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Sökning: WFRF:(Windlin Charles)

  • Resultat 1-10 av 19
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1.
  • Alfaras, Miquel, et al. (författare)
  • Biosensing and Actuation-Platforms Coupling Body Input-Output Modalities for Affective Technologies
  • 2020
  • Ingår i: Sensors. - : MDPI AG. - 1424-8220. ; 20:21
  • Tidskriftsartikel (refereegranskat)abstract
    • Research in the use of ubiquitous technologies, tracking systems and wearables within mental health domains is on the rise. In recent years, affective technologies have gained traction and garnered the interest of interdisciplinary fields as the research on such technologies matured. However, while the role of movement and bodily experience to affective experience is well-established, how to best address movement and engagement beyond measuring cues and signals in technology-driven interactions has been unclear. In a joint industry-academia effort, we aim to remodel how affective technologies can help address body and emotional self-awareness. We present an overview of biosignals that have become standard in low-cost physiological monitoring and show how these can be matched with methods and engagements used by interaction designers skilled in designing for bodily engagement and aesthetic experiences. Taking both strands of work together offers unprecedented design opportunities that inspire further research. Through first-person soma design, an approach that draws upon the designer's felt experience and puts the sentient body at the forefront, we outline a comprehensive work for the creation of novel interactions in the form of couplings that combine biosensing and body feedback modalities of relevance to affective health. These couplings lie within the creation of design toolkits that have the potential to render rich embodied interactions to the designer/user. As a result we introduce the concept of "orchestration". By orchestration, we refer to the design of the overall interaction: coupling sensors to actuation of relevance to the affective experience; initiating and closing the interaction; habituating; helping improve on the users' body awareness and engagement with emotional experiences; soothing, calming, or energising, depending on the affective health condition and the intentions of the designer. Through the creation of a range of prototypes and couplings we elicited requirements on broader orchestration mechanisms. First-person soma design lets researchers look afresh at biosignals that, when experienced through the body, are called to reshape affective technologies with novel ways to interpret biodata, feel it, understand it and reflect upon our bodies.
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2.
  • Alfaras, Miquel, et al. (författare)
  • From Biodata to Somadata
  • 2020
  • Konferensbidrag (refereegranskat)abstract
    • Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.
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3.
  • Avila, J. M., et al. (författare)
  • Soma design for nime
  • 2020
  • Ingår i: Proceedings of the International Conference on New Interfaces for Musical Expression. - : International Conference on New Interfaces for Musical Expression. ; , s. 489-494
  • Konferensbidrag (refereegranskat)abstract
    • Previous research on musical embodiment has reported that expert performers often regard their instruments as an extension of their body. Not every digital musical instrument seeks to create a close relationship between body and instrument, but even for the many that do, the design process often focuses heavily on technical and sonic factors, with relatively less attention to the bodily experience of the performer. In this paper we propose soma design as an alternative approach to explore this space. Soma method aims to attune the sensibilities of designers, as well as their experience of their body, and make use of these notions as a resource for creative aesthetic design. We report on a series of workshops exploring the relationship between the body and the guitar with a soma design approach. The workshops resulted in a series of guitar-related artefacts and NIMEs that emerged from the somatic exploration of balance and tension during guitar performance. Lastly we present lessons learned from our research that could inform future Soma-based musical instrument design, and how NIME research may also inform soma design. 
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4.
  • Balaam, Madeline, et al. (författare)
  • Emotion Work in Experience-Centred Design
  • 2019
  • Ingår i: CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland UK. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • Experience Centred Design (ECD) implores us to develop empathic relationships and understanding of participants, to actively work with our senses and emotions within the design process. However, theories of experience-centred design do little to account for emotion work undertaken by design researchers when doing this. As a consequence, how a design researcher’s emotions are experienced, navigated and used as part of an ECD process are rarely published. So, while emotion is clearly a tool that we use, we don’t share with one another how, why and when it gets used. This has a limiting effect on how we understand design processes, and opportunities for training. Here, we share some of our experiences of working with ECD. We analyse these using Hochschild’s framework of emotion work to show how and where this work occurs. We use our analysis to question current ECD practices and provoke debate.
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5.
  • Bogdan, Cristian M, 1971-, et al. (författare)
  • Programming for Moving Bodies
  • 2020
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery.
  • Konferensbidrag (refereegranskat)abstract
    • Movement plays an increasingly important role in interactive systems design, from users' physical engagement, to how designed artefacts can move or be moved, and to the concert between users and artefacts. Designers, as well as programmers, have to engage more and more in physical activities when they want to create appealing experiences involving movement. There is a need for articulating emerging dialogues between designers, developers, and their materials. We will explore such dialogues in a 2-half-day workshop, focusing on data and its challenges, on tools and methods, on sensing and actuation when designing or detecting subtle body movements, and on catering for bodily changes over time.
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8.
  • Claisse, Caroline, et al. (författare)
  • Tangible Interaction for Supporting Well-being
  • 2022
  • Ingår i: CHI EA '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566
  • Konferensbidrag (refereegranskat)abstract
    • Our workshop aims to bring together researchers and practitioners across disciplines in HCI who share an interest in promoting well-being through tangible interaction. The workshop forms an impassioned response to the worldwide push towards more digital and remote interaction in nearly all domains of our lives in the context of the COVID-19 pandemic. One question we raise is: to what extent will measures like remote interaction remain in place post-pandemic, and to what extent these changes may influence future agendas for the design of interactive products and services to support living well? We aim to ensure that the workshop serves as a space for diverse participants to share ideas and engage in cooperative discussions through hands-on activities resulting in the co-creation of a Manifesto to demonstrate the importance of embodied and sensory interaction for supporting well-being in a post-pandemic context. All the workshop materials will be published online on the workshop website and disseminated through ongoing collaboration.
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9.
  • Höök, Kristina, 1964-, et al. (författare)
  • Unpacking Non-Dualistic Design : The Soma Design Case
  • 2021
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 28:6
  • Tidskriftsartikel (refereegranskat)abstract
    • We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside; individual and social; body and technology. By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI's engagement with embodied interaction.
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10.
  • Lundström, Anders, 1981-, et al. (författare)
  • Crafting Crank-Powered Interactions
  • 2020
  • Ingår i: Proceedings of the SIGCHI Conference on Human Factors in Computing System. - Hawaii : ACM Publications.
  • Konferensbidrag (refereegranskat)abstract
    • AbstractWe report on three ongoing human-powered interactionexplorations with a focus on batteryless interactions using hand cranking movements. Importantly, our explorations concerned not only the matter of powering but also using human physical engagement for controlling interactive systems, and how to support designers in testing, exploring, and making such interactions. The three demonstrators consist of a) a hand cranked quote reader, b) an email sending device, and 3) a new bit for exploring this mode of interaction within the LittleBits ecosystem.
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