10,532 research outputs found
Empathy, engagement, entrainment: the interaction dynamics of aesthetic experience
A recent version of the view that aesthetic experience is based in empathy as inner
imitation explains aesthetic experience as the automatic simulation of actions,
emotions, and bodily sensations depicted in an artwork by motor neurons in the brain. Criticizing the simulation theory for committing to an erroneous concept of empathy and failing to distinguish regular from aesthetic experiences of art, I advance an alternative, dynamic approach and claim that aesthetic experience is enacted and skillful, based in the recognition of othersâ experiences as distinct from oneâs own. In combining insights from mainly psychology, phenomenology, and cognitive science, the dynamic approach aims to explain the emergence of aesthetic experience in terms of the reciprocal interaction between viewer and artwork. I argue that aesthetic experience emerges by participatory sense-making and revolves around movement as a means for creating meaning. While entrainment merely plays a preparatory part in this, aesthetic engagement constitutes the phenomenological side of coupling to an artwork and provides the context for exploration, and eventually for moving, seeing, and feeling with art. I submit that aesthetic experience emerges from bodily and emotional engagement with works of art via the complementary processes of the perceptionâaction and motionâemotion loops. The former involves the embodied
visual exploration of an artwork in physical space, and progressively structures and organizes visual experience by way of perceptual feedback from body movements made in response to the artwork. The latter concerns the movement qualities and shapes of implicit and explicit bodily responses to an artwork that cue emotion and thereby modulate over-all affect and attitude. The two processes cause the viewer to bodily and emotionally move with and be moved by individual works of art, and consequently to recognize another psychological orientation than her own, which explains how art can cause feelings of insight or awe and disclose aspects of life that are unfamiliar or novel to the viewer
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 âperformative mergingâ.
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 âobjectileâ 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
We can work it out: an enactive look at cooperation
The past years have seen an increasing debate on cooperation and its unique human character. Philosophers and psychologists have proposed that cooperative activities are characterized by shared goals to which participants are committed through the ability to understand each otherâs intentions. Despite its popularity, some serious issues arise with this approach to cooperation. First, one may challenge the assumption that high-level mental processes are necessary for engaging in acting cooperatively. If they are, then how do agents that do not possess such ability (preverbal children, or children with autism who are often claimed to be mind-blind) engage in cooperative exchanges, as the evidence suggests? Secondly, to define cooperation as the result of two de-contextualized minds reading each otherâs intentions may fail to fully acknowledge the complexity of situated, interactional dynamics and the interplay of variables such as the participantsâ relational and personal history and experience. In this paper we challenge such accounts of cooperation, calling for an embodied approach that sees cooperation not only as an individual attitude toward the other, but also as a property of interaction processes. Taking an enactive perspective, we argue that cooperation is an intrinsic part of any interaction, and that there can be cooperative interaction before complex communicative abilities are achieved. The issue then is not whether one is able or not to read the otherâs intentions, but what it takes to participate in joint action. From this basic account, it should be possible to build up more complex forms of cooperation as needed. Addressing the study of cooperation in these terms may enhance our understanding of human social development, and foster our knowledge of different ways of engaging with others, as in the case of autism
Using Computational Agents to Design Participatory Social Simulations
In social science, the role of stakeholders is increasing in the development and use of simulation models. Their participation in the design of agent-based models (ABMs) has widely been considered as an efficient solution to the validation of this particular type of model. Traditionally, "agents" (as basic model elements) have not been concerned with stakeholders directly but via designers or role-playing games (RPGs). In this paper, we intend to bridge this gap by introducing computational or software agents, implemented from an initial ABM, into a new kind of RPG, mediated by computers, so that these agents can interact with stakeholders. This interaction can help not only to elicit stakeholders' informal knowledge or unpredicted behaviours, but also to control stakeholders' focus during the games. We therefore formalize a general participatory design method using software agents, and illustrate it by describing our experience in a project aimed at developing agent-based social simulations in the field of air traffic management.Participatory Social Simulations, Agent-Based Social Simulations, Computational Agents, Role-Playing Games, Artificial Maieutics, User-Centered Design
Enaction-Based Artificial Intelligence: Toward Coevolution with Humans in the Loop
This article deals with the links between the enaction paradigm and
artificial intelligence. Enaction is considered a metaphor for artificial
intelligence, as a number of the notions which it deals with are deemed
incompatible with the phenomenal field of the virtual. After explaining this
stance, we shall review previous works regarding this issue in terms of
artifical life and robotics. We shall focus on the lack of recognition of
co-evolution at the heart of these approaches. We propose to explicitly
