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README.org
Embodied Interaction
- New to 2021
- 1- INTRO
[5/7]
- 2-The Embodied Alternative 9.2
- 3-Technologies
- 4-External representation
- 5-Socially Situated Practices
- 6-Action / Perception Coupling 9.3 (Sofia)
- 7-Participatory Sensemaking 16.3
- 8-Phenomenology and Somaesthetics
- 9-Checkpoint: Towards mini-projects 6.4
- Mini Seminar & Workshop 20.4
- COMMENT 2020 Organization
- Intro
- Theoretical and practical approaches: Soma Design Theory 1
- Perception, Perspectives, and Movement as design material
- How of EI: Movement Descriptors (computational)
- MoCap: Data Serialization
- Games, AI, and Embodiment
- Embodiment and VR
[1/1]
- EI and Philosophy: How tight the connection should be?
- Miniprojects
- Final Event with Skeleton Conductor + MuX
New to 2021
- Jelle van Dijk material, The forerunner cite:vanDijk:2014cm has also nice cartoons. Finally some influence of cite:Svanaes2020_CHI First in cite:dijk-2018-desig-embod, and further elaborated in cite:dijk-2018-desig-embod Embodied_Interaction_NL
- The practical work is based on the MATLAB MoCap Toolbox" rel="nofollow"> MATLAB MoCap Toolbox by Burger, B. & Toiviainen, P. If you don't have MATLAB installed, you can use MATLAB Online at https://matlab.mathworks.com.">https://matlab.mathworks.com. We'll cover the tools in the first, Introduction Session, and elaborate their usage in the Second Session.
- SMC-specific: Embodied music cognition and other references, see all at Moodle [F21-37360]: Miniproject Instructions
Mocap Toolbox
CLOCK: [2021-02-09 Tue 01:12]–[2021-02-09 Tue 14:16] => 13:04
Mocap Resources PUBLISHED MOODLE
DONE
1- INTRO [5/7]
CLOSED: [2021-02-08 Mon 23:24] SCHEDULED: <2020-02-04 Tue 09:00-16:00>
CLOCK: [2020-02-04 Tue 09:00]–[2020-02-04 Tue 15:20] => 6:20 CLOCK: [2019-02-05 Tue 05:22]–[2019-02-05 Tue 05:53] => 0:31 CLOCK: [2018-02-08 Thu 16:15]–[2018-02-08 Thu 16:40] => 0:25 CLOCK: [2018-02-08 Thu 14:34]–[2018-02-08 Thu 16:15] => 1:41 CLOCK: [2018-02-07 Wed 14:23]–[2018-02-07 Wed 14:23] => 0:00 CLOCK: [2018-02-06 Tue 15:42]–[2018-02-06 Tue 16:07] => 0:25
After completing EI with your mini-project, you'll be able to
-
distinguish the three key directions in theories of embodiment, after cite:Svanaes-2020-CHI, In 2020 this was \cite{Hornecker:2017we}.
