable method in providing a standard to which indoor visualisation can be referenced against. The first component is a theoretical framework focussing on indoor visualisation and it comprises of principles from several disciplines such as geovisualisation, human-perception theory, spatial cognition, dynamic and 3D environments as well as accommodating emotional processes resulting from human-computer interaction. The second component is based on the theoretical framework and adopts a practical approach towards indoor visualisation. It consists of a set of design properties that can be used for the design of effective indoor visualisations. The framework is referred to as the "Elements of Design" framework. Both these components aim to provide a set of principles and guidelines that can be used as best practices for the design of indoor visualisations. In order to practically demonstrate the holistic indoor visualisation approach, multiple indoor visualisation renderings were developed. The visualisation renderings were represented in a three-dimensional virtual environment from a first-person perspective. Each rendering used the design framework differently. Also, each rendering was graded using a parallel chart that compares how the different visual elements were used per the rendering. The main findings were that the techniques/ renderings that used the visual elements effectively (enhanced human-perception) resulted in better acquisition and construction of knowledge about the surrounding indoor environment
Drawing the Loss of Movement
This paper is a reflective review on the experience of drawing my father during his last years with Parkinsonâs disease, as a framework to address the role of embodiment in drawing. More than a record of the body, drawing someone with Parkinsonâs disease is primarily to report a paradox: making visible the loss of movement and expression, but also the erosion of language and the disappearance of the other personâs world. It is argued that drawing allows to intimate this loss as an affect and an event, an emotion and a process, as the drawing act defies telling and incites a memorialising function of the trace.
As a projection of a moving body representing another body, drawing a Parkinsonâs patient triggers the experience of empathy as a shared representation, which enable us to perceive the otherâs experience within our own corporality. Empathy is addressed as part of the perceptual experience of drawing, but also as apperception: a co-apprehension of the otherâs emotion through his movements and expressions over time, blending direct observations and recalled images. As the enactment of a relationship, drawing is a coming together with the world, an âas-if-body-loopâ
The Dancing Imagination: How Does Imaginative Imagery Facilitate Movement Qualities in Dance Training and Performance?
The purpose· of this case study was to explore how imagery facilitates movement quality in dance training and performance. A literature review on classifications of direct and indirect imagery and imagery in relation to neuroscience, was investigated to firstly define imagery. The confusion over defining movement quality led to a literature review on Kinesiology and Gaga methods and how these dance-training methods utilise imagery in different ways to enhance the movement quality of dance in training and performance. Qualitative research methodology was used in this case study. The case study used a purposeful sample of eight subjects who were undergraduate and post gradate dance students in Australia. The data was gathered with the aid of a questionnaire via email whereby subjects recorded their views and returned information via email. A questionnaire was devised to discover which imagery-based methods dance students used, in training and performance and how they might be applied. Through content analysis, the questionnaire revealed three main areas connected to the use of imagery in facilitating movement: anatomical understanding; learning and developing technique and the quality of movement. It was found that imagery was useful in relation to the alignment of the skeletal structure in combination with tactile aid to activate and re-pattern certain muscle groups and assist with ease and efficiency of movement. Imagery was also useful as a tool for learning and developing as a dancer in developing a strong mind-body connection that is supported by recent brain research on neuroplasticity. Imagery was also viewed as a useful tool to enhance the quality of movement in aesthetic, sensory, emotive and authentic ways. Overall, imagery connected to physical alignment appeared to be the most popular using. It was revealed the defining movement quality is almost impossible to measure because of subjectivity of interpretation not only from the dancer as a performer, but also due to how the audience views and understands the movement. Further research is recommended to further define movement quality in more specific terms and from different points of view and cultures
NON-VERBAL COMMUNICATION WITH PHYSIOLOGICAL SENSORS. THE AESTHETIC DOMAIN OF WEARABLES AND NEURAL NETWORKS
Historically, communication implies the transfer of information between bodies, yet this
phenomenon is constantly adapting to new technological and cultural standards. In a
digital context, itâs commonplace to envision systems that revolve around verbal modalities.
However, behavioural analysis grounded in psychology research calls attention to
the emotional information disclosed by non-verbal social cues, in particular, actions that
are involuntary. This notion has circulated heavily into various interdisciplinary computing
research fields, from which multiple studies have arisen, correlating non-verbal
activity to socio-affective inferences. These are often derived from some form of motion
capture and other wearable sensors, measuring the âinvisibleâ bioelectrical changes that
occur from inside the body.
This thesis proposes a motivation and methodology for using physiological sensory
data as an expressive resource for technology-mediated interactions. Initialised from a
thorough discussion on state-of-the-art technologies and established design principles
regarding this topic, then applied to a novel approach alongside a selection of practice
works to compliment this. We advocate for aesthetic experience, experimenting with
abstract representations. Atypically from prevailing Affective Computing systems, the
intention is not to infer or classify emotion but rather to create new opportunities for rich
gestural exchange, unconfined to the verbal domain.
