9 research outputs found

    Embodied creativity: a process continuum from artistic creation to creative participation

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    This thesis breaks new ground by attending to two contemporary developments in art and science. In art, computer-mediated interactive artworks comprise creative engagement between collaborating practitioners and a creatively participating audience, erasing all notions of a dividing line between them. The procedural character of this type of communicative real-time interaction replaces the concept of a finished artwork with a ‘field of artistic communication’. In science, the field of creativity research investigates creative thought as mental operations that combine and reorganise extant knowledge structures. A recent paradigm shift in cognition research acknowledges that cognition is embodied. Neither embodiment in cognition nor the ‘field of artistic communication’ in interactive art have been assimilated by creativity research. This thesis takes an interdisciplinary approach to examine the embodied cognitive processes in a ‘field of artistic communication’ using a media artwork called Sim-Suite as a case study research strategy. This interactive installation, created and exhibited in an authentic real-world context, engages three people to play on wobble-boards. The thesis argues that creative processes related to Sim-Suite operate within a continuum, encompassing collaborative artistic creation and cooperative creative participation. This continuum is investigated via mixed methods, conducting studies with qualitative and quantitative analysis. These are interpreted through a theoretical lens of embodied cognition principles, the 4E approaches. The results obtained demonstrate that embodied cognitive processes in Sim-Suite’s ‘field of artistic communication’ function on a continuum. We give an account of the creative process continuum relating our findings to the ‘embedded-extended-enactive lens’, empirical studies in embodied cognition and creativity research. Within this context a number of topics and sub-themes are identified. We discuss embodied communication, aspects of agency, forms of coordination, levels of evaluative processes and empathetic foundation. The thesis makes conceptual, empirical and methodological contributions to creativity research

    Interregionale Kooperation als Motor der Transformation: deutsch-russische Zusammenarbeit bei der Regionalentwicklung in Russland

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    Die vorliegende Arbeit ist der deutsch-russischen Zusammenarbeit bei der regionalen Transformation in Russland gewidmet. Anhand ausgewählter russischer Regionen wird untersucht, ob - und wenn ja, welchen Anteil gesellschaftliche Akteure aus Deutschland bei der Transformation in diesen russischen Regionen haben. Von besonderem Interesse ist dabei, ob es einen bevorzugten Bereich der Zusammenarbeit gibt und wie diese sich auf die regionale Transformation auswirkt. Der Untersuchungszeitraum konzentriert sich zeitlich auf die ersten beiden Amtszeiten Vladimir Putins als Präsident der Russischen Föderation

    Designing for Embodied Interaction: Perceptual Motor Effects as Unintended Consequences

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    When designing for embodied interactions, the convergence of spatial human behaviour with physical space is often not sufficiently considered. This can cause unintended consequences in the user experience, whereby the user may or may not be aware of the effects. In this talk I will discuss a study that was conducted into the spatial player behaviour of a multiplayer game installation. The installation’s interface was designed for embodied interaction and required whole body movements to play the game. The spatial analysis investigated a range of players’ activities in the game-space which revealed synergistic effects combining perceptual-motor factors with game-strategy behaviour. As games are becoming increasingly embodied and social the study’s findings illustrate that the role of space should receive more attention which may also require for designers to incorporate new methodologies into the design process

    Undesirable Consequences and Social Contexts of Technology Use: A Micro-analysis of Embodied User Interaction

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    The focus of this paper is on the unexpected and undesirable consequences of social interaction with technological innovations, which we analyse with the support of two frameworks to better comprehend their social implications. The first, techno-social framework, consists of Allenby and Sarewitz's taxonomy of technological social function. In the second, cognitive, framework, we introduce concepts from dual-systems theory. The frameworks provide a lens through which to view techno-cultural examples. This sets the stage for our case study in which we investigate an interactive game installation. Using data analytics, we uncover hidden effects due to the social interactions between the players and to their physical attributes. We conclude that there is a pressing need for innovators to broaden the scope of their evaluations to not just evaluate innovative technologies at the initial engineering/design phase but also to conduct evaluations at later phases of adoption and appropriation that focus on social contexts-of-use

    Spatial play effects in a tangible game with an f-formation of multiple players

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    Drawing on Kendon's F-formation framework of social interaction, we analysed the game-space activity of collocated players engaged in a tangible multiplayer game. Game input from groups of 3 players interacting competitively in a natural spatial arrangement via balance-boards requiring whole-body movements was logged and analysed quantitatively. The spatial analysis of a range of players' activities in game-space revealed synergistic effects combining perceptual-motor factors with game-strategy behaviour which were reflected in preferred game-board playing regions. The findings illustrate the importance for HCI designers of considering interactions between human spatial behaviour, physical space and virtual game-space as games become increasingly embodied and social

    Effects of Cold Stimulation on Cardiac-Vagal Activation in Healthy Participants: Randomized Controlled Trial

