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Workshop at Critical
Computing 2005 on Approaches
to
Movement-Based Interaction

theme
| participation
APPROACHES TO MOVEMENT-BASED INTERACTION
Critical
Computing 2005 - Between Sense and Sensibility
The Fourth Aarhus Conference, Aarhus, Denmark
Workshop: Sunday, August 21st, 2005
IMPORTANT DATES
Deadline for submission: July 1st, 2005
Notification to authors: July 10th, 2005
Camera-ready copy: July 17th, 2005
Workshop: August 21st, 2005
(Earlybird registration for the conference is July
1st, if participants require notification prior to this date, please email
the workshop organisers. )
INTRODUCTION
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 to 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.
WORKSHOP THEME
This one-day workshop aims to bring together a diverse
community of researchers and practitioners working on human-centred approaches
to understanding movement-based interaction and the design of technology
to support this form of interaction. We hope to establish a dialogue between
various researchers, to enrich our understandings by considering and mapping
the varieties of approaches, to articulate commonalities and differences,
and to outline implications for better interaction design for movement-based
interaction.
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 applications
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
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 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 proposed topic.

theme
| participation

21 July 2004, authorised by: Toni Robertson
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Interaction
Design and Work Practice Laboratory
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.
University of Technology Sydney, Faculty of Information
Technology
Broadway Campus,
10.4.510 (Building 10)
235-253 Jones Street Ultimo
Tel: +61 2 9514 4533
Email: IDWOP@it.uts.edu.au
Contact: A/Prof Toni Robertson
E-mail: toni@it.uts.edu.au
Tel: +61 2 9514 1966

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