In 2021 this is cite:Svanaes-2020-CHI
\begin{aligned}
&\begin{array}{|c|c|c|c|}
\hline \begin{array}{c}
\text { Point-of-view/ } \\
\text { Tense }
\end{array} & \text { Past } & \text { Present } & \text { Future } \\
\hline \text { lst - Me } & \begin{array}{c}
\text { Accessing } \\
\text { memories of } \\
\text { how it felt for } \\
\text { me in the past. }
\end{array} & \begin{array}{c}
\text { Awareness of } \\
\text { how it feels for } \\
\text { me here and } \\
\text { now. }
\end{array} & \begin{array}{c}
\text { Awareness of } \\
\text { how it feels for } \\
\text { me when I am } \\
\text { enacting a } \\
\text { possible future. }
\end{array} \\
\hline 2 \text { nd - You } & \begin{array}{c}
\text { Empathically } \\
\text { observing } \\
\text { recordings of } \\
\text { someone else in } \\
\text { the past. }
\end{array} & \begin{array}{c}
\text { Empathically } \\
\text { observing } \\
\text { someone else } \\
\text { here and now. }
\end{array} & \begin{array}{c}
\text { Empathically } \\
\text { observing } \\
\text { someone else } \\
\text { enacting a } \\
\text { possible future. }
\end{array} \\
\hline \begin{array}{c}
3 \text { rd - } \\
\text { He/She }
\end{array} & \begin{array}{c}
\text { Analytically } \\
\text { observing } \\
\text { recordings of } \\
\text { one self or } \\
\text { someone else in } \\
\text { the past. }
\end{array} & \begin{array}{c}
\text { Analytically } \\
\text { observing one } \\
\text { self or someone } \\
\text { else here and } \\
\text { now. }
\end{array} & \begin{array}{c}
\text { Analytically } \\
\text { observing one } \\
\text { self or someone } \\
\text { else enacting a } \\
\text { possible future. }
\end{array} \\
\hline
\end{array}\\
&\text { able } 1 \text { . A } 3 x 3 \text { matrix of Point-of-View and Tense }
\end{aligned}
- identify mover-observer-machine perspectives in EI cite:Loke:2013ic
-
understand the needs of
-
movement as a design material
-
developing bodily skills cite:Loke:2013ic, and
- stream data from SmartSuit Pro to Unity/Unreal
-
DONE
[B]
EI01-CODE [3/4]
CLOSED: [2018-02-08 Thu 18:02]
DONE Processing
CLOSED: [2018-02-08 Thu 16:34]
DONE RAM DANCE TOOLKIT
CLOSED: [2018-02-08 Thu 16:34]
-
download RAM Dance Toolkit v1.3.0 for oF v0.9.8 (released on 23 Oct 2017) https://github.com/YCAMInterlab/RAMDanceToolkit/releases
Below we look into OSX version. Windows users should and optionally Motion Data OSC Server
wget https://github.com/YCAMInterlab/RAMDanceToolkit/releases/download/v1.3.0/RAM-app_osx_v1_3_0.zip wget https://github.com/YCAMInterlab/RAMDanceToolkit/releases/download/v1.0.0/RAM-OSCServer_mac-v1_0_0.zip
unzip the files.
- unzip RAM-app_osx_v1_3_0, launch the RAM Dance Toolkit.app within the folder If the app opens and you see the debug menu above the checkerbox floor, all fine, proceed. If not, see the note at https://github.com/YCAMInterlab/RAMDanceToolkit/releases
- Load a recorded movement data from data/Resources/MotionData by drag & drop file to the app You can load up to five movement data files Press TAB to switch between different UIs
- Try some of the Effects on Actors (e.g., Keppler)
- Learn more at https://github.com/YCAMInterlab/RAMDanceToolkit/wiki/Overview
DONE Optional: Motion Data OSC Server
CLOSED: [2018-02-08 Thu 16:34]
The Motion Data OSC Server sends OSC messages to the RAMDanceToolkit, useful for testing.
This application will send OSC messages to the RAMDanceToolkit when you drag and drop XML files onto the server app screen, instead of the client window.
TODO OSC Namespace
https://github.com/YCAMInterlab/RAMDanceToolkit/wiki/Structure-of-RAMDanceToolkit
<String> ActorName | <Int> #Nodes | Array of Nodes | <f> Message Timestamp |
DONE [B] ROKOKO SmartSuit Pro + Unity MAC
CLOSED: [2018-02-08 Thu 17:
# wget https://api.rokoko.com/v1/download/software/smartsuit-studio/SmartsuitStudioInstaller_1_3_1b.exe
wget https://api.rokoko.com/v1/download/software/smartsuit-studio/SmartsuitStudio_OSX_1_3_1b_installer.dmg
https://cdn.rokoko.com/software/smartsuit-studio/RokokoStudio_osx_1_7_0b_installer.dmg http://help.rokoko.com
- Launch the app, open SmartsuitDemo Project by pressing the arrow
- Select one of the recordings in scene-1
- Go leftfmost icon / Advanced settings / Network settings
Enable
Forward data
SetForward port
to anything else than 14041 (this is used for communication with the actual suit) 14042 is good. - Create a new project, when launched go to Window / AssetStore, search for Rokoko and get the Smartsuit Plugin.