Given the preliminary proposition of non-representation, we justify a correspondence
with modern Machine Learning and multimedia interaction strategies, applying an iterative,
human-centred approach to improve personalisation without the compromising
emotional potential of bodily gesture. Where related studies in the past have successfully
provoked strong design concepts through innovative fabrications, these are typically limited
to simple linear, one-to-one mappings and often neglect multi-user environments;
we foresee a vast potential. In our use cases, we adopt neural network architectures to
generate highly granular biofeedback from low-dimensional input data.
We present the following proof-of-concepts: Breathing Correspondence, a wearable
biofeedback system inspired by Somaesthetic design principles; Latent Steps, a real-time auto-encoder to represent bodily experiences from sensor data, designed for dance performance;
and Anti-Social Distancing Ensemble, an installation for public space interventions,
analysing physical distance to generate a collective soundscape. Key findings are
extracted from the individual reports to formulate an extensive technical and theoretical
framework around this topic. The projects first aim to embrace some alternative perspectives
already established within Affective Computing research. From here, these concepts
evolve deeper, bridging theories from contemporary creative and technical practices with
the advancement of biomedical technologies.Historicamente, os processos de comunicação implicam a transferĂȘncia de informação
entre organismos, mas este fenómeno estå constantemente a adaptar-se a novos padrÔes
tecnolĂłgicos e culturais. Num contexto digital, Ă© comum encontrar sistemas que giram
em torno de modalidades verbais. Contudo, a anĂĄlise comportamental fundamentada
na investigação psicológica chama a atenção para a informação emocional revelada por
sinais sociais não verbais, em particular, acçÔes que são involuntårias. Esta noção circulou
fortemente em vĂĄrios campos interdisciplinares de investigação na ĂĄrea das ciĂȘncias da
computação, dos quais surgiram mĂșltiplos estudos, correlacionando a actividade nĂŁoverbal
com inferĂȘncias sĂłcio-afectivas. Estes sĂŁo frequentemente derivados de alguma
forma de captura de movimento e sensores âwearableâ, medindo as alteraçÔes bioelĂ©ctricas
âinvisĂveisâ que ocorrem no interior do corpo.
Nesta tese, propomos uma motivação e metodologia para a utilização de dados sensoriais
fisiológicos como um recurso expressivo para interacçÔes mediadas pela tecnologia.
Iniciada a partir de uma discussĂŁo aprofundada sobre tecnologias de ponta e princĂpios
de concepção estabelecidos relativamente a este tópico, depois aplicada a uma nova abordagem,
juntamente com uma selecção de trabalhos pråticos, para complementar esta.
Defendemos a experiĂȘncia estĂ©tica, experimentando com representaçÔes abstractas. Contrariamente
aos sistemas de Computação Afectiva predominantes, a intenção não é inferir
ou classificar a emoção, mas sim criar novas oportunidades para uma rica troca gestual,
nĂŁo confinada ao domĂnio verbal.
Dada a proposta preliminar de nĂŁo representação, justificamos uma correspondĂȘncia
com estratégias modernas de Machine Learning e interacção multimédia, aplicando uma
abordagem iterativa e centrada no ser humano para melhorar a personalização sem o
potencial emocional comprometedor do gesto corporal. Nos casos em que estudos anteriores
demonstraram com sucesso conceitos de design fortes através de fabricaçÔes
inovadoras, estes limitam-se tipicamente a simples mapeamentos lineares, um-para-um,
e muitas vezes negligenciam ambientes multi-utilizadores; com este trabalho, prevemos
um potencial alargado. Nos nossos casos de utilização, adoptamos arquitecturas de redes
neurais para gerar biofeedback altamente granular a partir de dados de entrada de baixa dimensĂŁo.
Apresentamos as seguintes provas de conceitos: Breathing Correspondence, um sistema
de biofeedback wearable inspirado nos princĂpios de design somaestĂ©tico; Latent
Steps, um modelo autoencoder em tempo real para representar experiĂȘncias corporais
a partir de dados de sensores, concebido para desempenho de dança; e Anti-Social Distancing
Ensemble, uma instalação para intervençÔes no espaço pĂșblico, analisando a
distĂąncia fĂsica para gerar uma paisagem sonora colectiva. Os principais resultados sĂŁo
extraĂdos dos relatĂłrios individuais, para formular um quadro tĂ©cnico e teĂłrico alargado
para expandir sobre este tĂłpico. Os projectos tĂȘm como primeiro objectivo abraçar algumas
perspectivas alternativas às que jå estão estabelecidas no ùmbito da investigação
da Computação Afectiva. A partir daqui, estes conceitos evoluem mais profundamente,
fazendo a ponte entre as teorias das pråticas criativas e técnicas contemporùneas com o
avanço das tecnologias biomédicas
Embodiment and the Arts: Views from South Africa
Embodiment and the Arts: Views from South Africa presents a diversity of views on the nature and status of the body in relation to acting, advertisements, designs, films, installations, music, photographs, performance, typography, and video works. Applying the methodologies of phenomenology, hermeneutic phenomenology, embodied perception, ecological psychology, and sense-based research, the authors place the body at the centre of their analyses. The cornerstone of the research presented here is the view that aesthetic experience is active and engaged rather than passive and disinterested. This novel volume offers a rich and diverse range of applications of the paradigm of embodiment to the arts in South Africa.Publishe
- âŠ