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Evoking gesture in interactive art
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Source
International Multimedia Conference archive
Proceeding of the 3rd ACM international workshop on Human-centered computing table of contents
Vancouver, British Columbia, Canada
Pages 11-18  
Year of Publication: 2008
ISBN:978-1-60558-320-4
Authors
Ann J. Morrison  Helsinki University of Technology and University of Helsinki, Helsinki, Finland
Peta Mitchell  The University of Queensland, Brisbane, Australia
Stephen Viller  The University of Queensland, Brisbane, Australia
Sponsors
ACM: Association for Computing Machinery
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper, we describe an interactive artwork that uses large body gestures as its primary interactive mode. The artist intends the work to provoke active reflection in the audience by way of gesture and content. The technology is not the focus, rather the aim is to provoke memory, to elicit feelings of connective human experiences in a required-to-participate audience. We find the work provokes a diverse and contradictory set of responses. The methods used to understand this include qualitative methods common to evaluating interactive art works, as well as in-depth discussions with the artist herself. This paper is relevant to the Human--Centered Computing track because in all stages of the design of the work--as well as the evaluation--the focus is on the human aspect; the computing is designed to enable all-too-human responses.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Ann J. Morrison: colleagues
Peta Mitchell: colleagues
Stephen Viller: colleagues