- Import the Smartsuit Plugin (ALL)
- Open the scene under Rokoko/Smartsuit/Examples/SmartsuitExampleActor
- Go in Hierarchy to SmartsuitReceiver and change the bold-face PortRangeStart and PortRangeEnd to the value you used in Smartsuit Studio (14043).
- Press Play, your humanoid avatar should sync to the one on Smartsuit Studio (14043)
- You can now add components to the SmartsuitActor, e.g. Particles, Lines, or other Visual Effects https://docs.unity3d.com/Manual/comp-Effects.html
- Unicast/Broadcast governed by an icon near to the suit on the right.
EI-SmartSuit101 @ Collab 2018.3.0f2
To demonstrate RT usage of SmartSuit
00 - Primitives 01 - Particles 02 - FBX
More to learn at https://www.rokoko.com/en/learn/
TODO SmartSuit Pro + Unreal
TODO Table to Moodle. Microproject implementation / report
CLOCK: [2018-02-07 Wed 15:36]–[2018-02-08 Thu 12:57] => 21:21
To represent the observer perspective, on Unity/Unreal/Processing etc., put at least
- a circle
- a square
- a triangle
- (a pentagram) around photo(s) of yourself (see https://en.wikipedia.org/wiki/Vitruvian_Man)
- Challenge
- make it dynamic (with Rokoko Studio). For the curious, here is a dynamic, first-person representation of the felt movement: https://goo.gl/images/9oE1ra Oskar Schlemmer, Egocentric Space Delineation
2-The Embodied Alternative 9.2
Asahi | I | Body Map | |
Jelle 1 | P1 | EI Tech Definition | 8 parts |
P2 | |||
P3 |
MATLAB
Learning outcomes: after this session, you will be able to
understand the bodily skills needed for technological development, decision making, steering, and path finding in Games via AI apply methods and techniques to real world scenarios (games) and project concepts analyze, compare, and assess the potential of different methods and techniques in order to make the proper design choices in games Please check out the links in the MATERIAL before the lecture, and start thinking how to integrate these elements in your mini-project design.
3-Technologies
4-External representation
CLOCK: [2021-02-27 Sat 06:42]–[2021-02-27 Sat 07:59] => 1:17
EI-4 External representations (23.2) on [[https://teams.microsoft.com/l/message/19:5c75652b76c34e63a5d3159a963fa95f@thread.tacv2/1614001568573?tenantId=f5dbba49-ce06-496f-ac3e-0cf14361d934&groupId=18e0bcb5-1194-4ba4-9035-19d80ae4e424&parentMessageId=1614001568573&teamName=2021-Embodied Interaction&channelName=General&createdTime=1614001568573][TEAMS]]
The breakdown of EI-4: we will meet on Teams, using this channel
- 08:45 - 09:00 The Movement Stream starts (not mandatory)
- 09:00 - 09:50 Activities based on Scott Klemmer's papers mentioned in the videos (two papers in the Files)
- 10:00 - 10:50 Recap External Representation / Computation videos (70 minutes)
- [ ] 11:00 - 11:50 Mocap Formats (Meredith & Moddock, in the files); Mocap Toolbox work
5-Socially Situated Practices
CLOCK: [2021-02-26 Fri 14:37]–[2021-02-26 Fri 14:51] => 7:14
- 08:45 - 09:00 The Movement Stream (not mandatory)
- [ ] 09:00 - 09:20 Brief feedback on descriptions of mini project ideas
- 09:20 - 09:50 Recap and discussion Socially Situated Practices with examples from other activities. Please prepare by watching videos Socially Situated Practices 80 minutes). https://www.moodle.aau.dk/mod/page/view.php?id=1175703
- 10:00 - 10:50 different perspectives in interaction design and embodied music cognition. Activities based on Hornecker, Marshall & Hurtienne 2017(in Files) also Svæness?
- 11:00 - 11:50 Extracting features from Mocap Data; Mocap Toolbox work. Download script (danceDataFeatures.m) and data in zipped file in files and on moodle There will be an assignment with simple data description and analyisis.
