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Bio-Sensed and Embodied Participation in Interactive Performance
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
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2017 (English)In: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2017, p. 197-208Conference paper, Published paper (Refereed)
Abstract [en]

Designing for interactive performances is challenging both in terms of technology design, and of understanding the interplay between technology, narration, and audience interactions. Bio-sensors and bodily tracking technologies afford new ways for artists to engage with audiences, and for audiences to become part of the artwork. Their deployment raises a number of issues for designers of interactive performances. This paper explores such issues by presenting five design ideas for interactive performance afforded by bio-sensing and bodily tracking (i.e. Microsoft Kinect) developed during two design workshops. We use these ideas, and the related scenarios to discuss three emerging issues namely: temporality of input, autonomy and control, and visibility of input in relation to the deployment of bio-sensors and bodily tracking technologies in the context of interactive performances.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2017. p. 197-208
Keywords [en]
Interactive performances, Bio-Sensing, Audience Engagement, Bodily tracking, Biodata
National Category
Information Systems
Research subject
Computer and Systems Sciences
Identifiers
URN: urn:nbn:se:su:diva-144897DOI: 10.1145/3024969.3024998ISBN: 978-1-4503-4676-4 (electronic)OAI: oai:DiVA.org:su-144897DiVA, id: diva2:1117544
Conference
Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, Yokohama, Japan, March 20 - 23, 2017
Available from: 2017-06-29 Created: 2017-06-29 Last updated: 2020-03-19Bibliographically approved
In thesis
1. Interweaving Technology: Understanding the Design and Experience of Interactive Performances
Open this publication in new window or tab >>Interweaving Technology: Understanding the Design and Experience of Interactive Performances
2020 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

This thesis builds on the growing interest in studying interactive performances within the fields of Human-Computer Interaction (HCI) and Interaction Design (IxD). The overarching goal of this research is to investigate how creative teams and artists can incorporate interactive technologies into their artistic productions. This thesis draws on four empirical studies of interactive performances carried out in collaboration with artists, performers, and designers. These studies focus on: (i) investigating scenarios of sensor-based and bodily tracking technologies in interactive performances, (ii) investigating how professional guitar players experience and express the smart qualities of a smart guitar in their artistic practices, (iii) investigating the audience's sense of immersion in a mixed-reality performance through introducing the concept of friction, and (iv) exploring frictions as a design resource in sketching scenarios of performances with VR. Two main methodological approaches were used throughout this research: Research through Design (RtD) and performance–led research in the wild. Beyond the result of these investigations, this thesis also presents the following contributions. First by presenting insights and knowledge generated through explorations of the incorporation of interactive technologies in performances through ideation, through studies of technology in use, and through design activities. This includes discussions around artists’ and audience members’ experience of technology including novel opportunities of interaction and participation, their collaborative roles and their agency and control within artistic productions. Second, by introducing friction as a Strong Concept to analyse interactions within a mixed-reality performance and to discuss how immersion is experienced throughout such performances. Finally by further developing the concept of friction through the collaborative design and staging of a novel mixed-reality performance.

Place, publisher, year, edition, pages
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2020. p. 98
Series
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 20-005
Keywords
Human-Computer Interaction, Interaction Design, Interactive Performance, Mixed-Reality Performance, VR, Friction
National Category
Human Aspects of ICT
Research subject
Information Society
Identifiers
urn:nbn:se:su:diva-179927 (URN)978-91-7911-126-7 (ISBN)978-91-7911-127-4 (ISBN)
Public defence
2020-04-15, Join Zoom Meeting: https://stockholmuniversity.zoom.us/j/754163828, Join by Skype for Business: https://stockholmuniversity.zoom.us/skype/754163828, Lilla Hörsalen, NOD-huset, Borgarfjordsgatan 12, Kista, 13:00 (English)
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Supervisors
Available from: 2020-03-23 Created: 2020-03-16 Last updated: 2020-05-26Bibliographically approved

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