Whole Body Interaction [electronic resource] /
England, David.editor.
Whole Body Interaction is “The integrated capture and processing of human signals from physical, physiological, cognitive and emotional sources to generate feedback to those sources for interaction in a digital environment” (England 2009). Whole Body Interaction looks at the challenges of Whole Body Interaction from the perspectives of design, engineering and research methods. How do we take physical motion, cognition, physiology, emotion and social context to push boundaries of Human Computer Interaction to involve the complete set of human capabilities? Through the use of various applications the authors attempt to answer this question and set a research agenda for future work. Aimed at students and researchers who are looking for new project ideas or to extend their existing work with new dimensions of interaction.
Description based upon print version of record.
""Whole Body Interaction""; ""Preface""; ""Acknowledgements""; ""Contents""; ""Contributors""; ""Chapter 1: Whole Body Interaction: An Introduction""; ""Development of Technology""; ""Challenges for Whole Body Interaction""; ""Design for Whole Body Interaction""; ""Engineering of Interaction""; ""Research Philosophy""; ""References""; ""Chapter 2: Springboard: Designing Image Schema Based Embodied Interaction for an Abstract Domain""; ""Introduction""; ""Theoretical Underpinning""; ""Embodied Metaphor Theory""; ""The Meanings of Balance""; ""Design Rationale and System Implementation""
""An Abstract Domain: Social Justice""""Design Goals""; ""The Springboard Whole Body Interactive Environment""; ""User Study Methodology""; ""Study Details""; ""Qualitative Data Collection and Analysis""; ""Results and Discussion""; ""General Attitude to Springboard""; ""Enactment Versus Verbalization of Image Schemas""; ""Image Schemas in Mental Models of Interaction""; ""Image Schemas in Interpretation""; ""Spatial Versus Body-Centric Balance Image Schemas""; ""Conclusions""; ""References""; ""Chapter 3: Whole Body Interaction in Abstract Domains""; ""Introduction""
""Conceptual Metaphor and Embodied Experience""""A Complex Abstract Domain: Tonal Harmony""; ""Sensory Motor Contingency Theory""; ""Lessons from Dalcroze Eurhythmics""; ""Harmony Space â€? A System for Exploring Tonal Harmony""; ""System Details""; ""Conceptual Metaphors and Blends in Harmony Space""; ""Whole Body Interaction vs. Desktop""; ""Asymmetrical Collaboration""; ""Empirical Observations""; ""Conclusions""; ""References""; ""Chapter 4: Mirrored Motion: Augmenting Reality and Implementing Whole Body Gestural Control Using Pervasive Body Motion Capture Based on Wireless Sensors""
""Introduction to Motion Capture""""Background to Motion Capture""; ""System Design""; ""Connectivity and Power""; ""Wearability and Performance""; ""The Sensor Network""; ""Whole Body HCI""; ""Introduction to an Augmented Reality Application""; ""Background to Augmented Reality""; ""System Design""; ""Gesture Recognition""; ""Extending Reality Using Whole Body Interaction""; ""Conclusions and Further Work""; ""References""; ""Chapter 5: Sharing and Stretching Space with Full Body Tracking""; ""Introduction""; ""Previous Work""; ""Sharing Space with Virtual Humans""
""Avatars and Self-Representation""""Puppeteering""; ""Virtual Human Presentation""; ""Stretching Space in Virtual Environments""; ""Conclusion""; ""References""; ""Chapter 6: Waggling1 the Form Baton2: Analyzing Body-Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience""; ""Introduction""; ""Research Strategy""; ""Analysis""; ""Kinesthetic Mimicry""; ""Tensions Between Precision and Loose Movement Style in Design""; ""Piecemeal Versus Full Body Motion""; ""Laban Effort Dimensions and Engagement""
""Social Interaction""
Includes bibliographical references and index.
Whole Body Interaction is “The integrated capture and processing of human signals from physical, physiological, cognitive and emotional sources to generate feedback to those sources for interaction in a digital environment” (England 2009). Whole Body Interaction looks at the challenges of Whole Body Interaction from the perspectives of design, engineering and research methods. How do we take physical motion, cognition, physiology, emotion and social context to push boundaries of Human Computer Interaction to involve the complete set of human capabilities? Through the use of various applications the authors attempt to answer this question and set a research agenda for future work. Aimed at students and researchers who are looking for new project ideas or to extend their existing work with new dimensions of interaction.
User interfaces (Computer systems).
Pattern recognition.
Optical data processing.
User Interfaces and Human Computer Interaction.
Pattern Recognition.
Image Processing and Computer Vision.
Human-Computer Interaction Series