17 research outputs found

    Moving experience: an investigation of embodied knowledge and technology for reading flow in improvisation

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    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of PhilosophyThe thesis is concerned with the exploration of the notion of ‘flow’ from both a psychological and dance analysis perspective in order to extend the meaning of flow and move beyond a partiality of understanding. The main aim of the thesis recognises the need to understand, identify and interpret an analysis of the moments of flow perceivable in a dancer’s body during improvisatory practice, through technologically innovative means. The research is undertaken via both philosophical and practical enquiry. It addresses phenomenology in order to resolve the mind/body debate and is applied to research in flow in psychology by Mihalyi Csikszentmihalyi, and flow in movement analysis by Rudolf Laban and Warren Lamb. The significance of this endeavour can be seen in the reconsideration of the relation between mind and body, and art and science which informs the methodology for the research (Part One). The three main outcomes of the research are related to each of the three subsequent parts. The first research outcome is the articulation of a transdisciplinary approach to understanding flow and was developed by expanding on the current definitions of flow through an innovative transdisciplinary methodology (Part Two). Research outcome two addresses the intersubjective nature of flow, which was identified within improvisation. From this two methods were constructed for the collection and interpretation of the experience of the dancer. Firstly, through reflective practice as defined by Donald Schön. And secondly, an argument was provided for the use of motion capture as an embodied tool which extends the dancers embodied cognitive capabilities in the moment of improvisation (Part Three). The final research outcome was thus theorised that such embodied empathic intersubjectivity does not require a direct identification of the other’s body but could be achieved through technologically mediated objects in the world (Part Four). Subsequently, the findings from the research could support further research within a number of fields including dance education, dance practice and dance therapy, psychology, neuroscience, gaming and interactive arts

    Personalized Digital Body: Enhancing Body Ownership and Spatial Presence in Virtual Reality

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    person\u27s sense of acceptance of a virtual body as his or her own is generally called virtual body ownership (VBOI). Having such a mental model of one\u27s own body transferred to a virtual human surrogate is known to play a critical role in one\u27s sense of presence in a virtual environment. Our focus in this dissertation is on top-down processing based on visual perception in both the visuomotor and the visuotactile domains, using visually personalized body cues. The visual cues we study here range from ones that we refer to as direct and others that we classify as indirect. Direct cues are associated with body parts that play a central role in the task we are performing. Such parts typically dominate a person\u27s foveal view and will include one or both of their hands. Indirect body cues come from body parts that are normally seen in our peripheral view, e.g., legs and torso, and that are often observed through some mediation and are not directly associated with the current task. This dissertation studies how and to what degree direct and indirect cues affect a person\u27s sense of VBOI for which they are receiving direct and, sometimes, inaccurate cues, and to investigate the relationship between enhanced virtual body ownership and task performance. Our experiments support the importance of a personalized representation, even for indirect cues. Additionally, we studied gradual versus instantaneous transition between one\u27s own body and a virtual surrogate body, and between one\u27s real-world environment and a virtual environment. We demonstrate that gradual transition has a significant influence on virtual body ownership and presence. In a follow-on study, we increase fidelity by using a personalized hand. Here, we demonstrate that a personalized hand significantly improves dominant visual illusions, resulting in more accurate perception of virtual object sizes

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Humanoid Robots

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    For many years, the human being has been trying, in all ways, to recreate the complex mechanisms that form the human body. Such task is extremely complicated and the results are not totally satisfactory. However, with increasing technological advances based on theoretical and experimental researches, man gets, in a way, to copy or to imitate some systems of the human body. These researches not only intended to create humanoid robots, great part of them constituting autonomous systems, but also, in some way, to offer a higher knowledge of the systems that form the human body, objectifying possible applications in the technology of rehabilitation of human beings, gathering in a whole studies related not only to Robotics, but also to Biomechanics, Biomimmetics, Cybernetics, among other areas. This book presents a series of researches inspired by this ideal, carried through by various researchers worldwide, looking for to analyze and to discuss diverse subjects related to humanoid robots. The presented contributions explore aspects about robotic hands, learning, language, vision and locomotion

    ArtAbilitation 2006:Conference proceedings

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    Human-Machine Communication: Complete Volume. Volume 2

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    This is the complete volume of HMC Volume 2
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