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Interweaving Technology: Understanding the Design and Experience of Interactive Performances
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
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 [en]
Human-Computer Interaction, Interaction Design, Interactive Performance, Mixed-Reality Performance, VR, Friction
National Category
Human Aspects of ICT
Research subject
Information Society
Identifiers
URN: urn:nbn:se:su:diva-179927ISBN: 978-91-7911-126-7 (print)ISBN: 978-91-7911-127-4 (electronic)OAI: oai:DiVA.org:su-179927DiVA, id: diva2:1414745
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)
Opponent
Supervisors
Available from: 2020-03-23 Created: 2020-03-16 Last updated: 2022-03-07Bibliographically approved
List of papers
1. Bio-Sensed and Embodied Participation in Interactive Performance
Open this publication in new window or tab >>Bio-Sensed and Embodied Participation in Interactive Performance
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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
Keywords
Interactive performances, Bio-Sensing, Audience Engagement, Bodily tracking, Biodata
National Category
Information Systems
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-144897 (URN)10.1145/3024969.3024998 (DOI)000463000800021 ()978-1-4503-4676-4 (ISBN)
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: 2022-03-07Bibliographically approved
2. Bodystorming for Movement-based Interaction Design
Open this publication in new window or tab >>Bodystorming for Movement-based Interaction Design
2016 (English)In: Human Technology, E-ISSN 1795-6889, Vol. 12, no 2, p. 193-251Article in journal (Refereed) Published
Abstract [en]

After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.

Keywords
movement-based interaction, design methods, embodied interaction, bodystorming, ideation methods, play
National Category
Information Systems
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-136615 (URN)10.17011/ht/urn.201611174655 (DOI)
Available from: 2016-12-12 Created: 2016-12-12 Last updated: 2023-07-25Bibliographically approved
3. Musicians' initial encounters with a smart guitar
Open this publication in new window or tab >>Musicians' initial encounters with a smart guitar
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2018 (English)In: Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Association for Computing Machinery (ACM), 2018, p. 13-24Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents a case study of a fully working prototype of the Sensus smart guitar. Eleven professional guitar players were interviewed after a prototype test session. The smartness of the guitar was perceived as enabling the integration of a range of equipment into a single device, and the proactive exploration of novel expressions. The results draw attention to the musicians' sense-making of the smart qualities, and to the perceived impact on their artistic practices. The themes highlight how smartness was experienced in relation to the guitar's agency and the skills it requires, the tension between explicit (e.g. playing a string) and implicit (e.g. keeping rhythm) body movements, and to performing and producing music. Understanding this felt sense of smartness is relevant to how contemporary HCI research conceptualizes mundane artefacts enhanced with smart technologies, and to how such discourse can inform related design issues.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2018
Keywords
Interactive performance, smart instruments, guitar, tangible and embodied interactions, smart guitar, technology trial
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-161889 (URN)10.1145/3240167.3240223 (DOI)000455775700002 ()978-1-4503-6437-9 (ISBN)
Conference
NordiCHI'18, the 10th Nordic Conference on Human-Computer Interaction, Oslo, Norway, September 29 - October 03, 2018
Available from: 2018-11-09 Created: 2018-11-09 Last updated: 2022-03-07Bibliographically approved
4. Frictional Realities: Enabling Immersion in Mixed-Reality Performances
Open this publication in new window or tab >>Frictional Realities: Enabling Immersion in Mixed-Reality Performances
2018 (English)In: Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, Association for Computing Machinery (ACM), 2018, p. 15-27Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents a case study of a Mixed-Reality Performance employing 360-degree video for a virtual reality experience. We repurpose the notions of friction to illustrate the different threads at which priming is enacted during the performance to create an immersive audience experience. We look at aspects of friction between the different layers of the Mixed-Reality Performance, namely: temporal friction, friction between the physical and virtual presence of the audience, and friction between realities. We argue that Mixed-Reality Performances that employ immersive technology, do not need to rely on its presumed immersive nature to make the performance an engaging or coherent experience. Immersion, in such performances, emerges from the audience' transition towards a more active role, and the creation of various fictional realities through frictions.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2018
Keywords
Mixed reality performance, immersive video, immersion, priming, virtual reality, VR, interactive performance
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-161886 (URN)10.1145/3210825.3210827 (DOI)000475952300004 ()978-1-4503-5115-7 (ISBN)
Conference
TVX '18, the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, Seoul, Republic of Korea, June 26 - 28, 2018
Available from: 2018-11-09 Created: 2018-11-09 Last updated: 2022-03-07Bibliographically approved

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