integrate the evolution of the environment into our approach in order to refine
the ontogenesis of the artificial system, and to compare it with the enaction
paradigm. The growing complexity of the ontogenetic mechanisms to be activated
can therefore be compensated by an interactive guidance system emanating from
the environment. This proposition does not however resolve that of the
relevance of the meaning created by the machine (sense-making). Such
reflections lead us to integrate human interaction into this environment in
order to construct relevant meaning in terms of participative artificial
intelligence. This raises a number of questions with regards to setting up an
enactive interaction. The article concludes by exploring a number of issues,
thereby enabling us to associate current approaches with the principles of
morphogenesis, guidance, the phenomenology of interactions and the use of
minimal enactive interfaces in setting up experiments which will deal with the
problem of artificial intelligence in a variety of enaction-based ways
Visualising mixed reality simulation for multiple users
Cowling, MA ORCiD: 0000-0003-1444-1563Blended reality seeks to encourage co-presence in the classroom, blending student experience across virtual and physical worlds. In a similar way, Mixed Reality, a continuum between virtual and real environments, is now allowing learners to work in both the physical and the digital world simultaneously, especially when combined with an immersive headset experience. This experience provides innovative new experiences for learning, but faces the challenge that most of these experiences are single user, leaving others outside the new environment. The question therefore becomes, how can a mixed reality simulation be experienced by multiple users, and how can we present that simulation effectively to users to create a true blended reality environment? This paper proposes a study that uses existing screen production research into the user and spectator to produce a mixed reality simulation suitable for multiple users. A research method using Design Based Research is also presented to assess the usability of the approach
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Reinventing discovery learning: a field-wide research program
© 2017, Springer Science+Business Media B.V., part of Springer Nature. Whereas some educational designers believe that students should learn new concepts through explorative problem solving within dedicated environments that constrain key parameters of their search and then support their progressive appropriation of empowering disciplinary forms, others are critical of the ultimate efficacy of this discovery-based pedagogical philosophy, citing an inherent structural challenge of students constructing historically achieved conceptual structures from their ingenuous notions. This special issue presents six educational research projects that, while adhering to principles of discovery-based learning, are motivated by complementary philosophical stances and theoretical constructs. The editorial introduction frames the set of projects as collectively exemplifying the viability and breadth of discovery-based learning, even as these projects: (a) put to work a span of design heuristics, such as productive failure, surfacing implicit know-how, playing epistemic games, problem posing, or participatory simulation activities; (b) vary in their target content and skills, including building electric circuits, solving algebra problems, driving safely in traffic jams, and performing martial-arts maneuvers; and (c) employ different media, such as interactive computer-based modules for constructing models of scientific phenomena or mathematical problem situations, networked classroom collective âvideo games,â and intercorporeal masterâstudent training practices. The authors of these papers consider the potential generativity of their design heuristics across domains and contexts
Integrated Solution Support System for Water Management
Solving water management problems involves technical, social, economic, political and legal challenges and thus requires an integrated approach involving people from different backgrounds and roles. The integrated approach has been given a prominent role within the European UnionÂżs Water Framework Directive (WFD). The WFD requires an integrated approach in water management to achieve good ecological status of all water bodies. It consists amongst others of the following main planning stages: describing objectives, assessing present state, identifying gaps between objectives and present state, developing management plan, implementing measures and evaluating their impacts. The directive prescribes broad participation and consultation to achieve its objectives. Besides the obvious desktop software, such an integrated approach can benefit from using a variety of support tools. In addition to tools for specific tasks such as numerical models and questionnaires, knowledge bases on options and process support tools may be utilized. Water stress, defined as the lack of water of appropriate quality is one issue related to, but not specifically addressed by the WFD. However, like in the WFD, a participatory approach could be used to mitigate water stress. Similarly various tools can or need to be used in such a complex process. In the AquaStress Integrated project the Integrated Solution Support System (I3S Âż I-triple-S) is developed. One of the cornerstones of the approach taken in AquaStress is that organizing available knowledge provides sufficient information to improve the possibility to make a water stress mitigation process truly end-user driven, meaning that dedicated local information is only collected after specific need is expressed by the stakeholders in the process. The novelty of the I3S lies in the combination of such knowledge stored in knowledge-bases, with adaptable workflow management facilities and with specific task-oriented tools Âż all originating from different sources. This paper describes the I3S
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