6-Action / Perception Coupling 9.3 (Sofia)
7-Participatory Sensemaking 16.3
8-Phenomenology and Somaesthetics
9-Checkpoint: Towards mini-projects 6.4
Mini Seminar & Workshop 20.4
COMMENT 2020 Organization
Intro
https://www.moodle.aau.dk/course/view.php?id=25152#section-1
Intro/Wrap-up slides: https://drive.google.com/open?id=1SgEQYxzRvBRdpUyKLktIf27NZLwL2-43
a miniature version of the course with both theoretical and practical elements.
Theoretical and practical approaches: Soma Design Theory 1
CLOCK: [2018-02-22 Thu 09:07]–[2018-02-22 Thu 09:44] => 0:37 CLOCK: [2017-03-02 Thu 09:09]–[2017-03-02 Thu 15:32] => 6:23 CLOCK: [2017-03-01 Wed 21:06]–[2017-03-01 Wed 21:12] => 0:06
- How can the type of action we do affect our perception?
- How can changing the perspective aid in the design process?
- What type of tools can we use to describe and characterize the movements and interactions we design for?
After this session, you'll be able to
- understand how our bodies affect perception and action
- identify different perspectives used in design and describe how these affect the design process and outcomes.
-
compare and apply different approaches to describe and characterize movements:
-
physical-based descriptors such as
- position
- velocity
- acceleration
- jerk
- hi
-
Preperation
DONE Read: Perception Viewed as a Phenotypic Expression
CLOSED: [2017-03-02 Thu 09:39]
CLOCK: [2017-03-01 Wed 21:12]–[2017-03-02 Thu 09:09] => 11:57
cite:Proffitt:2013tv
Skim: A brief overview of Laban Movement Analysis
- Laban Movement Analysis
- <<<LMA>>> is a theoretical and experiential system for the observation, description, prescription, performance, and interpretation of human movement.
TASKS/ EXERCISES
- Walk through door opening. Observe how you relate the opening to your own body width and the need to rotate it when the opening becomes too narrow.
- Select one or two movements in the playlist https://www.youtube.com/channel/UCellwPbJvcurLMqBCrvfDVQ
And describe it using Laban Movement Analysis (Effort). A table of EFFORT briefly describing the different characteristics can be found in this document
Assignment
CLOCK: [2020-02-18 Tue 01:01]–[2020-02-18 Tue 01:46] => 0:45
Submit a pdf with your (brief) answers to the following tasks:
- Select two movement videos in the folder with MOCAP FILES here below to study more in detail.
- Try to describe the selected movements in terms of Laban Effort (Space, Time, Weight, and Flow) Which computable movement descriptors (link to the paper by Larboulette & Gibet) would seem good to use to describe and separate the movement characteristics of the two videos?
- In the same folder you will find ascii files with simple movement descriptors ( position, derivatives, hand distance) from the folder below. Use a program of your choice to load and plot the files over time. Compare, and try to match with the movements shown in the available avi files. Which of these movement videos are you looking at? What other movement features might be usable to compute /use to compare?
Details on data files:
SmoothedPos.tsv - Smoothed Position data of three markers 1,2 3,(x,y,z) Velocity.tsv - Velocity data, three markers (x, y, z) Acceleration.tsv - Acceleration data, three markers (x, y, z) Handdist.dat - distance between hands (markers 2,3), vector
Examples of Lab
TODO Perception, Perspectives, and Movement as design material
CLOCK: [2018-03-22 Thu 09:00]–[2018-03-22 Thu 11:20] => 2:20
https://www.moodle.aau.dk/course/view.php?id=25152#section-6
- How can the different perspective aid and affect the design process and outcomes?
- How does our bodies affect perception and action?
- What are the similarities between movement and any other material in designing interactive systems?
- How can the developers/designers develop and use their bodily skills?
PREPERATION: READING
Lecture Material
Kung Fu Motion Visualization on Vimeo by Tobias Grimler
Fabric weaved by Time
Velocity transforms into Matter
Body transfroms matter
Form follows time ()
DISCUSSION on Miniprojects and Perspectives Page
DISCUSSION EXERCISE
Select one of the visualizations of motion capture data for Kung Fu, dance, and Music Conducting.
