Special issue of Personal and Ubiquitous Computing on
Movement-Based Interaction

     theme | submission

SPECIAL ISSUE ON MOVEMENT-BASED INTERACTION

The kinds of movements that enable interaction with technology are changing. New interaction options untether people from the desktop; allowing interaction with technology with the blink of an eye, sweep of an arm, or by simply being present in a location. This increased range and effect of human movement can be seen in technology research in areas such as e.g. desktop computing (touch screens, tablet PCs), tangible computing, mobile computing, ubiquitous computing, physical computing, interactive art and immersive environments.

Chua et al. (2003) built a virtual reality (VR) environment for Tai Chi training, enabling the user to practice actual Tai Chi movements while following a virtual Tai Chi master. Holden and Dyar used VR for neurorehabiliation of stroke patients (2002). The interactive artwork iamascope (Fels 2000) is an immersive environment that invites the user to explore the artwork through the use of movement. Games such as Dance Dance Revolution (Konami) and Eyetoy™:Play (Sony 2003) have moved away from interaction using a joystick t o enabling interaction through the use of movements of the legs and arms directly.

These developing forms of interaction are seen to take greater advantage of the way we are accustomed to moving our bodies in the physical world, often drawing on peoples’ abilities to act in physical spaces and our familiarity with manipulating physical objects. Such interaction can be driven by the physical structure of the human body and also by the ways in which the body is involved in meaningful actions in a physical and social world. These new forms of interaction are becoming possible as a result of technological developments and research efforts that aim to develop interaction options for able-bodied as well as disabled users.

To date, many developments of movement-based interaction styles are not noted for their attention to lived human embodiment, treating the body as a machine executing commands of a disembodied logical mind (e.g. Svanæs 2000, p.220. Fällman 2003). Embodied approaches to technology design have consistently been recognised by among others Winograd and Flores (1986), Suchman (1987), Robertson (1996) and Dourish (2001). But recent developments, that allow interaction with greater freedom of movement and expression, have again brought to our attention recognition of the fact that human embodiment might be a more appropriate foundation for both designing and studying the use of movement-based interaction. This recognition then becomes the condition upon which to consider the possibilities as well as challenges raised by expanding interaction styles and their potential.


THEMES

We invite submissions that focus on theoretical, methodological and empirical (design oriented) aspects of movement-based interaction addressing questions including, but not limited to:

  • Philosophical approaches. Which concepts of, or from, philosophy could/should movement-based interaction be based on?
  • Embodiment. What would an emphasis on human activities as embodied activities, contribute to HCI in general and more specifically to movement-based interaction?
  • User purpose/need. What kinds of interactions could be more appropriate for movement-based interaction?
  • Agency. What are the implications for human agency in movement-based interaction?
  • Human movement. What kinds of understandings of human movement can provide useful perspectives for interaction design?
  • Representations and Design. How can well-informed approaches to representations of human movements be incorporated into the interaction design?
  • Ethics. What are the potential ethical implications of movement-based interaction?
  • Space and place. In what ways are different understandings of space and place relevant for the interaction design for movement-based interaction?


We invite participation from a range of domains (from art to rehabilitation) that are either informed by or that could inform discussion on the topic.

 

     theme | submission




21 July 2004, authorised by: Toni Robertson
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R E F E R E N C E S

Chua, P.T., Crivella, R., Daly, B., Hu, N., Schaaf, R., Ventura, D., Camill, T., Hodgins, J. and Pausch, R., Training for Physical Tasks in Virtual Reality Environments: Tai Chi. in Proc IEEE Virtual Reality, VR 2003, (2003), 87- 94.

Dourish, P. Where the Action is: the Foundations of Embodied Interaction. MIT Press, Cambridge, Mass., 2001.

Fällman, D. In Romance with the Materials of Mobile Interaction: A Phenomenological Approach to the Design of Mobile Information Technology, Dept of Informatics, Umeå University, Umeå, Sweden, 2003.

Fels, S., Intimacy and Embodiment: Implications for Art and Technology, in International Multimedia Conference: ACM workshops on Multimedia, (2000), ACM, 13 - 16.

Holden, M. and Dyar, T. Virtual Environment Training: A Tool for Neurorehabilitation. Neurology Report, 26, 2 (2002), 62-71.

Konami. Dance Dance Revolution (DDR), Konami Corp, Tokyo, 2003, Hardware and computer game.

Robertson, T. Embodied Actions in Time and Place: The Cooperative Design of a Multimedia, Educational Computer Game. Computer Supported Cooperative Work, 5 (1996), 341-367.

Sony. Playstation® and Eyetoy™, SONY CSC, London, 2003, Hardware and computer game.

Suchman, L. Plans and Situated Action: The Problem of Human-Machine Communication. Cambridge University Press, Cambridge, 1987.

Svanæs, D. Understanding Interactivity: Steps to a Phenomenology of Human-Computer Interaction, Computer Science, NTNU, Trondheim, 2000.

Winograd, T. and Flores, F. Understanding Computers and Cognition: A New Foundation for Design. Addision-Wesley Publishing Company, Norwood, NJ, 1986.

 

 

 

 

 

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