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Subjectivity and Whole Body Interaction

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Title: Subjectivity and Whole Body Interaction


1
Subjectivity and Whole Body Interaction
2
Subjectivity and Whole Body Interaction
Peter Wright Art and Design Research
Centre C3RI Sheffield Hallam University
3
Acknowledgements
EPSRC Leonardo Network Research at the
intersection of art and HCI EPSRC LTR
Project Theory and method in experience-centred
design Design 21 My Exhibition
Project Affective communication in product and
exhibition design Sheffield Health Trust 2nd
Life for the Third Age Hester Reeve, Ben
Heller, Jon Wheat, John McCarthy
4
Overview
  • The interesting case of Installation Art
  • Is it happening?
  • Theories of Embodiment and experience
  • Paul Dourish McCarthy and Wright
  • Second Life for the Third Age
  • agency and coupling in virtual space
  • My Exhibition
  • Personalisation and ambient interaction
  • Towards a critical framework for whole body
    interaction

5
Disclaimer!!
6
  • The interesting case of Claire Bishop on the
    History of Installation Art

7
The subject in the art work
Installation differs from traditional media
(sculpture, painting, photography and media) in
that it addresses the viewer directly as a
literal presence in the space. Rather than
imagining the viewer as pair of disembodied eyes
that survey the work from a distance,
installation art presupposes an embodied viewer
whose senses of touch, smell and sound are as
heightened as their sense of vision.
8
But more than this
  • The viewer is not just in the art work but they
    complete it
  • The spectator is in some way regarded as
    integral to the completion of the work. Reiss
  • They are then at once experiencing the art work
    and part of it.
  • The spectator is so integral that without
    having the experience of being in the piece,
    analysis is difficult. Reiss

9
The experiencing subject
  • If installation art is at pains to offer 1st-hand
    experience what kind of experience does it offer?
  • Four modalities of experience that installation
    art structures for the viewer, each with a
    different model of the subjective self
  • The Freudian self
  • The phenomenology of perception
  • Lacan and Barthes beyond the pleasure principle
  • The activated/politicised subject

10
  • In general HCI has been slower than Installation
    Art to escape the gravitational pull of
    Cartesianism
  • As a consequence it has under theorised
    experience and subjectivity
  • The disembodied mind
  • The dominance of the eye
  • and hand
  • Representation rather than participation
  • But things are beginning to change

11
  • Embodiment and Embodied Interaction
  • Paul Dourish

12
Dourish Embodied interaction
  • Embodiment is both a physical and a social
    phenomenon
  • Meaning is constructed in practical acts of
    engagement with social and physical worlds
  • Objects and people in the world can be understood
    as affording different forms of engagement
  • Meaning is maintained by a coupling between the
    agent and the world
  • Embodied phenomena are those which by their very
    definition occur in real time and real space
  • Embodiment is the property of our engagement
    with the world that allows us to make in
    meaningful.
  • Embodied interaction is the creation,
    manipulation and sharing of meaning through
    engaged interaction with artifacts

13
Dourish Space and place
  • Space is often characterised in Cartesian terms
    as a container for our action (an immutable
    backdrop)
  • But in fact space is constructed in response to
    human concerns
  • Place is characterised in terms of human
    habitation, adaptation, culture but also personal
    histories and emotional meanings
  • See also Fitzpatrick on Locales

14
Dourish Key Points
  • the key things to take from Dourish then are
  • embodiment as both a physical and social
  • participation rather than representation
  • meaning as constructed through physical/social
    interaction in place
  • coupling between the embodied person and the
    environment
  • The theory orients towards the situated nature of
    our interactions with technology but
    under-theorises the felt life of these
    interactions

15
But more than this
  • With his concern for the social, Dourish
    under-theorises, the subject
  • While he acknowledges both the physical and the
    social aspects of embodiment, he does not explore
    how these inter-relate
  • We have tried to foreground felt life and the
    subjectivity of our experience with technology

The spectator is so integral that without
having the experience of being in the piece,
analysis is difficult. Reiss What kinds of
experience of experience does technology
structure?
16
Just three themes
  • A holistic approach to Felt Life
  • where embodied, narrative, emotional and sensual
    aspects of felt life are treated as equal,
    interdependent constituents of experience
  • Continuous engagement and sense making
  • Wherein the self is the centre of experience, is
    already engaged in experience and bring to a
    situation a history of personal, social and
    cultural meanings, and anticipated futures that
    structure experience through acts of sense making
  • A dialogical approach to self
  • Wherein self, other, object and setting are
    actively constructed as multiple centres of value
    (multiple voices) and are always an unfinalised
    project

17
A holistic approach
The threads in experience
  • Sensual
  • our sensory engagement with a concrete situation-
    palpable visceral
  • Emotional
  • the evaluative relations that unite needs and
    desires to the particular
  • that was satisfying, Im proud of that
  • Compositional
  • the narrative structure of a situation, before
    during and beyond
  • whats this about, what has happened, what
    should I do?
  • Spatial temporal
  • The quality of space and time,
  • Place, pace, control,

18
Sense making
  • anticipating
  • expectation as a continuous process in experience
  • connecting
  • immediate pre-linguistic sense of a situation
  • interpreting
  • understanding the events in terms and how they
    fit with expectations
  • reflecting
  • making judgements about the experience
  • appropriating
  • making something our own
  • recounting
  • to self and others shapes our understanding and
    fuels anticipation

Making sense of the threads

19
Dourish, McCarthy and Wright Summary
  • Our embodied interactions are shot through with
    sensations, emotions, values, ideals, and
    feelings that are subjectively felt and can be
    intersubjectively shared
  • We experience our interactions from a unique
    position
  • yet our sense of self is constituted in response
    to the voices (values) of others
  • Experiences do not come ready made they are
    actively finished by the subject

