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Träfflista för sökning "WFRF:(Moen Jin) "

Sökning: WFRF:(Moen Jin)

  • Resultat 1-5 av 5
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1.
  • Márquez Segura, Elena, et al. (författare)
  • Bodies, boogies, bugs & buddies: Shall we play?
  • 2011
  • Ingår i: Tangible, Embedded, and Embodied Interaction.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Rörelsebaserad interaktion är ett växande fält speciellt inom spel, såsom med Nintendo Wii och Kinect för Xbox 360. Dock är design för rörelsebaserad interaktion en stor utmaning i mobila situationer. Vår approach är att använda kontext design för att designa sådana spel, och i detta paper presenterar vi vår erfarenhet av en workshop som syftar till att designa sociala dansspel. I workshoppen utforskar vi hur rörelsebaserade spel kan stödas av social interaktion samt externt stöd (speciellt musik och rytm) utöver sensorbaserad feedback från en begränsad plattform, så att resultatet är en komplett och engagerande upplevelse.
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2.
  • Márquez Segura, Elena, 1983-, et al. (författare)
  • The design space of body games : Technological, physical, and social design
  • 2013
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450318990 ; , s. 3365-3374
  • Konferensbidrag (refereegranskat)abstract
    • The past decade has seen an increased focus on body movement in computer games. We take a step further to look at body games: games in which the main source of enjoyment comes from bodily engagement. We argue that for these games, the physical and social settings become just as important design resources as the technology. Although all body games benefit from an integrated design approach, the social and physical setting become particularly useful as design resources when the technology has limited sensing capabilities. We develop our understanding of body games through a literature study and a concrete design experiment with designing multiplayer games for the BodyBug, a mobile device with limited sensing capabilities. Although the device was designed for free and natural movements, previous games fell short in realizing this design ideal. By designing the technology function together with its physical and social context, we were able to overcome some of the device limitations. One of the games was subsequently incorporated in its commercial release.
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3.
  • Márquez Segura, Elena, et al. (författare)
  • The oriboos going to Nepal A story of playful encounters
  • 2013
  • Ingår i: ACM/IEEE International Conference on Human-Robot Interaction. - 9781467330558
  • Konferensbidrag (refereegranskat)abstract
    • We created a fictional story about a bunch of interactive robot toys, the Oriboos, which travel to different schools where children interact and play with them. The story is based on two workshops done in Sweden and Nepal.
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4.
  • Moen, Jin, 1975- (författare)
  • KinAesthetic Movement Interaction : Designing for the Pleasure of Motion
  • 2006
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis aims at identifying and exploring properties and design aspects of human movement when used as interaction modality between people and technology. The work has been carried out with a multidisciplinary approach and combines theories, methods and practices from various areas such as modern dance, pedagogy, behavioural science, human computer interaction and research through design.The research question asked in this work is: Which communicative aspects and properties of human full-body movement are important when designing for movement-based interaction, and how could such design be accomplished? This question has been dealt with through carrying out an explorative study of people experiencing dance-based human movement. The informants used were participants on a dance course called Physical Expression. On the basis of this study the following aspects of human movement were identified and discussed: Movement imitation, Movement generation, Natural movements, The meaning of movement, Personal space, Self-confidence, and Movement literacy. These notions were further explored, in relation to movement-based interaction design, through the design and implementation of an interaction concept and a research prototype called BodyBug. BodyBug can be described as an artefact that initiates and maintains bodily movements through its need to be fed with movement input. It gives the users a possibility to create and explore three-dimensional movements within a personal interaction space, both individually and in groups. BodyBug is a small device but does not necessary create small-scale interaction and movementsThe main findings from this research can be summarised in four theoretical notions that are related to human movement as a dynamic and communicative process: Movement Literacy, Personal Interaction Space, Imitate-React-Express and Social Acceptability. These notions reflect aspects of human movement such as the ability to verbalise, describe, sense and express intentions through human movement; the physical and emotional space we create when moving; the naturalness and understanding of movement; and finally, the social impact of movement. The design and implementation process of the interaction concept exemplifies how we can apply knowledge and physical experiences of human movement in concrete design for movement-based interaction. The design process of BodyBug is therefore described as a holistic design process. It also argues for the importance of, and need for, multidisciplinary competencies and contributions throughout the whole design process.This work has shown that making use of movement as interaction modality means to provide possibilities for getting to know one’s own movement pattern and thus utilising the kinaesthetic sense and kinaesthetic awareness. However, since movement-based interaction is still in its early phase, we need more experiences and physical examples of this kind of interaction in order to develop an increased knowledge of human movement as design material. We also need to further investigate how movement-based interaction is experienced, and to continue the search for the essence and physical grounding of human movement in relation to technology and computational artefacts. Some of the biggest challenges are to design for movement-based interaction without loosing the aspects of individual preferences and differences in movement, and to preserve the spontaneity and ambiguity in human movement. As shown in this thesis, one approach to deal with these issues is to design for the pleasure of motion.
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5.
  • Moen, Jin (författare)
  • Towards people based movement interaction and kinaesthetic interaction experiences
  • 2005
  • Ingår i: Critical Computing - Between Sense and Sensibility. - New York, NY, USA : ACM. - 1595932038 - 9781595932037 ; , s. 121-124
  • Konferensbidrag (refereegranskat)abstract
    • Despite a long tradition of user centred human computer interaction design, movement interaction, as it is still in its early phase, could be described as technology driven. This paper suggests taking the starting point in personal experiences as well as theories, of modern dance and body-centred philosophies, when studying human movement in order to inform people centred movement interaction design. Taking this approach also implies designing for a kinaesthetic interaction experience that includes the aesthetic part of kinaesthetics.
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  • Resultat 1-5 av 5

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