Abstract
How does design of emerging embodied technologies enrich the HCI learning processes? We
introduce a model for embodied interaction and use it in the development of a painting app for
children, based on the motion sensor Asus Xtion Pro (similar to Kinect). The development of the app
was part of a HCI course for engineering students. The motion sensor was interesting as a design tool,
because it appealed to full body interaction. The development exemplified and unfolded the embodied
elements: Multiple modalities, physical, bodily, social, and symbolic interaction in a situated
environment.
Subsequently, we introduce a physical-digital toolbox, illustrating the span of parameters within the
model for embodied interaction: Robot Technology, Tangibles, Wearables, Interactive Surroundings,
and Bigger Objects.
introduce a model for embodied interaction and use it in the development of a painting app for
children, based on the motion sensor Asus Xtion Pro (similar to Kinect). The development of the app
was part of a HCI course for engineering students. The motion sensor was interesting as a design tool,
because it appealed to full body interaction. The development exemplified and unfolded the embodied
elements: Multiple modalities, physical, bodily, social, and symbolic interaction in a situated
environment.
Subsequently, we introduce a physical-digital toolbox, illustrating the span of parameters within the
model for embodied interaction: Robot Technology, Tangibles, Wearables, Interactive Surroundings,
and Bigger Objects.
Originalsprog | Engelsk |
---|---|
Titel | Human-Computer Interfaces and Interactivity : Emergent Research and Applications |
Redaktører | Pedro Isaias, Katherine Blashki |
Forlag | IGI global |
Publikationsdato | 2014 |
Sider | 188-206 |
Kapitel | 11 |
ISBN (Trykt) | 9781466662285 |
DOI | |
Status | Udgivet - 2014 |
Emneord
- Teaching
- HCI
- learning
- design
- Technology
- HRI
- Wearables
- Tangible interaction