Whole Body Interaction (eBook)
XVI, 212 Seiten
Springer London (Verlag)
978-0-85729-433-3 (ISBN)
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.
Whole Body Interaction is "e;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"e; (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.
Whole Body Interaction 4
Preface 6
Acknowledgements 8
Contents 10
Contributors 12
Chapter 1: Whole Body Interaction: An Introduction 18
Development of Technology 19
Challenges for Whole Body Interaction 20
Design for Whole Body Interaction 20
Engineering of Interaction 21
Research Philosophy 21
References 22
Chapter 2: Springboard: Designing Image Schema Based Embodied Interaction for an Abstract Domain 23
Introduction 23
Theoretical Underpinning 24
Embodied Metaphor Theory 24
The Meanings of Balance 25
Design Rationale and System Implementation 26
An Abstract Domain: Social Justice 26
Design Goals 27
The Springboard Whole Body Interactive Environment 28
User Study Methodology 30
Study Details 30
Qualitative Data Collection and Analysis 31
Results and Discussion 31
General Attitude to Springboard 31
Enactment Versus Verbalization of Image Schemas 32
Image Schemas in Mental Models of Interaction 32
Image Schemas in Interpretation 33
Spatial Versus Body-Centric Balance Image Schemas 33
Conclusions 34
References 34
Chapter 3: Whole Body Interaction in Abstract Domains 35
Introduction 35
Conceptual Metaphor and Embodied Experience 36
A Complex Abstract Domain: Tonal Harmony 38
Sensory Motor Contingency Theory 39
Lessons from Dalcroze Eurhythmics 40
Harmony Space – A System for Exploring Tonal Harmony 41
System Details 41
Conceptual Metaphors and Blends in Harmony Space 41
Whole Body Interaction vs. Desktop 45
Asymmetrical Collaboration 45
Empirical Observations 46
Conclusions 48
References 49
Chapter 4: Mirrored Motion: Augmenting Reality and Implementing Whole Body Gestural Control Using Pervasive Body Motion Capture Based on Wireless Sensors 51
Introduction to Motion Capture 51
Background to Motion Capture 52
System Design 53
Connectivity and Power 54
Wearability and Performance 54
The Sensor Network 55
Whole Body HCI 57
Introduction to an Augmented Reality Application 58
Background to Augmented Reality 59
System Design 59
Gesture Recognition 60
Extending Reality Using Whole Body Interaction 63
Conclusions and Further Work 64
References 65
Chapter 5: Sharing and Stretching Space with Full Body Tracking 67
Introduction 67
Previous Work 69
Sharing Space with Virtual Humans 70
Avatars and Self-Representation 71
Puppeteering 71
Virtual Human Presentation 72
Stretching Space in Virtual Environments 74
Conclusion 77
References 77
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 79
Introduction 79
Research Strategy 80
Analysis 82
Kinesthetic Mimicry 82
Tensions Between Precision and Loose Movement Style in Design 84
Piecemeal Versus Full Body Motion 85
Laban Effort Dimensions and Engagement 86
Social Interaction 87
Movement and Its Relation to Story and Game World 87
Conclusions 88
References 88
Chapter 7: Exploring Bodily Engaging Artifacts Among Golfers, Skaters and Dancers 90
Introduction 90
Studies of Golfers, Skateboarders and Body Buggers 91
Golfers and Skateboarders on Body, Artifact and Movement 92
The Role of the Artifact in Golf 92
Golfer Talk on Experience and Body 93
Skateboarders on Body and Movement 94
Describing the Movements of Friends 95
Experiencing Movement with the BodyBug 95
The Role of the Artifact 97
Discussion 98
Reflections 99
Current and Future Work 100
References 100
Chapter 8: Whole Body Large Display Interfaces for Users and Designers 101
Why Whole Body Interaction 101
Related Work 103
Large Surfaces and Large Displays 103
Body-Centered Interaction 104
How Can Body-Centered Interaction Help Users? 104
Interaction Spaces 105
Social Conventions 106
Example Interaction Techniques 106
How Can Body-Centered Interaction Help Designers? 107
From Device-Centered to Body-Centered 107
Body-Centered APIs 108
A Body-Centric Application Case Study 109
Application Universality 110
Event Management 111
User Observations 112
Conclusions 112
References 113
Chapter 9: Observations on Experience and Flow in Movement-Based Interaction 115
Introduction 115
Whole Body Movement Interfaces 116
About This Chapter 117
Exertion and Entertainment Interfaces 118
Intelligent Exertion Interfaces 120
More Advanced Sensing of User and Activities 121
Flow and Immersion in Games 122
Flow and Immersion in Exertion Interfaces 125
Joint and Coordinated Activities in Exertion Interaction 128
Conclusions 130
References 130
Chapter 10: Capacitive Sensors for Whole Body Interaction 134
Introduction 134
Capacitive Sensing 135
Related Work 136
A Simple Capacitive Sensor 137
Signal Processing 138
Game Controllers Built from Capacitive Sensors 140
Conclusion 144
References 145
Chapter 11: Towards a Whole Body Sensing Platform for Healthcare Applications 147
Introduction 148