Suppose that the visualizations/sounds/feedback were interactive in real time.
- How will the programming of the visualization promote certain quality of movement for the mover? That is, what type of movements would you expect users to do with this type of feedback/interaction? Kung Fu Motion Visualization on Vimeo 🔊
-
- Variation 2:
- Variation 3.1: Expanding into emptines
Kung-fu: - body: circular movements within own kinesphere flexible - sword
- Suppose you want the quality of interaction to be drastically different? (For instance slow and smooth instead of fast and jerky). How could the parameters of the visualizations/sounds/feedback be changed to encourage this type of movements instead?
TODO Reflection on movement exercises
CLOCK: [2018-03-22 Thu 16:21]–[2018-03-22 Thu 16:46] => 0:25
Please fill in a brief reflection on how doing the movement exercises felt and what you learned through them.
The exercises were:
- Body scan (sitting, feet to head) @ class paying attention to the position, direction and contact of the body.
- Rolling heel-to-toe, falling into step (balance, contact to floor, and what foot we step with). left.
- Walking with different movement qualities (honey/oil; being a stick person; being a glass person; being a rubber person) (one dimension: viscosity, another quantitiy of movement, plus scake
- Leader-follower (one person with eyes closed following the lead of another).
- Changing perspectives (standing on desk, sitting under it)
TODO How of EI: Movement Descriptors (computational)
Sensors
Motion Capture (MoCap)
Data
trajectories of the markers (inc. virtual) are often mapped to a virtual skeleton:
- defined by a hierarchy of joints and angle rotations
- ensures that the body limbs have fixed lengths.
Mocap data are provided in different formats. e.g.,
- C3D (3D marker positions)
- Acclaim,
- Bio-vision (BVH), and
- Vicon (both the skeleton and the motion data);
- text (comma or space delimited);and
- more general 3D asset formats such as COLLADA and FBX.
http://effect.motionbank.org/ https://github.com/motionbank/effect-data-player https://github.com/motionbank/effect-player-examples https://medium.com/motion-bank/choreographic-coding-effect-b0ab5501c069
Preprocessing
Feature Extraction
Processing
Training Somaesthetic Skills
Change and intersest
Distrupting the habitual – estrangement
Another method frequently mentioned by experts in soma-based design is to slow down or disrupt a habitual movement
- to be able to discern small changes,
- to note how the movements relate to your emotional experiences,
- to enjoy or feel pain, and
- to be engaged cite:Bell:2005ut, cite:Wilde:2017chi, Schiphorst 2007;
DONE MoCap: Data Serialization
CLOSED: [2020-03-24 Tue 17:44] DEADLINE: <2018-03-14 Wed>
CLOCK: [2018-03-03 Sat 10:05]–[2018-03-03 Sat 10:07] => 0:02
- http://www.cs.man.ac.uk/~toby/bvh/ Last update: <2016-10-19 Wed> Last visit : <2018-03-03 Sat>
- https://github.com/fukuchi/perfumedance_p5 (FORKED)
Last update: <2016-10-19 Wed> Last visit : <2018-03-03 Sat>
https://www.moodle.aau.dk/course/view.php?id=25152#section-4
We will look at examples of MoCap data and tools to analyze.
Then we divide into groups to test out
- the Motion Capture system in Multisensory Experience lab
- Rokoko Smart Suit (you can download smart suit studio)
We will do some data collection and practical exercise of getting in (and analysing) movement data.
TOOL | Formats | DOC |
---|---|---|
MOKKA | C3D, other BIOMEC | |
ofxMotionMachine |
Preparation / Lecture Material / Assignment Folder
EXERCISES with materials from earlier years Folder
TODO FirstPersonReflection of Mocap DATA
SCHEDULED: <2020-01-06 Mon>
CLOCK: [2018-08-28 Tue 15:18]–[2018-08-28 Tue 15:43] => 0:25
Explode | Bogdan | |
Sun salutation & bird position | Anna | |
Circle kick | Niclas | |
Zombie | Mathias RT | |
Pulling a rope | Patrick | |
Jumping | Camilla | |
Ballerina spin | Aishah | |
Karate Movement | Mathias MC | |
Hand stand arm spin | Laurynas | |
Circles | Franc | See below |
Worm Movement | Andreas | |
??? | Mads |
Circles | Franceso
Tracing circles in the air with my arms, slowly, inwards and outwards. Laban effort factors: indirect, light, sustained, bound. Trying to convey a feeling of calmness and balance.
