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Sim-Suite
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Creativity and Cognition archive
Proceeding of the seventh ACM conference on Creativity and cognition table of contents
Berkeley, California, USA
DEMONSTRATION SESSION: Demonstrations table of contents
Pages 425-426  
Year of Publication: 2009
ISBN:978-1-60558-865-0
Authors
Manuela Jungmann  University of Sussex, East Sussex, United Kingdom
Geraldine Fitzpatrick  University of Sussex, East Sussex, United Kingdom
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper, we describe the installation Sim-Suite which engages members of the public through interactive experiences based on everyday play strategies and basic full-body human movement. The underlying concept of Sim-Suite explores a recombinant approach to cultural understandings in regards to the social practice of play and embodiment. Our approach deploys digital technologies to facilitate human-to-human tangible interaction using common materials and objects. In this context, the experience of the physical world is expanded and reconfigured together with the transient virtual space of play and digital media.


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.

 
1
Roberts, J. M., Arth, M. J., and Bush, R. R., Games in Culture. American Anthropologist, New Series 61, 4 (August 1959), 597--604.
 
2
Bongers., B. Interactivation - Towards an E-cology of People, Our Technological Environment, and the Arts. Lulu Press, 2006
 
3
Hornecker, E. and Buur, J., Getting a grip on tangible interaction: a framework on physical space and social interaction in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Montreal, Quebec, Canada 2006) ACM Press 437--446.
 
4
Chidambaram L., Zigurs I., (eds) Our Virtual World: The transformation of Work, Play and Life via Technology, IGI Global, Idea Group Publishing, London UK, 2001