Sensors for the Senses: Meaning-making via self-active entertainment experiences

In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entertainment experience", the author posited on how Inhabited Information Spaces, created as core catalyst of research, may be questioned as a multisensory future virtual work of art. This themed...

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Main Author: Anthony Brooks
Format: Article
Language:English
Published: European Alliance for Innovation (EAI) 2015-08-01
Series:EAI Endorsed Transactions on e-Learning
Subjects:
art
Online Access:http://eudl.eu/doi/10.4108/icst.intetain.2015.260202
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spelling doaj-0d16ff9dcc01405eb5a5f7bea573236c2020-11-25T01:56:43ZengEuropean Alliance for Innovation (EAI)EAI Endorsed Transactions on e-Learning2032-92532015-08-01281210.4108/icst.intetain.2015.260202Sensors for the Senses: Meaning-making via self-active entertainment experiencesAnthony Brooks0School of Media Technology - University of Aalborg, Esbjerg; tb@create.aau.dkIn his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entertainment experience", the author posited on how Inhabited Information Spaces, created as core catalyst of research, may be questioned as a multisensory future virtual work of art. This themed Human-Computer Interaction for Entertainment contribution for the EAI INTETAIN 2015 conference builds upon the earlier work by questioning meaning making from such self-active entertainment experiences. Contextually, self-active relates to actor empowerment via ICT, whilst entertainment refers to HCI paradigms that are fun, engaging, and enjoyable. Conceptualizing, designing and realizing alternative digital media entertainment situations in stage performance, interactive installations and exhibitions at leading Museums for Modern Art, National and International major events, contributed to development of a sensor-based system conceived as a platform to investigate meaning making having societal impact beyond art. The system involves arrays of selectable sensor profiles mixed and matched according to requirements. Sensing of human input can be through worn (biosignal e.g. EEG, ECG, EMG, GSR), held, and/or non-worn sensors (volumetric, linear and planar interface profiles). Mapping of sourced human data is to a variety of digital content including art-based (music making, digital painting, lighting effects), video games, Virtual Reality and robotic devices. System adaptability promotes participant profile matching e.g. according to desired outcome. All ages and abilities are potential users. Preceding the commonly known camera-based game controllers such as EyeToy, Wii, and Kinect; the SoundScapes Virtual Interactive Space system has been used in institutes, hospitals and clinics to empower people with impairment to unconsciously push their limits of functionality via creative and playful expression. Rehabilitation is less mundane and boring, where variety of ICT-based intervention motivates whilst offering creative opportunities for facilitators. Additionally, in a randomized intervention study with frail elderly patients, Hagedorn and Holm reported significant clinical rehabilitation impact up to 400% in the ICT feedback training specific performance. This work highlights how co-informing paradigms between computer and human science and art, games and healthcare, can result in societal impact as well as commercial patented product and industry start-ups. At the core of the research is a rethinking in the way a human interacts with ICT. Current research explores a concept of dynamic air and alternative physical-virtual environments. Conclusions introduce a suggested need of increased researcher awareness of post-research effect following intervention/trials within healthcare and rehabilitation.http://eudl.eu/doi/10.4108/icst.intetain.2015.260202sensor-based systemshuman-computer interactionhuman scienceartvideo gameshealthcarerehabilitation
collection DOAJ
language English
format Article
sources DOAJ
author Anthony Brooks
spellingShingle Anthony Brooks
Sensors for the Senses: Meaning-making via self-active entertainment experiences
EAI Endorsed Transactions on e-Learning
sensor-based systems
human-computer interaction
human science
art
video games
healthcare
rehabilitation
author_facet Anthony Brooks
author_sort Anthony Brooks
title Sensors for the Senses: Meaning-making via self-active entertainment experiences
title_short Sensors for the Senses: Meaning-making via self-active entertainment experiences
title_full Sensors for the Senses: Meaning-making via self-active entertainment experiences
title_fullStr Sensors for the Senses: Meaning-making via self-active entertainment experiences
title_full_unstemmed Sensors for the Senses: Meaning-making via self-active entertainment experiences
title_sort sensors for the senses: meaning-making via self-active entertainment experiences
publisher European Alliance for Innovation (EAI)
series EAI Endorsed Transactions on e-Learning
issn 2032-9253
publishDate 2015-08-01
description In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entertainment experience", the author posited on how Inhabited Information Spaces, created as core catalyst of research, may be questioned as a multisensory future virtual work of art. This themed Human-Computer Interaction for Entertainment contribution for the EAI INTETAIN 2015 conference builds upon the earlier work by questioning meaning making from such self-active entertainment experiences. Contextually, self-active relates to actor empowerment via ICT, whilst entertainment refers to HCI paradigms that are fun, engaging, and enjoyable. Conceptualizing, designing and realizing alternative digital media entertainment situations in stage performance, interactive installations and exhibitions at leading Museums for Modern Art, National and International major events, contributed to development of a sensor-based system conceived as a platform to investigate meaning making having societal impact beyond art. The system involves arrays of selectable sensor profiles mixed and matched according to requirements. Sensing of human input can be through worn (biosignal e.g. EEG, ECG, EMG, GSR), held, and/or non-worn sensors (volumetric, linear and planar interface profiles). Mapping of sourced human data is to a variety of digital content including art-based (music making, digital painting, lighting effects), video games, Virtual Reality and robotic devices. System adaptability promotes participant profile matching e.g. according to desired outcome. All ages and abilities are potential users. Preceding the commonly known camera-based game controllers such as EyeToy, Wii, and Kinect; the SoundScapes Virtual Interactive Space system has been used in institutes, hospitals and clinics to empower people with impairment to unconsciously push their limits of functionality via creative and playful expression. Rehabilitation is less mundane and boring, where variety of ICT-based intervention motivates whilst offering creative opportunities for facilitators. Additionally, in a randomized intervention study with frail elderly patients, Hagedorn and Holm reported significant clinical rehabilitation impact up to 400% in the ICT feedback training specific performance. This work highlights how co-informing paradigms between computer and human science and art, games and healthcare, can result in societal impact as well as commercial patented product and industry start-ups. At the core of the research is a rethinking in the way a human interacts with ICT. Current research explores a concept of dynamic air and alternative physical-virtual environments. Conclusions introduce a suggested need of increased researcher awareness of post-research effect following intervention/trials within healthcare and rehabilitation.
topic sensor-based systems
human-computer interaction
human science
art
video games
healthcare
rehabilitation
url http://eudl.eu/doi/10.4108/icst.intetain.2015.260202
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