The Rokoko Suit allowed me to explore the space and rethink its boundaries myself: first I had thought of a still position, but then I decided to start walking into the room.
On the other hand, I felt constrained and a bit clumsy from wearing the suit. This led me to perform a heavier movement than I thought.
WAITING TASKS FOR MOCAP
CLOCK: [2018-03-03 Sat 10:07]–[2018-03-03 Sat 10:11] => 0:04
Think of a movement to do {{{perform?}}}
Think of the QUALITY (alternative feeling) you want the movement to have and express. (In the optical MoCap, you will have markers on head, hands, and perhaps legs.)
Write this down on the post-it.
Once you have done the movement, you will be asked to describe how it FELT doing the movement.
We will note your intentions and descriptions of movements done, and analyse.
For instance using: http://biomechanical-toolkit.github.io/docs/Mokka/index.html https://github.com/Biomechanical-ToolKit/Mokka
We are also looking at this repo, as described in [1], but it does't look production-ready: https://github.com/numediart/ofxMotionMachine
OBSOLETE Install MoCap toolbox, read manual, install
CLOSED: [2017-03-09 Thu 09:32]
CLOCK: [2017-03-07 Tue 10:00]–[2017-03-07 Tue 11:30] => 0:03 CLOCK: [2017-03-07 Tue 13:45]–[2017-03-07 Tue 16:30] => 0:03
Data: https://www.c3d.org
installed Max7, sadam library, cnmat tools, also Lobjexts needed: for http://www.uio.no/english/research/groups/fourms/downloads/software/mcrtanimate/index.html Downloaded JAVA from https://support.apple.com/kb/DL1572?locale=en_US to Make MAX5 standalone work
Installed mocca
OBSOLETE MATLAB
CLOSED: [2018-03-03 Sat 09:56]
CLOCK: [2017-03-09 Thu 09:39]–[2017-03-09 Thu 21:05] => 11:26
mcread
TODO Games, AI, and Embodiment ATTACH
CLOCK: [2018-04-04 Wed 12:27]–[2018-04-04 Wed 12:34] => 0:07
Wwizard THINQ link to CD attachment: https://goo.gl/RtDqpf}
- MDA: https://www.youtube.com/watch?v=NxiGduvDJ8s https://youtu.be/uepAJ-rqJKA Hunicke at Voices of VR: https://youtu.be/muITY_vs-FQ
- Design space
- Dagstuhl body-centered
- human-centered machine learning?
DONE Revised VR material
CLOSED: [2018-04-03 Tue 10:31]
- The Bohemian Rhapsody Experience
- http://venvi.org/venvihome.html (code soon)
- Roberto Pugliese PhD, see also intro video at https://vimeo.com/147323218
- #502: An Elemental Theory of Presence + Future of AI & Interactive Storytelling | Voices of VR Podcast 🔊
TODO Isbister video and movementbasedgameguidelines.org
CLOCK: [2018-04-03 Tue 10:46]–[2018-04-03 Tue 11:11] => 0:25
That video is too emotion. This CHI16 one is better for guidelines: https://youtu.be/opUK79BJvJI Exploit RISK.
Games: MDA, Brave MUI world, Isbister, Body-centric computing
SimpleAI
CLOCK: [2018-04-03 Tue 14:03]–[2018-04-03 Tue 14:28] => 0:25
The game was developed in the game engine Unity 5 with three scripts:
- Player; creating randomly generated obstacles and agents.
- EnemyAI; consisting of the behaviour of the agents.
- Output; for storing the in-game data.
TODO REFLECTIONS
CLOCK: [2018-04-06 Fri 08:28]–[2018-04-06 Fri 08:53] => 0:25
Kinaesthetic empathy: a human skill?
