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Medical sociology and the biological body: where are we now and where do we go from here?

Simon J. Williams
2006 Health  
Sie dürfen dieses Dokument nicht in irgendeiner Weise abändern, noch dürfen Sie dieses Dokument für öffentliche oder kommerzielle Zwecke vervielfältigen, öffentlich ausstellen, aufführen, vertreiben oder  ...  Where do we go from here: back to the future?  ...  Where are we now then as far as the (biological) body is concerned?  ... 
doi:10.1177/1363459306058984 pmid:16322041 fatcat:jjkv7qaur5grpkoeoejddkhqcy

Interaction for Immersive Analytics [chapter]

Wolfgang Büschel, Jian Chen, Raimund Dachselt, Steven Drucker, Tim Dwyer, Carsten Görg, Tobias Isenberg, Andreas Kerren, Chris North, Wolfgang Stuerzlinger
2018 Lecture Notes in Computer Science  
In this chapter, we briefly review the development of natural user interfaces and discuss their role in providing human-computer interaction that is immersive in various ways.  ...  Specifically, we review and suggest some interaction design guidelines for immersive analytics. We also review some hardware setups for data visualization that are already archetypal.  ...  In our case, however, we are interested mostly in how well they support immersion in the visualization task and how well they maintain (and do not interrupt) the flow.  ... 
doi:10.1007/978-3-030-01388-2_4 fatcat:cvizg5wigvgxnjwjdx2vrc7nu4

Dance and Interactivity

Johannes Birringer
2004 Dance Research Journal  
in chronophotography and early cinema (Muybridge, Marey, Méliès).  ...  A growing number of practitioners in the international community of choreographers and performers has begun to experiment with computer-assisted work linking dance and new technologies.  ...  This reference to learning begs the question: Where in the dance field do we discuss notions of dance training overlapping with the development of interactive systems?  ... 
doi:10.1017/s0149767700007580 fatcat:fway43tryzbvjapwpzafqvozau

Embodied Interaction and Spatial Skills: A Systematic Review of Empirical Studies

Serena Lee-Cultura, Michail Giannakos
2020 Interacting with computers  
We identify embodied interaction capacities found in the literature review that help us to enhance and develop spatial skills.  ...  Embodied interaction is a rapidly growing topic in human–computer interaction with the potential to amplify human interaction and communication capacities, while spatial skills are regarded as key enablers  ...  An immersive digital environment (IDE) describes immersive systems that do not require virtual reality (i.e.  ... 
doi:10.1093/iwcomp/iwaa023 fatcat:7cv5ccxkgram5nppbuzfjc6ov4

Towards a Design Space of Haptics in Everyday Virtual Reality across Different Spatial Scales

Jingyi Li, Alexandra Mayer, Andreas Butz
2021 Multimodal Technologies and Interaction  
From this, we derive a design space for VR haptics across three spatial scales (seated, standing, and walking).  ...  In a literature review (n = 20), we analyzed VR interaction using haptic feedback with or without physical limitations.  ...  regions for the full body [13] .  ... 
doi:10.3390/mti5070036 fatcat:xjnwhnkqbffyvg73mxbmpsiqwe

MetaSpace II: Object and full-body tracking for interaction and navigation in social VR [article]

Misha Sra, Chris Schmandt
2015 arXiv   pre-print
We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion  ...  MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get  ...  Not only do we track the user's position, we also track their full body as represented by 25 joints.  ... 
arXiv:1512.02922v1 fatcat:7ybkvr7g2jgm7d2zd4n2mmjabe

Cinemacraft: exploring fidelity cues in collaborative virtual world interactions

Siddharth Narayanan, Nicholas Polys, Ivica Ico Bukvic
2019 Virtual Reality  
This is accomplished through the creation of Cinemacraft, a technologymediated immersive platform for collaborative human-computer interaction in a virtual 3D world and the incorporation of sensory fusion  ...  This research contributes to the field of immersive collaborative interaction by making transparent the methodology, instruments and code.  ...  Lynn Abbott, has also been immensely helpful in his counsel and introduced me to members of his research group to seek new insights. An enormous thank you goes to Dr.  ... 
doi:10.1007/s10055-019-00382-0 fatcat:ydd2s5bldbf2nnvwdfjrywmjjq

Interactive Storytelling in a Mixed Reality Environment: The Effects of Interactivity on User Experiences [chapter]

Marija Nakevska, Anika van der Sanden, Mathias Funk, Jun Hu, Matthias Rauterberg
2014 Lecture Notes in Computer Science  
We used one of the stages from our interactive ALICE installation to investigate immersiveness and its contributing factors in a between-group design with a special focus on the effects of interactivity  ...  Interactive storytelling in a mixed reality environment merges digital and physical information and features.  ...  Related Work Existing physically interactive spaces usually implement full body interaction, augmentation of a physical space or manipulation of real, physical objects.  ... 
doi:10.1007/978-3-662-45212-7_7 fatcat:izycwce5uvdcrj6h3mvg2irmgi

