29,445 research outputs found
Emotions in human-computer interaction: the role of nonverbal behaviour in interactive systems
Until recently, the area of human-computer interaction was based on a traditional, cognitive approach, which separated the study of usability from that of emotions. The recent research has shown that emotions play an important role in our life, which led to focusing on the need of studying the emotions in the domain of interactive design. This paper underlines the role of emotions as part of the interactive human-computer process, reinstating the importance of nonverbal communication in this domain. The main issues of this paper are concerned with aspects such as: emotional design approach, the importance of nonverbal as an instrument of usability evaluation and the role of emotions in human-computer interaction.Emotional design approach, nonverbal communication, emotions, usability, Human-Computer Interaction (HCI)
Research students exhibition catalogue 2011
The catalogue demonstrates the scope and vibrancy
of current inquiries and pays tribute to the creative
capacity and investment of UCA research students.
It brings together contributions from students who
are at different stages in their research ad/venture.
Their explorations are connected by the centrality of
contemporary material practices as focal point
for the reconsideration of societal values, cultural
symbols and rituals and their meaning, and the
trans/formation of individual, collective and national
identities The media and formats employed range
from cloth, jewellery and ceramics to analogue film,
the human voice and the representation of dress and
fashionin virtual environments. Thematic interests
span from explorations at the interface of art and
medical science to an investigation of the role of art
in contested spaces, or the role of metonymy in ‘how
the arts think’ And whilst the projects are motivated
by personal curiosity and passion, their outcomes
transcend the boundaries of individual practice and
offer new insights, under-standing and applications
for the benefit of wider society. Prof. Kerstin Me
Underdogs and superheroes: Designing for new players in public space
We are exploring methods for participatory and public involvement of new 'players' in the design space. Underdogs & Superheroes involves a game-based methodology – a series of creative activities or games – in order to engage people experientially, creatively, and personally throughout the design process. We have found that games help engage users’ imaginations by representing reality without limiting expectations to what's possible here and now; engaging experiential and personal perspectives (the 'whole' person); and opening the creative process to hands-on user participation through low/no-tech materials and a widely-understood approach. The methods are currently being applied in the project Underdogs & Superheroes, which aims to evolve technological interventions for personal and community presence in local public spaces
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
DigitalBeing – Using the Environment as an Expressive Medium for Dance
Dancers express their feelings and moods through gestures and body movements. We seek to extend this mode of expression by dynamically and automatically adjusting music and lighting in the dance environment to reflect the dancer’s arousal state. Our intention is to offer a space that performance artists can use as a creative tool that extends the grammar of dance. To enable the dynamic manipulation of lighting and music, the performance space will be augmented with several sensors: physiological sensors worn by a dancer to measure her arousal state, as well as pressure sensors installed in a floor mat to track the dancers’ locations and movements. Data from these sensors will be passed to a three layered architecture. Layer 1 is composed of a sensor analysis system that analyzes and synthesizes physiological and pressure sensor signals. Layer 2 is composed of intelligent systems that adapt lighting and music to portray the dancer’s arousal state. The intelligent on-stage lighting system dynamically adjusts on-stage lighting direction and color. The intelligent virtual lighting system dynamically adapts virtual lighting in the projected imagery. The intelligent music system dynamically and unobtrusively adjusts the music. Layer 3 translates the high-level adjustments made by the intelligent systems in layer 2 to appropriate lighting board, image rendering, and audio box commands. In this paper, we will describe this architecture in detail as well as the equipment and control systems used
MindFluctuations: consideraciones Poéticas, Estéticas y Técnicas de un Espectáculo de Baile Explorando Conexiones Neuronales
In this era of co-evolution of humans and computers, we are witnessing a lot of fear that humanity will lose control and autonomy. This is a possibility. Another is the development of symbiotic systems among men and machines. To accomplish this goal, it is necessary to research ways to apply some key concepts that have a catalytic effect over such ideas. In the discussion of this hypothesis through the case study of the spectacle MindFluctuations— an experimental artwork exploring neural connections—we are looking for ways to develop them from conception to realization. The discussion also establishes a process of reflection on the design, development and production of this dance spectacle. This artwork uses a customized Java application, NumericVariations, to explore the quoted neural connections for spectacles, performances and site-specific installations. Its approach was made possible by recent neuroscience research and the development of a Brain Computer Interface (BCI) integrated with a virtual reality framework, which enable an experimental interactive virtual reality artwork to emerge. A neural helmet connected to the computer and entwined with mathematical procedures enabled a symbiosis of humans with computers.En esta era de co-evolución de los seres humanos y las computadoras estamos presenciando mucho miedo de que la humanidad pierda el control y la autonomÃa. Esta es una posibilidad. Otro es el desarrollo de sistemas simbióticos entre el hombre y las máquinas. Para lograr este objetivo es necesario investigar formas de aplicar algunos conceptos clave capaces de tener un efecto catalizador sobre tales ideas. Al discutir esta posibilidad a través del estudio de caso del espectáculo MindFluctuations, una obra experimental que explora las conexiones neuronales, estamos buscando formas de desarrollarlas discutiendo este caso particular desde su concepción hasta su realización. También establece un proceso de reflexión sobre el diseño, desarrollo y producción de este espectáculo de danza. Esta obra de arte utiliza una aplicación personalizada, NumericVariations, para explorar las conexiones neuronales citadas para espectáculos, actuaciones e instalaciones especÃficas del sitio. Su enfoque fue posible gracias a la reciente investigación en neurociencia y al desarrollo de una Interfaz de Computadora Cerebral (BCI) integrada con un marco de realidad virtual, que permitió que surgiera una obra experimental de realidad virtual interactiva. Un casco neuronal, conectado a la computadora y entrelazado con procedimientos matemáticos, propició una simbiosis de seres humanos con computadoras
Pathway to Future Symbiotic Creativity
This report presents a comprehensive view of our vision on the development
path of the human-machine symbiotic art creation. We propose a classification
of the creative system with a hierarchy of 5 classes, showing the pathway of
creativity evolving from a mimic-human artist (Turing Artists) to a Machine
artist in its own right. We begin with an overview of the limitations of the
Turing Artists then focus on the top two-level systems, Machine Artists,
emphasizing machine-human communication in art creation. In art creation, it is
necessary for machines to understand humans' mental states, including desires,
appreciation, and emotions, humans also need to understand machines' creative
capabilities and limitations. The rapid development of immersive environment
and further evolution into the new concept of metaverse enable symbiotic art
creation through unprecedented flexibility of bi-directional communication
between artists and art manifestation environments. By examining the latest
sensor and XR technologies, we illustrate the novel way for art data collection
to constitute the base of a new form of human-machine bidirectional
communication and understanding in art creation. Based on such communication
and understanding mechanisms, we propose a novel framework for building future
Machine artists, which comes with the philosophy that a human-compatible AI
system should be based on the "human-in-the-loop" principle rather than the
traditional "end-to-end" dogma. By proposing a new form of inverse
reinforcement learning model, we outline the platform design of machine
artists, demonstrate its functions and showcase some examples of technologies
we have developed. We also provide a systematic exposition of the ecosystem for
AI-based symbiotic art form and community with an economic model built on NFT
technology. Ethical issues for the development of machine artists are also
discussed
ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.
The domain of materials for design is changing under the influence of an increased technological
advancement, miniaturization and democratization. Materials are becoming connected,
augmented, computational, interactive, active, responsive, and dynamic. These are ICS
Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the
world are experimenting with these new materials, there is the need to reflect on their
potentials and impact on design. This paper is a first step in this direction: to interpret and
describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
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