DONE
Embodiment and VR [1/1]
ATTACH VR
CLOSED: [2019-04-09 Tue 08:20] SCHEDULED: <2019-03-14 Thu 09:00-12:00> DEADLINE: <2019-03-10 Sun>
CLOCK: [2019-03-14 Thu 11:31]–[2019-03-14 Thu 11:44] => 0:13 CLOCK: [2018-03-22 Thu 05:55]–[2018-03-22 Thu 07:23] => 1:28 CLOCK: [2018-03-22 Thu 05:42]–[2018-03-22 Thu 05:46] => 0:04 CLOCK: [2018-03-21 Wed 08:19]–[2018-03-21 Wed 08:56] => 0:37 CLOCK: [2018-03-11 Sun 09:01]–[2018-03-11 Sun 09:45] => 0:44
15.3 AM Cumhur
Learning outcomes: after this session, you will be able to
-
understand the three illusions in VR
- place, plausibility, embodiment
- understand the bodily skills needed for technological development, decision making, steering, and path finding in VR
- apply methods and techniques to real world scenarios (VR) and project concepts
- analyze, compare, and assess the potential of different methods and techniques in order to make the proper design choices in VR
Please check out the links in the MATERIAL before the lecture, and start thinking how to integrate these elements in your mini-project design.
DONE READ New REFS on VR & Performance
CLOSED: [2019-09-11 Wed 08:45]
CLOCK: [2019-03-05 Tue 20:25]–[2019-03-05 Tue 20:50] => 0:25
- cite:Smith2018_IJPADM:
- cite:Dixon2006_IJPADM
- Lahunta, Scott, 2002. Virtual Reality and Performance
-
Gillies:2019:TOCHI: Distinguishes three interaction strategies:
- object-focused
- direct-mapping (VR)
- movement-focused
-
\cite{Spanlang:2014fe}: How to build an embodied lab
- Embodiment, under certain conditions can make body ownership and agency
Model-based interaction refs:
\cite{oulasvirta2019}: Oulasvirta, Antti. “It's Time to Rediscover HCI Models.” Interactions 26 (2019): 52–56. doi:10.1145/3330340.
Preperation / Lecture Material / Reflections
DONE Preparation
CLOSED: [2018-05-09 Wed 15:32] SCHEDULED: <2018-03-28 Wed>
- Read the VR-book Chapter 4: Immersion, Presence, and Reality-Trade offs
- Consider the applications of the design guidelines to your mini-project (Section 5.4), and bring your ideas to the class.
- Watch the interaction technologies & design examples part of the SIGGRAPH 2017 VR interaction course https://youtu.be/RNypfiiyI8A?t=2h4m10s (only the 3rd speaker )
Lecture Material
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VR-book Chapters 4,5, 28, 29.
https://www.gdcvault.com/play/1023649/Human-Centered-Design-of-Immersive
Reflections
What is
- interaction fidelity?
- GoGo Technique?
Stefania Serafin, Niels Christian Nilsson, Cumhur Erkut, and R Nordahl. 2016. Virtual reality and the senses. Danish Sound Innovation Network. Retrieved from https://issuu.com/danishsound/docs/dtu_whitepaper_2017_singlepages
-
Uncanny valley:
- Andrea Stevenson Won, Jeremy N Bailenson, Jimmy Lee, and Jaron Lanier. 2015. Homuncular Flexibility in Virtual Reality. Journal of Computer-Mediated Communication 20, 3: 241-259. http://doi.org/10.1111/jcc4.12107
- K Kilteni, Ilias Bergstrom, and Mel Slater. 2013. Drumming in immersive virtual reality: The body shapes the way we play. IEEE VR http://doi.org/10.1109/VR.2013.6549442
Read VR book Section 4
Answer VR book guidelines on Section 5 in relation to miniproject
Assignment @ ATTACH
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https://www.moodle.aau.dk/mod/assign/view.php?id=749778
Select an interaction pattern from Ch28 (in lecture material) relevant to your mini-project. Find more examples (videos, projects, code, etc), and the associated guidelines in Ch29, if any.
