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England D. (ed.) Whole Body Interaction

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England D. (ed.) Whole Body Interaction
Springer, 2011. — 219 p.
Whole Body Interaction arose from a series of workshops, beginning with the AHRC Methods Network in 2007 entitled Whole Body Interaction: The future of the human body. That title mirrored an art exhibition theme on the Future of the human body at the FACT Centre, Liverpool in that year. My own interest in the area began in the 1990s with work on virtual reality but was rekindled in 2006 when working with new media artists, Josh Nimoy and Caen Botto and their work on physical interaction, as part of the HCI Fun project, http://www.hci-fun.org.uk. More academic workshops followed, firstly at the BCS HCI 2008 conference in Liverpool and then the ACM SIGCHI conferences in 2009 (Boston) and 2010 (Atlanta). The chapters in Whole Body Interaction arise from the 2008 and 2009 workshops.
Whole Body Interaction is aimed at students and researchers who are looking for new project ideas or to extend their existing work with new dimensions of interaction. To show that Whole Body Interaction is not just about Natural User Interfaces we begin with two chapters on interaction in abstract domains. Antle et al. look at balancing justice whilst Holland and colleagues look at teaching musical harmony via whole body interaction. Two contrasting chapters then look at different methods for motion capture. Smit et al. look at a personal network of wearable sensors whilst Krum et al. look at Holodeck style interaction by stretching the virtual space available to users. Isbister and her colleagues look at what can be learnt from experiments with the Wii remote and develop some general design patterns for whole body interaction. Johansson and Tholander compare traditional sports with digital interaction to see what lessons can be learnt for whole body interaction. Shoemaker and Booth describe experiments in Body Centred Interaction. Nijholt and colleagues, meanwhile, consider the notions of flow and synchrony as users arrange their own and other people’s movements in physical interaction. Moving on to more device-led research Wimmer looks at capacitive sensors for whole body interaction; whereas Fergus et al. examine wearable sensors for use in medical applications. Crane and her colleagues look at the important question of determining the user’s emotional state from their motion. The next chapters look at whole body interaction in particular contexts. Vatavu considers the augmentation of desktop applications with body sensing whilst Rico looks at augmenting mobile interaction with physical gestures. Fujisawa looks at head movement as a means for gauging user interest. Finally Diaber and colleagues look at the body as a controller in geographical information systems.
Whole Body Interaction: An Introduction
Springboard: Designing Image Schema Based Embodied Interaction for an Abstract Domain
Whole Body Interaction in Abstract Domains
Mirrored Motion: Augmenting Reality and Implementing Whole Body Gestural Control Using Pervasive Body Motion Capture Based on Wireless Sensors
Sharing and Stretching Space with Full Body Tracking
Waggling the Form Baton: Analyzing Body-Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience
Exploring Bodily Engaging Artifacts Among Golfers, Skaters and Dancers
Whole Body Large Display Interfaces for Users and Designers.
Observations on Experience and Flow in Movement-Based Interaction
Capacitive Sensors for Whole Body Interaction
Towards a Whole Body Sensing Platform for Healthcare Applications
Feasibility of Using a Head-Mounted Camera to Capture Dynamic Facial Expressions During Body Movement
Body Gestures for Office Desk Scenarios
Gesture-Based Interfaces: Practical Applications of Gestures in Real World Mobile Settings
Estimation of Interest from Physical Actions Captured by Familiar User Device
Towards a Framework for Whole Body Interaction with Geospatial Data
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