Networking People and Everyday Objects 148
Body Sensors 149
Smart Environments 149
Measuring Behaviour 150
Classification of Behaviour 150
Whole Body Sensing Platform 151
Physiological, Inertial and Environmental Sensing Service 152
Case Studies 153
Physiotherapy 154
Arthritis and Progressive Deterioration 156
Fine Measurement Sensing for Progressive Deterioration 157
Conclusions and Future Work 159
References 160
Chapter 12: Feasibility of Using a Head-Mounted Camera to Capture Dynamic Facial Expressions During Body Movement 162
Introduction 162
Part 1: Emotion Elicitation 164
Participants 164
Head-Mounted Camera 164
Procedure 164
Measures 165
Data Analysis 165
Results 166
Proportions of Felt Trials 166
Intensities of Felt Emotions 166
Part 2: Emotion Recognition 166
Participants 167
Video Clips 167
Procedure 167
Measures 167
Data Analysis 167
Results 168
Recognition 168
Additional Measures 168
Part 3: Effort-Shape Analysis 168
Participants 168
Measures 168
Data Analysis 169
Results 169
Effect of HM 169
Additional Measures 169
Part 4: Kinematic Analysis 170
Kinematic Data 170
Measures 170
Data Analysis 170
Results 171
Gait Cycle Descriptors 171
Joint Angular Kinematics 171
Discussion 171
Conclusions 172
References 172
Chapter 13: Body Gestures for Office Desk Scenarios 174
Introduction 174
Understanding Current Interaction Practices at the Office Desk: Ergonomics and Input Devices vs. Natural Interaction 175
Desk Ergonomics 175
Gestures vs. Mouse and Keyboard 176
Gestures as Commands 177
Computer Vision at the Desk 177
Capturing Hands and Head Movements 178
Applying Natural Interaction to Practical Scenarios: Interacting with Gestures from the Desk 179
Conclusions 180
References 181
Chapter 14: Gesture-Based Interfaces: Practical Applications of Gestures in Real World Mobile Settings 184
Introduction 184
Understanding Gestures 185
Gestures and Social Acceptability 186
Social Acceptability and Gesture-Based Interfaces 187
Performance 188
User Experience and Spectators 188
Technology and Social Acceptability 189
Social Acceptability 189
Body-Based Gesturing 189
Testing Body-Based Discrete Action Event Control 191
Testing Body-Based Continuous Control 192
Wrist Rotation 192
Head Tilt 193
Conclusions 195
References 196
Chapter 15: Estimation of Interest from Physical Actions Captured by Familiar User Device 198
Introduction 198
Previous Work 199
How to Capture User Actions 199
Proposed System 200
Detection of the Face Approaches 201
Pilot Study and Preliminary Results 201
Participants 202
Procedure 202
Preliminary Results 203
Conclusion 203
References 205
Chapter 16: Towards a Framework for Whole Body Interaction with Geospatial Data 207
Introduction and Motivation 207
Related Work 208
Multi-Touch Interaction 209
Physical Multi-Touch Interactions 210
Interaction Primitives and Interaction Space 211
Framework for Multi-Touch Interaction with Geospatial Data 211
Framework Extension for Multi-Modal Interaction with GeospatialData 213
Multi-Touch and Foot Interaction 213
Gaze Interaction 213
Extended Framework for Foot and Eye Gaze Interaction 214
Implementation 214
Conclusion and Future Work 215
References 216
Index 218
Erscheint lt. Verlag | 28.4.2011 |
---|---|
Reihe/Serie | Human–Computer Interaction Series | Human–Computer Interaction Series |
Zusatzinfo | XVI, 212 p. |
Verlagsort | London |
Sprache | englisch |
Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
Informatik ► Grafik / Design ► Digitale Bildverarbeitung | |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Schlagworte | augmented reality • Human Computer Interaction • Movement Science • Virtual Reality • Whole Body Interaction |
ISBN-10 | 0-85729-433-4 / 0857294334 |
ISBN-13 | 978-0-85729-433-3 / 9780857294333 |
Haben Sie eine Frage zum Produkt? |
Größe: 8,6 MB
DRM: Digitales Wasserzeichen
Dieses eBook enthält ein digitales Wasserzeichen und ist damit für Sie personalisiert. Bei einer missbräuchlichen Weitergabe des eBooks an Dritte ist eine Rückverfolgung an die Quelle möglich.
Dateiformat: PDF (Portable Document Format)
Mit einem festen Seitenlayout eignet sich die PDF besonders für Fachbücher mit Spalten, Tabellen und Abbildungen. Eine PDF kann auf fast allen Geräten angezeigt werden, ist aber für kleine Displays (Smartphone, eReader) nur eingeschränkt geeignet.
Systemvoraussetzungen:
PC/Mac: Mit einem PC oder Mac können Sie dieses eBook lesen. Sie benötigen dafür einen PDF-Viewer - z.B. den Adobe Reader oder Adobe Digital Editions.
eReader: Dieses eBook kann mit (fast) allen eBook-Readern gelesen werden. Mit dem amazon-Kindle ist es aber nicht kompatibel.
Smartphone/Tablet: Egal ob Apple oder Android, dieses eBook können Sie lesen. Sie benötigen dafür einen PDF-Viewer - z.B. die kostenlose Adobe Digital Editions-App.
Buying eBooks from abroad
For tax law reasons we can sell eBooks just within Germany and Switzerland. Regrettably we cannot fulfill eBook-orders from other countries.
aus dem Bereich