Describe the interaction pattern as a first-person experience, emphasizing the differences of felt experiences in real and virtual worlds, and if possible in Laban dimensions.
Move to a related pattern until you describe at least three patterns.
Submit your descriptions as pdf.
DONE Bjørn A. Hansen, Mathias R. Thomsen, Niels Valentin
CLOSED: [2018-03-22 Thu 07:34]
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A good investigation of interaction patterns, with application in mind
-
(direct hand) manipulation patterns
- subtle / simple
- GM won't look behind: not too much precision or fine control
- non-spatial control pattern gestures, voice communication for storytell
- indirect control patterns Users (GM) won't watching the effects while they are “performing”
First persin perspective is good. Laban dimensions missing (but maybe could be added when you's specifiy gestures)?.
Interesting mini-project and references. You're interested in EI + Storytelling, so check this out: http://voicesofvr.com/629-embodied-storytelling-innovations-from-sundance-2018-with-shari-frilot/
TODO EI and Philosophy: How tight the connection should be? slide
SCHEDULED: <2018-02-19 Mon 09:00 - 12:00>
CLOCK: [2020-03-24 Tue 14:34]–[2020-03-24 Tue 17:38] => 3:04 CLOCK: [2018-02-19 Mon 08:27]–[2018-02-19 Mon 12:27] => 4:00 CLOCK: [2018-02-07 Wed 14:23]–[2018-02-07 Wed 14:48] => 0:25 CLOCK: [2017-02-23 Thu 08:32]–[2017-02-23 Thu 08:57] => 0:25
Debate Instructions: https://www.youtube.com/watch?v=EWfMV_jbiOU example: Berkeley vs Harvard: https://www.youtube.com/watch?v=JhzwSlK4uEc Dartmouth practice: https://www.youtube.com/watch?v=LMO27PAHjrY
Phenomenology:
Pragmatism
Somaesthetics
COMMENT DONE Debate with argumentation
CLOSED: [2018-03-28 Wed 20:01]
In this debate, two opposing groups are formed, based on their stance in respect to
- Kristina Höök, et. al. Embracing First-Person Perspectives in Soma-Based Design
Informatics 2018, 5(1), 8; doi:10.3390/informatics5010008 (Main literature)
- Antti Oulasvirta and Kasper Hornbæk. 2016. HCI Research as Problem-Solving. ACM Press, 4956–4967. http://doi.org/10.1145/2858036.2858283
The groups will present their own views on the chosen theme (philosophical background) and give counter-arguments to the opposing views (e.g, pyilosophy of science ve somaesthetics). The students Practice presenting justifications and arguments for their own opinions and evaluating other people's opinions. They start with the arguments given in the two papers, with application on their own (previous) designs they want to improve / extend through Embodied Interaction. The goal is not to beat the opponent, but further own understanding.
A chairperson is chosen for the debate, who ensures everyone has a chance to talk. Cumhur and Sofia will help the chairperson, who will also control that the arguments do not last too long. The chairperson lets the opposing arguments in turns. If the debate does not progress, the chairperson may also give the teachers a chance to present a stimulating argument to further the debate. If it succeeds, the dabate will force the participants to analyse their opinions.
Other philosophical topics
- Phenomenology from Svanes
- Embodied cognition from Kirsh
Other problem solving topics
TODO Miniprojects
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DONE Final Event with Skeleton Conductor + MuX
CLOSED: [2018-02-02 Fri 16:54]
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HTC VIVE opens a stage with drums, keyboard, rythm sequencer. Intrument have I/O controls, and spatial sound – main menu has different options for rendering, including mono. The app runs on win and mirrors to desktop. Opening the Unity binary with left-shift pressed brings out input choices. But I could not map the HTC VIVE controls to keyboard / unit controls. Hence, the app will start up without an HTC, but could be interacted with.
We could try out VRTK with the source code, or look into forks if anybody did that before. We could also check how to add new instruments. And learn how to jam with it. The headphone cable to VIVE is too short. MedifaceUSB drivers of the WFS64 are not running on the VIVE computers.
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