20
  • Second life for the Third Age
  • Or
  • Nelly and the avatars

21
Nelly and the Avatars
  • The people
  • Fall Pre-hab class, 6 people aged 86-91,
  • No previous experience of computers, WIIs,
    Playstations or X- Boxes
  • The technology
  • Weight sensors on weighing scales controlling a
    Line Dancing avatar created though 3-D motion
    capture
  • The aim
  • to explore the feasibility of using whole body
    interaction with such an extreme user group
  • To assess whether the technology would be
    experienced positively by both client and
    therapist

22
Video Excerpt
23
Nelly and the Avatars
  • Initial impressions
  • Fall Pre-hab class, 6 people aged 86-91,
  • no previous experience of computers, WIIs,
    Playstations or X Boxes
  • The technology
  • Weight sensors on weighing scales controlling a
    Line Dancing avatar created though 3-D motion
    capture
  • The aim
  • to explore the feasibility of using whole body
    interaction with such an extreme user group
  • To assess whether the technology would be
    experienced positively by both client and
    therapist
  • The vision
  • to have a group of people some of who cannot
    walk, some of whom cannot talk, some of whom
    cannot move their upper torso dancing together in
    virtual space.

24
Nelly and the Avatars Initial Impressions
  • The emotional response
  • What a remarkable bunch of elderly people!
  • They loved it!
  • They want to do it again
  • They talked about dancing
  • Coupling issues
  • The mapping between user and avatar movements
    didnt appear to be self-evident
  • Remembering the required movements was an issue
  • The language of movement was confusing
  • Multiple couplings between feet, weight and
    avatar movement were confusing

25
  • My Exhibition

26
Background
  • Project aims
  • How can the visceral qualities of interactive
    images, sounds, lighting and other sensory
    factors, can be used to help people personalise
    experiences of exhibition content?
  • We are designing interactive "zones" in the
    exhibition which will help people attend to
    narratives and forms of engagement that will suit
    them.
  • Zones will recognise individual visitors, offer
    choices, record their decisions and actions to
    build up a record of the visit that will inform
    the next waypoint about that visitor's interests
    and guide them onward in their visit. The
    "ambient" communication, and unencumbered
    interaction

27
Background
  • The Froissart Chronicles
  • The exhibition is centred on a collection of
    illuminated manuscripts chronicling The Hundred
    Years War
  • Each written by the same author - John Froissart,
    but for different Patrons- French and English.

28
Background
  • Our Corridor
  • Our installation will be in the approach corridor
    and will comprise three zones
  • Each Zone will present a story
  • Sir John Chandos
  • Sieging the Castle
  • The writing of the Chronicles
  • When our part of the exhibition is open it will
    be the visitors first experience of the content

29
Background
  • Our Corridor
  • A physical mock-up of part of the corridor has
    been built in our interaction lab

30
Background
  • Some themes
  • The stories offer a wealth of personal and
    historical perspectives which we have
    provisionally organised around themes
  • Passion, History, Politics, Forensics, The
    corpse, The chronicler, The curator
  • These themes offer a way of organising and
    potentially personalising content
  • The also offer the possibility of experiencing
    multiple points view and multiple voices that
    characterise the chronicles

31
Interaction Design
  • We are in the middle of this, we have
  • A digital infrastructure for controlling lights,
    video and sound
  • A database to record personal details, develop
    personalisation trajectories and to track
    movement through the space and interaction in it.
  • We have a interoperable toolkit for rapidly
    prototyping interactions including RFID, and
    gesture-based interaction
  • The system knows who a person is where they are
    where they have been and what they have seen.
  • The aim is personalisation of based on who a
    person is where they have been and what they have
    already seen

32
  • Towards a Critical Framework

33
So what would I like to see in a critical
framework?
  • A framework that
  • Centres on the experience of interaction not the
    technology for interaction
  • Takes as its starting point the richness of the
    embodied subject
  • Focuses on the design space but connects to use
  • Encompasses work, leisure, educational and
    cultural applications
  • Can be made meaningful to user researchers,
    artists, performers, designers and engineers

34
A possible starting point Hornecker Buur 2006
  • Many one-dimensional viewpoints already exist
  • Data-centred viewpoint
  • Focus on body as a source of data and coupling
    between body and digital representations
  • Expressive-Movement Centred viewpoint
  • Focus on sensory richness of expressive
    movement
  • Space-Centred view
  • Focus on the installation and the interaction
    space (whole body multiple people

35
A possible starting point Hornecker Buur 2006
  • The framework themes
  • Tangible Manipulation (sensual interaction,
    objects, tactile qualities)
  • Can users grab, feel and manipulate the important
    elements
  • How easy is it to grasp action-effect mappings?
  • Expressive Representation (what is
    represented/manipulated,its legibility)
  • Are representations meaningful and relevant?
  • Are the representations self-evident in terms of
    use?
  • Spatial Interaction (relations of people and
    objects in space)
  • Do people and objects meet in meaningful ways?
  • Is movement meaningful to system and others?
  • Embodied Facilitation (relations in social space)
  • Does the physical arrangement encourage/force
    collaboration?
  • Does ensemble of representations build on users
    experiences?

36
Looking around
  • Paul Dourish
  • Where the action is (MIT Press 2001)
  • McCarthy and Wright
  • Technology as Experience (MIT Press 2004)
  • Hornecker and Buur
  • Getting a grip on tangible interaction (CHI 2006
    Proceedings)

37
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