Thesis Chapters by Ken Byers
Embodied Interaction: Perception and Consciousness in Interactive 3-D Audiovisual Installations, 2017
British Library, 2017
ABSTRACT
An increasing understanding from various research fields shows that body-movement affec... more ABSTRACT
An increasing understanding from various research fields shows that body-movement affects the way we perceive and evaluate ourselves and the environment, this raises new and challenging questions regarding embodiment in interaction, in virtual reality (VR) and data-live environments. New technologies have brought the body back to the centre of the interactive experience. This research is interdisciplinary and explores body-interactive audio-visuals in relation to embodied cognition, embodiment and body perception theory in the context of embodied interactive audio-visual art installations. This was practice-based research, through a series of experimental studies that results in a Pilot Study and Main study. This was to inform the aesthetic and technical design of embodied interactive audio visuals useful to art research, digital research, and human-computer-interaction (HCI) User experience was important to consider in the creative design of interactive digital audio-visual installation environments and technologies in this research. The aim was to uncover phenomena and perceptual experiencers of user interactive experience with the technologies in these studies, to inform body-movement perception. This was processed from interview/questionnaires which were recorded, transcribed and analyzed. This research contributes to knowledge in the field of human-computer-interaction in interactive audio-visual art environments, artist’s research practice in interactive audio-visual research, from a phenomenological view of users’ perception and consciousness in relation to sound and 3-D visual interactive technologies.
This research in embodied interaction with audio-visuals and human-computer-interaction (HCI) found users’ perception oscillated between proprioceptive and movement-vision, modes of perception and interaction. It was found that these salient modes of perception during interaction, that Proprioceptive were more for sound interaction, and movement-vision more for 3-D interaction. I developed a series of software tools; for body-interactive 3-D visuals and analogue synthesizer modulation. Full-body-part tracking of motion x, y, z, co-ordinates in performance space; raw, pitch and roll data of all body parts tracked in motion, which can be used in simultaneously interactive sound and 3-D visuals. A theory of embodied interactive audio-visuals data-live environments was developed from analysis of user experience. The research expands existing knowledge in the fields of human-computer-interaction (HCI): digital media, augmented and virtual realities, embodied interaction, interactive audio-visuals, and new media theory.
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Thesis Chapters by Ken Byers
An increasing understanding from various research fields shows that body-movement affects the way we perceive and evaluate ourselves and the environment, this raises new and challenging questions regarding embodiment in interaction, in virtual reality (VR) and data-live environments. New technologies have brought the body back to the centre of the interactive experience. This research is interdisciplinary and explores body-interactive audio-visuals in relation to embodied cognition, embodiment and body perception theory in the context of embodied interactive audio-visual art installations. This was practice-based research, through a series of experimental studies that results in a Pilot Study and Main study. This was to inform the aesthetic and technical design of embodied interactive audio visuals useful to art research, digital research, and human-computer-interaction (HCI) User experience was important to consider in the creative design of interactive digital audio-visual installation environments and technologies in this research. The aim was to uncover phenomena and perceptual experiencers of user interactive experience with the technologies in these studies, to inform body-movement perception. This was processed from interview/questionnaires which were recorded, transcribed and analyzed. This research contributes to knowledge in the field of human-computer-interaction in interactive audio-visual art environments, artist’s research practice in interactive audio-visual research, from a phenomenological view of users’ perception and consciousness in relation to sound and 3-D visual interactive technologies.
This research in embodied interaction with audio-visuals and human-computer-interaction (HCI) found users’ perception oscillated between proprioceptive and movement-vision, modes of perception and interaction. It was found that these salient modes of perception during interaction, that Proprioceptive were more for sound interaction, and movement-vision more for 3-D interaction. I developed a series of software tools; for body-interactive 3-D visuals and analogue synthesizer modulation. Full-body-part tracking of motion x, y, z, co-ordinates in performance space; raw, pitch and roll data of all body parts tracked in motion, which can be used in simultaneously interactive sound and 3-D visuals. A theory of embodied interactive audio-visuals data-live environments was developed from analysis of user experience. The research expands existing knowledge in the fields of human-computer-interaction (HCI): digital media, augmented and virtual realities, embodied interaction, interactive audio-visuals, and new media theory.
An increasing understanding from various research fields shows that body-movement affects the way we perceive and evaluate ourselves and the environment, this raises new and challenging questions regarding embodiment in interaction, in virtual reality (VR) and data-live environments. New technologies have brought the body back to the centre of the interactive experience. This research is interdisciplinary and explores body-interactive audio-visuals in relation to embodied cognition, embodiment and body perception theory in the context of embodied interactive audio-visual art installations. This was practice-based research, through a series of experimental studies that results in a Pilot Study and Main study. This was to inform the aesthetic and technical design of embodied interactive audio visuals useful to art research, digital research, and human-computer-interaction (HCI) User experience was important to consider in the creative design of interactive digital audio-visual installation environments and technologies in this research. The aim was to uncover phenomena and perceptual experiencers of user interactive experience with the technologies in these studies, to inform body-movement perception. This was processed from interview/questionnaires which were recorded, transcribed and analyzed. This research contributes to knowledge in the field of human-computer-interaction in interactive audio-visual art environments, artist’s research practice in interactive audio-visual research, from a phenomenological view of users’ perception and consciousness in relation to sound and 3-D visual interactive technologies.
This research in embodied interaction with audio-visuals and human-computer-interaction (HCI) found users’ perception oscillated between proprioceptive and movement-vision, modes of perception and interaction. It was found that these salient modes of perception during interaction, that Proprioceptive were more for sound interaction, and movement-vision more for 3-D interaction. I developed a series of software tools; for body-interactive 3-D visuals and analogue synthesizer modulation. Full-body-part tracking of motion x, y, z, co-ordinates in performance space; raw, pitch and roll data of all body parts tracked in motion, which can be used in simultaneously interactive sound and 3-D visuals. A theory of embodied interactive audio-visuals data-live environments was developed from analysis of user experience. The research expands existing knowledge in the fields of human-computer-interaction (HCI): digital media, augmented and virtual realities, embodied interaction, interactive audio-visuals, and new media theory.