Interactive storytelling in a mixed reality environment: The effects of interactivity on user experiences

Marija Nakevska, Anika van der Sanden, Mathias Funk, Jun Hu, Matthias Rauterberg
2017 Entertainment Computing  
We used one of the stages from our interactive ALICE installation to investigate immersiveness and its contributing factors in a between-group design with a special focus on the effects of interactivity  ...  Interactive storytelling in a mixed reality environment merges digital and physical information and features.  ...  Related Work Existing physically interactive spaces usually implement full body interaction, augmentation of a physical space or manipulation of real, physical objects.  ... 
doi:10.1016/j.entcom.2017.01.001 fatcat:3tsgj7ktmrcwlbbiwjrvr2qdqm

Motion capturing empowered interaction with a virtual agent in an Augmented Reality environment

Ionut Damian, Felix Kistler, Mohammad Obaid, Rene Buhling, Mark Billinghurst, Elisabeth Andre
2013 2013 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)  
We present an Augmented Reality (AR) system where we immerse the user's whole body in the virtual scene using a motion capturing (MoCap) suit.  ...  The scenario contains two conditions: in one, the agent has access to the full tracking data of the MoCap suit and therefore is aware of the exact actions of the user, while in the second condition, the  ...  To this end we present an AR system based on our previously developed approach [5] that immerses the user's whole body in the AR environment and allows for full-body natural interaction.  ... 
doi:10.1109/ismar.2013.6671830 dblp:conf/ismar/DamianBKBOA13 fatcat:a3fkxn3eejb3dbdufcu6j6hkmq

Bodily interaction in the dark

Linden Vongsathorn, Kenton O'Hara, Helena M. Mentis
2013 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13  
In light of the growing interest in designing for new bodymovement based interfaces through somaesthetics and somatic awareness, we created a sound-based interaction using the Microsoft Kinect device,  ...  The absence of visual feedback led participants to deeply focus on the movement of their bodies, and to have a different awareness of their bodies and the space around them.  ...  Success depended on knowing where their body was, and where it had been in the most recent past. In the dark, you have to remember where your body is at.  ... 
doi:10.1145/2470654.2466166 dblp:conf/chi/VongsathornOM13 fatcat:5lpgoszkcndqxkqsrypyga6dcq

An Experience-Centered Framework for Designing Non-Task-Oriented Embodied Interaction Environments

Laura Malinverni, Marie-Monique Schaper
2018 Multimodal Technologies and Interaction  
We propose a framework to guide researchers in thinking and designing non-task-oriented Embodied Interaction Environments or, in other words, embodied experiences that users can enjoy for its own sake  ...  Finally, we will discuss how designers can implement the proposed framework in different stages of the design process and paths for future research.  ...  [32] , where we analyzed how children engage and relate to an interactive environment based on Full-Body Interaction.  ... 
doi:10.3390/mti2020022 fatcat:s4aio42qofdwtcl57jd4hlm2aq

Interactive Floor Support for Kinesthetic Interaction in Children Learning Environments [chapter]

Kaj Grønbæk, Ole Sejer Iversen, Karen Johanne Kortbek, Kaspar Rosengreen Nielsen, Louise Aagaard
2007 Lecture Notes in Computer Science  
The paper discusses the kinesthetic interaction technique and its potentials in the domain of learning applications: Kinesthetic interaction supports body-kinesthetic learning as argued in the learning  ...  The kinesthetic interaction technique has been developed for an interactive floor implemented in a school square.  ...  Acknowledgements This work was supported by ISIS Katrinebjerg, Center for Interactive Spaces.  ... 
doi:10.1007/978-3-540-74800-7_32 fatcat:7r4yq6h5qrbajnwtni67d2n6eu

Interactive Motion Modeling and Parameterization by Direct Demonstration [chapter]

Carlo Camporesi, Yazhou Huang, Marcelo Kallmann
2010 Lecture Notes in Computer Science  
cluster of example motions in respect to arbitrary spatial constraints.  ...  animators with the ability to model realistic upper-body actions and gestures by direct demonstration; (2) our interface also accounts for the interactive definition of clustered example motions, in order  ...  As our present work focuses on modeling upper-body actions, we do not address in this work tracking of legs or reconstruction of locomotion.  ... 
doi:10.1007/978-3-642-15892-6_9 fatcat:a3yog3khnvelxdw4kyh54eqnka

Evaluation of User's Physical Experience in Full Body Interactive Games [chapter]

Mitja Koštomaj, Bojana Boh
2009 Lecture Notes in Computer Science  
The theoretical work of Laban and Kroflič also proved useful for interaction and games design in the transition from desktop to full body interactive games.  ...  This paper is an evaluation of full body interactive games using Kroflič's and Laban's framework of Body, Space, Time and Relationship.  ...  awareness, (5) Body awareness, (6) Spatial awareness, (7) Focusing attention, (8) Observing visual feedback, and (9) Ability to remap movements.  ... 
doi:10.1007/978-3-642-04076-4_16 fatcat:ffha6fjm5ve6nlf2xyvdoakoba
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