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    BACKGROUND: The experience of psychological stress has not yet been adequately tackled with digital technology by catering to healthy individuals who wish to reduce their acute stress levels. For the design of digitally mediated solutions, physiological mechanisms need to be investigated that have the potential to induce relaxation with the help of technology. Research has shown that physiological mechanisms embodied in the face and neck regions are effective for diminishing stress-related symptoms. Our study expands on these areas with the design for a wearable in mind. As this study charts new territory in research, it also is a first evaluation of the viability for a wearables concept to reduce stress. OBJECTIVE: The objectives of this study were to assess whether (1) heart rate variability would increase and (2) heart rate would decrease during cold stimulation using a thermode device compared with a (nonstimulated) control condition. We expected effects in particular in the neck and cheek regions and less in the forearm area. METHODS: The study was a fully randomized, within-participant design. Volunteer participants were seated in a laboratory chair and tested with cold stimulation on the right side of the body. A thermode was placed on the neck, cheek, and forearm. We recorded and subsequently analyzed participants' electrocardiogram. The cold stimulation was applied in 16-second intervals over 4 trials per testing location. The control condition proceeded exactly like the cold condition, except we manipulated the temperature variable to remain at the baseline temperature. We measured heart rate as interbeat intervals in milliseconds and analyzed root mean square of successive differences to index heart rate variability. We analyzed data using a repeated-measures ANOVA (analysis of variance) approach with 2 repeated-measures factors: body location (neck, cheek, forearm) and condition (cold, control). RESULTS: Data analysis of 61 participants (after exclusion of outliers) showed a main effect and an interaction effect for body location and for condition, for both heart rate and heart rate variability. The results demonstrate a pattern of cardiovascular reactivity to cold stimulation, suggesting an increase in cardiac-vagal activation. The effect was significant for cold stimulation in the lateral neck area. CONCLUSIONS: The results confirmed our main hypothesis that cold stimulation at the lateral neck region would result in higher heart rate variability and lower heart rate than in the control condition. This sets the stage for further investigations of stress reduction potential in the neck region by developing a wearable prototype that can be used for cold application. Future studies should include a stress condition, test for a range of temperatures and durations, and collect self-report data on perceived stress levels to advance findings

    Effects of cold stimulation on cardiac-vagal activation: Randomized controlled trial with healthy participants

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    Background: The experience of psychological stress has not yet been adequately tackled with digital technology by catering to healthy individuals who wish to reduce their acute stress levels. For the design of digitally mediated solutions, physiological mechanisms need to be investigated that have the potential to induce relaxation with the help of technology. Research has shown that physiological mechanisms embodied in the face and neck regions are effective for diminishing stress related symptoms. The study described in this paper expands on these areas with the design for a wearable in mind. As this study charts new territory in research, it also represents a first evaluation of the viability for a wearables concept to reduce stress. We inquire into the effects of cold stimulation on heart rate (HR) and heart rate variability (HRV) in the neck region using a Thermode device. Objective: The objectives of this study were to assess whether (a) HRV is increased and (b) HR is decreased during a cold stimulation compared to a (non-stimulated) control condition. Effects were in particular expected in the neck and cheek regions and less in the forearm area (c). Methods: Participants were seated in a lab chair and tested with cold stimulation on the right side of the body. A Thermode was placed on the neck, cheek and forearm. Participants’ electrocardiogram was recorded and subsequently analyzed. The study was a fully randomized, within subject design. The cold stimulation was applied in 16 s intervals over 4 trials per testing location. The control condition proceeded exactly like the cold condition, except the thermal variable was manipulated to remain on the baseline temperature. HR was measured in msec IBI. rMSSD analyses were used to index HRV. Data were analyzed using a repeated measurements analysis of variance approach with two repeated measurements factors, i.e. Body Location (neck, cheek, forearm) and Condition (cold, control) Results: The data analysis of 61 participants (on exclusion of outliers) showed a main effect for body location for HR and HRV, a main effect for condition for HR and HRV and an interaction effect for condition and body location for HR and HRV. The results obtained demonstrate a pattern of cardiovascular reactivity to cold stimulation, suggesting an increase in cardiac-vagal activation. The effect was found to be significant for cold stimulation in the lateral neck area. Conclusion: The results confirmed our main hypothesis. This sets the stage for further investigations of the stress reduction potential in the neck region by developing a wearable prototype that can be used for cold application. Future studies should include a stress condition, test for a range of temperatures and durations, and collect self-report data on perceived stress levels to advance current findings

    Exploring the Boundaries between Perception and Action.

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    The relationship which interactive art establishes between author, work, and audience is unprecedented in the context of the hybridisation of man and his artefacts. As these environments draw closer to the autonomy of organisms, combining scientific and artistic concepts, they begin to build an intimate engagement with the audience. We are proposing an interactive installation that implements the concept derived from the theory of autopoiesis. In the setting of this interactive environment, we are conducting user studies to explore links between whole body movements, perception, and social interaction

    The Supersized Class III Lanthipeptide Stackepeptin Displays Motif Multiplication in the Core Peptide

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    Lanthipeptides are ribosomally synthesized and post-translationally modified peptides bearing the characteristic amino acids lanthionine and/or labionin. Here, we report on the discovery and characterization of the stackepeptins, produced by the Actinomycete <i>Stackebrandtia nassauensis</i> DSM-44728<sup>T</sup>. The stackepeptins are the first supersized class III lanthipeptides to be discovered. Unlike other class III lanthipeptides, they consist of three lanthionine/labionin moieties instead of two. In this study, both <i>in vivo</i> and <i>in vitro</i> maturation of the peptides have been investigated. Studies involving the wild type strain showed culture medium-dependent production of three stackepeptins consisting of one common N-terminal labionin ring and varying dehydration and cyclization patterns in the C-terminal rings. On the other hand, <i>in vitro</i> assessment of the heterologously expressed modifying enzyme StaKC, yielded one major product with an N-terminal lanthionine and C-terminal labionins. The discrepancy between <i>in vivo</i> and <i>in vitro</i> processing was discovered to be sequence-dependent and also implies that <i>in vivo</i> processing is facilitated by additional factors in the cell. Furthermore, a Ser → Ala scan revealed the importance of C-terminal ring formation for full <i>in vitro</i> maturation of the stackepeptins. StaKC showed promiscuity toward the phosphorylating cosubstrate with a significant preference for purine nucleotides. Finally, in contrast to other known class III lanthipeptides, <i>in vitro</i> experiments showed that the leader peptide might not be required for partial dehydration by the modifying enzyme
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