Download e-book for kindle: Where the Action Is: The Foundations of Embodied Interaction by Paul Dourish
By Paul Dourish
Computing device technology as an engineering self-discipline has been spectacularly winning. but it's also a philosophical company within the means it represents the area and creates and manipulates types of fact, humans, and motion. during this publication, Paul Dourish addresses the philosophical bases of human-computer interplay. He seems to be at how what he calls "embodied interaction"—an method of interacting with software program structures that emphasizes expert, engaged perform instead of disembodied rationality—reflects the phenomenological ways of Martin Heidegger, Ludwig Wittgenstein, and different twentieth-century philosophers. The phenomenological culture emphasizes the primacy of traditional perform over summary cognition in daily task. Dourish exhibits how this angle can make clear the foundational underpinnings of present examine on embodied interplay. He seems to be particularly at how tangible and social ways to interplay are comparable, how they are often used to research and comprehend embodied interplay, and the way they can impact the layout of destiny interactive structures.
Read or Download Where the Action Is: The Foundations of Embodied Interaction (Bradford Books) PDF
Similar human-computer interaction books
Desktop technology as an engineering self-discipline has been spectacularly profitable. but it's also a philosophical firm within the method it represents the realm and creates and manipulates types of truth, humans, and motion. during this e-book, Paul Dourish addresses the philosophical bases of human-computer interplay.
This e-book presents a well timed and specific survey of next-generation social computational methodologies. The textual content explains the basics of this box, and describes cutting-edge equipment for inferring social prestige, relationships, personal tastes, intentions, personalities, wishes, and existence from human details in unconstrained visible info.
The hot emergence and occurrence of social community purposes, sensor outfitted cellular units, and the provision of enormous quantities of geo-referenced information have enabled the research of latest context dimensions that contain person, social, and concrete context. growing own, Social, and concrete know-how via Pervasive Computing presents an outline of the theories, options, and sensible purposes with regards to the 3 dimensions of context knowledge.
The four-volume set LNCS 9296-9299 constitutes the refereed lawsuits of the fifteenth IFIP TC13 foreign convention on Human-Computer interplay, have interaction 2015, held in Bamberg, Germany, in September 2015. The forty three papers integrated within the 3rd quantity are equipped in topical sections on HCI for international software program improvement; HCI in healthcare; HCI experiences; human-robot interplay; interactive tabletops; cellular and ubiquitous interplay; multi-screen visualization and massive monitors; participatory layout; pointing and gesture interplay; and social interplay.
- Service Science, Management and Engineering: Education for the 21st Century
- Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds
- Chemoinformatics and Advanced Machine Learning Perspectives: Complex Computational Methods and Collaborative Techniques
- The Human Face of Ambient Intelligence: Cognitive, Emotional, Affective, Behavioral and Conversational Aspects
- Visualisation for semantic information systems
- Information and data literacy : the role of the library
Extra resources for Where the Action Is: The Foundations of Embodied Interaction (Bradford Books)
Above the ceiling tiles, the wire was connected to a small stepper motor, which in turn was connected to a device on the local ethernet. Every time a data packet passed by on the ethernet, the stepper motor would move, and its movements would be passed on to the string. Ethernet, in its classic form, is a shared medium technologyall the traffic, no matter which machine sends it or which machine is to receive it, travels along the same cable. fm Page 42 Thursday, May 24, 2001 11:38 AM 42 Chapter 2 The busier the network, the more data packets would pass by, and the more the stepper motor would move.
The work on Tangible Bits provides some balance to the idea that a transition from atoms to bits is inevitable and uniformally positive. It is certainly not defined in opposition to the gradual and ongoing movement of traditionally physical forms into digital media. However, it observes that while digital and physical media might be informationally equivalent, they are not interactionally equivalent. By building information artifacts based on physical manipulation, the Tangible Bits programme attempts to reinvest these distilled digital essences with some of the physical features that support natural interaction in the real world.
Howard Rheingolds book Virtual Reality (1992) documents some of the early history of this seemingly recent technology. Virtual reality immerses the user in a computationally generated reality. Users don head-mounted displays, which present slightly different computer-generated images to each eye, giving the illusion of a threedimensional space. By monitoring the users head movements and adjusting the image appropriately, this three-dimensional space can be extended beyond the immediate field of view; the user can move his head around, and the image moves to match.
Where the Action Is: The Foundations of Embodied Interaction (Bradford Books) by Paul Dourish